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Rulebook Version 3.

0
ACKNOWLEDGEMENTS
The Waypoint Staff would like to take the time to thank our friends and family who have put up with all the
days and nights that it took us to put this rulebook together. We know it gets silly listening to our discussions
so thank you for not calling the police or the crazy hospital and having us committed.
We also want to thank all the people in the LARP community whose ideas and comments, whether sought out
or just overheard, have given us inspiration to create Waypoint. It is because of you this book was able to be
completed.
We hope you enjoy what follows and please feel free to contact us with any questions or comments. Now quit
reading this part and start reading the rules.

THE WAYPOINT STAFF


WWW.WAYPOINTLARP.COM
CREATOR
Kiel Reid
GRAPHIC DESIGN
Tashina Obrecht of Blue Shroom Designs
LEAD CONTRIBUTOR
Daniel Aull
ADDITIONAL CONTRIBUTORS
Eric Stark
Jared Twining
Travis Cole
Scott Smith
Jamie Pancy
SPECIAL THANKS
Lindsay Reid
Samyrah Reid
Matthew Howes
Chris Nicholson
Mike Nicholson

Cover Photographs by Kiri Brasseur


TABLE OF CONTENTS
ACKNOWLEDGEMENTS. . . . . . . . . . . . . . . . . . . . . . . . . 3 COMBAT REFLEXES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
CREATOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 CRITICAL STRIKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
GRAPHIC DESIGN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 CRUSHING BLOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
LEAD CONTRIBUTOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 DEXTERITY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
ADDITIONAL CONTRIBUTORS. . . . . . . . . . . . . . . . . . . . . 3 FORTITUDE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
SPECIAL THANKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 PHYSICAL RESISTANCES . . . . . . . . . . . . . . . . . . . . . . . . . 14
TABLE OF CONTENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 REGENERATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
WHAT IS LARP?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 STRENGTH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
THE WORLD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 VORPAL STRIKE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
YOUR CHARACTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 MASTER PHYSICAL SKILL GROUPS. . . . . . . . . . . . . . . . . 15
HOW TO BUILD A CHARACTER. . . . . . . . . . . . . . . . . . 7 DETERMINATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
ATTRIBUTES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 DIRTY FIGHTING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
BUYING SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 FIGHTING STYLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
SKIPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 IMPROVED COMBAT REFLEXES. . . . . . . . . . . . . . . . . . . 16
PREREQUISITES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 IMPROVED DEXTERITY. . . . . . . . . . . . . . . . . . . . . . . . . . . 16
TRAINING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 MEDITATE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
UNLEARNING SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 PARRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
HERO SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 POWERHOUSE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
VETERAN ABILITIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 WEAPON FOCUS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
MAGICAL AFFINITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 BASIC CUNNING SKILL GROUPS. . . . . . . . . . . . . . . . . . . 17
STARTING GEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 CUNNING APTITUDE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
USING SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 INCOME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
ACTION POINT SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 LANGUAGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
CHARGE SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 TEAMWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
RELOAD SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 ADVANCED CUNNING SKILL GROUPS. . . . . . . . . . . . . 18
ACTIVE COUNT SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . 10 ALCHEMY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
PASSIVE SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 ENGINEERING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
COOLDOWN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 INFILTRATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
GAME STOP SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 KNOWLEDGE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
LINE EFFECTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 PERCEPTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
TRIANGULATED EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . 11 RITUAL MAGIC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
GLOBAL EFFECTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 SKILL MASTERY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
SPECIAL EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 SMITHING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
COUNTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 STRONG MIND. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
REDIRECT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 MENTAL RESISTANCES. . . . . . . . . . . . . . . . . . . . . . . . . . . 20
TIME REDUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 MASTER CUNNING SKILL GROUPS. . . . . . . . . . . . . . . . 20
AUGMENTATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 IMPROVED ALCHEMY . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
SKILLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 IMPROVED ENGINEERING. . . . . . . . . . . . . . . . . . . . . . . . 21
BASIC PHYSICAL SKILL GROUPS . . . . . . . . . . . . . . . . . . 12 IMPROVED KNOWLEDGE. . . . . . . . . . . . . . . . . . . . . . . . . 21
ENDURANCE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 IMPROVED RITUAL MAGIC . . . . . . . . . . . . . . . . . . . . . . . 21
HEALTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 IMPROVED SMITHING. . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
PHYSICAL APTITUDE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 INSPIRATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
WEAPON PROFICIENCY . . . . . . . . . . . . . . . . . . . . . . . . . . 12 MERCHANT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
ADVANCED PHYSICAL SKILL GROUPS. . . . . . . . . . . . . . 13 SUBTERFUGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
ARMOR PROFICIENCY. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 UNDERWORLD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
BASIC ESSENCE SKILL GROUPS. . . . . . . . . . . . . . . . . . . 23 ITEM EFFECT COSTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
CHANNEL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 APPROVED CHARGED ITEM EFFECTS. . . . . . . . . . . . . . 35
ESSENCE APTITUDE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 TIER 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
FIRST AID. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 TIER 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
SENSE MAGIC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 TIER 3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
ADVANCED ESSENCE SKILL GROUPS. . . . . . . . . . . . . . 24 TIER 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
ABJURATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 TIER 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
DISPELLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 ALCHEMY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
EVANESCENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 BREWING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
EVOCATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 COMPONENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
HEALING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 ASPECTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
MANIPULATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 BATCH. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
NECROMANCY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 COMPONENT LIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
PESTILENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 SIMPLE COMPONENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
TRANSMUTATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 BASIC COMPONENTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
MASTER ESSENCE SKILL GROUPS. . . . . . . . . . . . . . . . . 26 ADVANCED COMPONENTS . . . . . . . . . . . . . . . . . . . . . . . 39
IMPROVED ABJURATION . . . . . . . . . . . . . . . . . . . . . . . . . 26 MASTER COMPONENTS. . . . . . . . . . . . . . . . . . . . . . . . . . 40
IMPROVED EVANESCENCE . . . . . . . . . . . . . . . . . . . . . . . 27 EPIC COMPONENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
IMPROVED EVOCATION . . . . . . . . . . . . . . . . . . . . . . . . . . 27 SMITHING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
IMPROVED HEALING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
IMPROVED MANIPULATION . . . . . . . . . . . . . . . . . . . . . . 27 ARMOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
IMPROVED NECROMANCY . . . . . . . . . . . . . . . . . . . . . . . 28 SHIELDS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
IMPROVED PESTILENCE. . . . . . . . . . . . . . . . . . . . . . . . . . 28 TRINKETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
IMPROVED TRANSMUTATION . . . . . . . . . . . . . . . . . . . . 28 TECHNIQUE SLOTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
RESIST MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 LEARNING TECHNIQUES. . . . . . . . . . . . . . . . . . . . . . . . . . 41
EFFECTS OF CALLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 WEAPON TECHNIQUES . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
RITUAL MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 ARMOR/SHIELD TECHNIQUES. . . . . . . . . . . . . . . . . . . . 42
SCHOOLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 CRAFTING TIMES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
CASTING SPELLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 UPGRADING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
TIME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 WORKING TOGETHER. . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
COMPONENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 ENGINEERING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
PARTICIPANTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 CRAFTING TIMES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
SPELLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 SIMPLE INVENTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
SIMPLE SPELLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 CONTAINER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
BASIC SPELLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 MANACLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
ADVANCED SPELLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 TRAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
MASTER SPELLS & EPIC SPELLS . . . . . . . . . . . . . . . . . . . 34 BASIC INVENTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
ENCHANTMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 BATTERING RAM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
PERMANENT ITEMS OF POWER. . . . . . . . . . . . . . . . . . . 34 FIRING CHARGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
CHARGED ITEMS OF POWER . . . . . . . . . . . . . . . . . . . . . 34 SIMPLE LOCK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
ENCHANTING AN ITEM . . . . . . . . . . . . . . . . . . . . . . . . . . 34 REINFORCED DOOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
RESTRICTED SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 ADVANCED INVENTIONS. . . . . . . . . . . . . . . . . . . . . . . . . 44
.5 MP PERMANENT ABILITIES. . . . . . . . . . . . . . . . . . . . . 35 SIMPLE BUILDING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
1 MP PERMANENT ABILITIES . . . . . . . . . . . . . . . . . . . . . 35 BOMB. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
1.5 MP PERMANENT ABILITIES. . . . . . . . . . . . . . . . . . . . 35 BALISTA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
ITEM OF POWER LIMITATIONS . . . . . . . . . . . . . . . . . . . 35 CANNON CHARGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
MASTER INVENTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 DEATH AND DYING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
PISTOL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 INCAPACITATED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
CATAPAULT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 SPECIAL SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
FORTIFIED BUILDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 BIND A TARGET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
COMPLEX LOCK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 DEAL STRUCTURE DAMAGE. . . . . . . . . . . . . . . . . . . . . . . 51
EPIC INVENTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 USE FIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
CANNON. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 WIELD WEAPON. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
DOUBLE LOCK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 USE BOW/THROWN UNTRAINED. . . . . . . . . . . . . . . . . . 51
VAULT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 USE AMBIDEXTERITY UNTRAINED. . . . . . . . . . . . . . . . 51
OTHER INVENTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 USE SHIELD UNTRAINED. . . . . . . . . . . . . . . . . . . . . . . . . 51
WORKING TOGETHER. . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 USE ARMOR UNTRAINED. . . . . . . . . . . . . . . . . . . . . . . . . . 51
TEAMWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 DRINK/ADMINISTER A POTION. . . . . . . . . . . . . . . . . . . . 51
CREATING A TEAM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 ADMINISTER KILLING BLOW. . . . . . . . . . . . . . . . . . . . . . 51
SELECTING ABILITIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 CARRY A TARGET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
BASIC ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 REGAIN ACTION POINT . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
ADVANCED ABILITIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 SEARCHING A TARGET . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
PREREQUISITES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 ATTUNE AN ITEM OF POWER. . . . . . . . . . . . . . . . . . . . . . 51
BONUSES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 MISCELLANEOUS RULES AND INFORMATION. 52
CALCULATING TOTALS. . . . . . . . . . . . . . . . . . . . . . . . . . . 46 ANACHRONISMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
TEAM LEADER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 BREAKING THE LAW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
LEADERSHIP HIERARCHY . . . . . . . . . . . . . . . . . . . . . . . . 46 BUILDINGS AND DOORS. . . . . . . . . . . . . . . . . . . . . . . . . . 52
TEAM MEMBERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 CARRYING ITEMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
ADDING TEAM MEMBERS . . . . . . . . . . . . . . . . . . . . . . . . 47 CHARACTER RETIREMENT. . . . . . . . . . . . . . . . . . . . . . . 52
REMOVING TEAM MEMBERS. . . . . . . . . . . . . . . . . . . . . 47 CHARACTER SHEET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
LEAVING A TEAM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 CHEATING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
HIATUS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 COSTUMING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
DISSOLVING A TEAM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 KEEPING THE CAMP CLEAN. . . . . . . . . . . . . . . . . . . . . . 53
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 LARP TERMS AND NUANCES . . . . . . . . . . . . . . . . . . . . . 53
SAFETY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 OUT OF GAME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
SWINGING MELEE ATTACKS. . . . . . . . . . . . . . . . . . . . . . 48 PLAYER VS. PLAYER SITUATIONS. . . . . . . . . . . . . . . . . . 53
THROWING RANGED DAMAGE . . . . . . . . . . . . . . . . . . . 48 PLAYING MULTIPLE CHARACTERS AT AN EVENT. . 53
SHOOTING RANGED DAMAGE. . . . . . . . . . . . . . . . . . . . 48 STAYING IN CHARACTER. . . . . . . . . . . . . . . . . . . . . . . . . 53
STRIKING A TARGET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 STRUCTURE DAMAGE. . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
TOUCHING A TARGET . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 STRUCTURE POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
WEAPON PHYS REPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 TAGS AND ITEMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
WEAPON SIZES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 TAKING ITEMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
ARMOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
ARMOR PHYS REPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
USING A SHIELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
SHIELD PHYS REPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
SHIELD DESTRUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . 50
SHIELD SAFETY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
TAKING DAMAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
LIFE POINTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
ACTION POINTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
COMBAT REFLEXES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
SURGING CALLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Of course a big part of your character is the abilities
WHAT IS LARP? they possess. The skills in the game are left purposely
LARP is an acronym for Live Action Role Play. It con- vague to give the players roleplay flexibility. These
sists of creating and playing a character while interact- abilities are chosen by spending character points to
ing with others in a way that mimics improvisational purchase skills.
theatre. You try and immerse yourself in the character
you have created, think the way they think and speak
the way they speak.
The first step to playing characters is creating them. HOW TO BUILD A
What is important to them? What drove them into
their current lifestyle? What makes them special?
CHARACTER
These are just a few of the questions you may want to ATTRIBUTES
ask yourself during the character creation process.
The first thing that is done at the beginning of char-
THE WORLD acter creation is assigning your attributes. Each attri-
butes corresponds to a skill tree which contains skill
The setting of this game is high fantasy. That means groups. There are three attributes.
that there are many of your typical fantasy races (i.e.
Elves, Dwarves and Orcs), magic and a general medi- Physical This attribute represents your physical
eval theme. There are also some renaissance elements health. You receive one permanent Life Point for each
in regards to pistols and cannons as well as the ability point you have in this attribute. You start with one life
to create strange inventions which allows you to inte- point for every point you have in this attribute. When
grate things like steampunk and pirates. this attribute is reduced to 0 you are reduced to 0 Life
Points, your Life Points cannot be healed and no Physi-
In other words the world is very open. Players are en- cal skills may be used.
couraged to be creative with their character concepts
and back stories. If you have an alternate setting in Cunning This Attribute represents your mental
which your character comes from we can work to inte- health and fortitude. You receive one Character Point
grate it with the current world. or two Skips for each point you have in this Attribute.
When this Attribute is reduced to zero, you are driven
This is how the world is created. It is a blank canvas insane. You cannot speak intelligently, convey mes-
and the players are the painters. For more informa- sages or use non passive skills.
tion on the setting please consult the Wiki at:
www.waypointlarp.com/world Essence This attribute represents your inner power.
You receive one AP for every point you have in this at-
YOUR CHARACTER tribute. When this attribute is reduced to 0 you slip
into a sleep effect from which you cannot be awak-
So we have touched a little bit on character creation ened.
but here we want to delve into it a little bit more. Now
that you have a general concept of the world and what All attributes begin at 1. You then have an additional 5
kind of possibilities it offers we can really start to build points to assign as you desire.
your character. Listed below are some of the questions Example: Physical 3
you want to be able to answer by the time you have Cunning 2
finished creating your character.
Essence 3
What is your name?
Where are you from? BUYING SKILLS
What motivates you? There are three skill trees in the game, each one cor-
How did you come to be the person you are today? responding with an attribute. These skill trees consist
of the Physical tree, Cunning tree and Essence tree.
As long as you are able to answer these questions Each skill tree has 4 basic skill groups, 9 advanced skill
you have a great foundation. The answers dont even groups and 9 master skill groups. Each of these groups
have to be elaborate. You can be Gerard from Home- contains 5 skills. All skills must be purchased in order.
stead whose parents were killed by Orcs and you have You are not required to spend all Character Points you
trained so that you can prevent others from other feel- possess. You may only spend Character Points in be-
ing that same heartache. tween events.

7
As a starting character you will begin at Level 1. Every same skill group. If you elect to learn a skill you pre-
event you attend will garner the character you played viously used a skip on you then regain that skip so it
one additional level. A characters maximum level is 50. may be used again. This does not reduce the cost for
purchasing additional skills within the Skill Group.
Character Points Total Magic
Level Earned Character Affinity PREREQUISITES
Points
Some skills have prerequisites that must be met be-
1 20 20 1 fore they may be purchased. All advanced skill groups
2 10 30 1.5 have an Attribute prerequisite of two. All master skill
groups have an Attribute prerequisite of three. If a
3 5 35 2 skill prerequisite is required you must not have used a
Skip on that skill in order to properly meet the quali-
4 3 38 2.5 fications.
5 2 40 3 TRAINING
6 1 41 3 The Skill Mastery skill group allows you to teach skills
to others. This allows them to purchase skills at a re-
7 1 42 3 duced cost. Your student must meet all prerequisites
8 1 43 3 of the skill you are teaching them. Your student cannot
have already purchased the skill they are attempting
9 1 44 3 to learn. When a student is taught a skill, the student
10 1 45 3 may purchase the lowest level of the skill group they
have not purchased or skips for one character point.
11+ 0 45 3 If the teacher has Skill Mastery they may teach you
multiple levels of the skill group at once (I.E. You could
The skills are purchased up to the level you have in the learn Smithing Level 1, 2, 3, 4 and 5 in one session and
prerequisite stat at the rate of 1 point per level. Beyond purchase them each for 1 point.) Teaching requires 30
that it doubles. Next level would be 2 points; the level minutes of the teacher roleplaying with the student,
thereafter would be 4 points and so on. and the teacher must notify the game staff that they
If you have three points in your Physical Attribute then are teaching the skill before beginning the roleplay.
the first three skills in the Health Skill Group can be The student must fill out the Learning Skills section
purchased for one Skill Point each. The 4th level skill of their character sheet to complete their training. If
will cost two Skill Points and the 5th level skill will cost a player unlearns a skill that they have been taught by
four Skill Points. a teacher, they cannot purchase the skill at a reduced
cost until they have been trained again.

Attribute Level Level Level Level Level UNLEARNING SKILLS


Score 1 Skill 2 Skill 3 Skill 4 Skill 5 Skill A character may unlearn skills so that those character
Cost Cost Cost Cost Cost
points can be used towards purchasing other skills.
1 1 2 4 8 16 You must advise the game staff that you are doing this
2 1 1 2 4 8 before playing your character at the event. You may
unlearn any number of skills within one skill group
3 1 1 1 2 4 per event by not using those skills. You may also undo
4 1 1 1 1 2 any skips used as well so that they may be used in
5+ 1 1 1 1 1 other skill groups.
If you unlearn a level of Skill Mastery you must also
unlearn the attuned skill. Skill Mastery Level 1 4 can
SKIPS only be unlearned one level at a time.
You can use skips during character creation to skip
purchasing certain levels within a skill tree. As an ex-
ample you elect to skip the 3rd level skill in the Health
skill group. You then purchase the 4th level skill. You
purchase it at the same rate as if you had purchased
the previous skills. You may use multiple skips in the

8
HERO SKILLS STARTING GEAR
The Veteran Ability: Heroic grants you an empty Hero
A character may purchase ten points worth of starting
Skill slot that can be filled with a Hero Skill. Hero
gear from the following chart.
skills are not listed in the book and must be earned on
quests, learned from NPCs, or taught by fellow play- Basic Weapon 1 Point
ers. You may also submit a Hero Skill Request Form to Basic Armor (One Location) 1 Point
make recommendations to the Game Staff about what
kind of Hero Skill you would like for your character. Basic Shield 1 Points
Some Hero Skills have prerequisites that you must Advanced Weapon 4 Points
meet in order to acquire them, and some Hero Skills Advanced Shield 4 Points
change over time.
Advanced Armor (One Location) 4 Points
You may teach a Hero Skill to someone who has an
empty Hero Skill slot by roleplaying with them for 30 2 Simple Components (Any) 1 Point
minutes. You must notify the game staff that you are 1 Basic Component (Any) 1 Point
teaching the Hero Skill before beginning the roleplay. 1 Advanced Component (Any) 2 Points
The student must fill out the Learning Skills section of
their character sheet to complete their training. 3 Sky Pillars 1 Point

VETERAN ABILITIES
Every 5 Levels you may choose a Veteran Ability. These
abilities are listed below.
Focused You gain two additional AP.
Hardened You gain two additional Life Points.
Improved You may increase one of your attributes by
one. You may only take this ability once.
Learning You gain 2 character points.
Heroic You gain the ability to learn a Hero Skill. You
may only take this ability twice.
Blessed This ability allows you to come back to life
at any point when being targeted by the Improved
Healing 3 skill, even after a red chip has been drawn.
You may only do this one time and then the ability
can never be used again. You may only be granted this
ability once.
Magician You gain one additional ritual specialty.
Craftsman You can learn two additional crafting
techniques.
Affinity This ability increases your Magical Affinity
Score by 2. You may only be granted this ability once.
MAGICAL AFFINITY
There are items of power in the game that will grant
you the ability to do amazing things. In order to use
them, you must first use the Attune Item of Power
skill and have the prerequisite amount of Magical Af-
finity. All characters gain a Magical Affinity Score as
shown on the Character Level chart on page 9. Your
Magical Affinity Score determines how much Magic
Power (MP) worth of items you can attune to yourself.

9
active count duration. This target must remain sta-
USING SKILLS tionary. Once the time has elapsed you are considered
Listed below are the ways various skills function. As a to have used the skill successfully. If you are struck or
general rule you may only do one skill count at a time, have a skill being used on you while you are in the pro-
with the exception of passive skill counts. I.e. you cant cess of an active skill count, it is considered disrupted
reload a skill and charge a skill at the same time. and must be restarted from the beginning if you wish
to use the skill.
ACTION POINT SKILLS PASSIVE SKILLS
An Action Point (AP) skill is defined as a skill that re-
quires an AP to use. You spend the required amount of A passive skill is defined as a skill that requires no
AP to enable the effect. If you do not have the required charge, reload, AP or active count to use. These skills
amount of AP you cannot activate the skill. Even if the provide a sustained or permanent benefit to the char-
acter while they possess the skill. Some passive skills
AP cost of a skill is reduced to 0 it is still considered an
AP skill. have a passive count. Anything that requires you to
perform an active count, charge count, reload count
CHARGE SKILLS or has an AP cost disrupts passive counts. If you are
struck or have a skill being used while you are doing
A charge skill is defined as a skill that has a required your passive count it is considered disrupted. Passive
charge count to activate. A charge is achieved by re- counts automatically restart after being disrupted.
maining stationary for the duration of the required Passive skill counts can be done simultaneously.
time without being disrupted. You may cease this
count prior to completion with no penalty. Once this
has been done you have the skill charged and may
COOLDOWN
move normally. The next action you take must be with When a skill has a cooldown that means that you can-
the charged skill. Only one skill can be charged at a not use another skill that also has that same kind of
time. If you are struck or have a skill used on you, your cooldown until the duration has expired. There are
charged skill is dropped or if you are charging a skill three different types of cooldown, physical, cunning
your count is considered disrupted and must be re- and essence. So a physical cooldown only stops you
started from the beginning if you wish to charge the from using other skills with a physical cooldown for
skill. You may drop a charge skill at any time. that amount of time. Cooldown times cannot be dis-
rupted.
RELOAD SKILLS GAME STOP SKILLS
A reload skill is defined as a skill that has a required
charge to get ready but can then be used at a later Some skills allow you to call a game stop to announce
time. A reload is achieved by remaining stationary for their effect. There is an order in which this is done to
the duration of the required time without being dis- insure clarity and to minimize confusion and delay.
rupted. You may cease this count prior to completion 1 Announce a game stop. If a blind game stop is
with no penalty. Once this has been done you have the called, everyone other than the person who called the
skill loaded and you may move normally. This skill can game stop who hears the call must close their eyes un-
now be used at any time and you may have as many re- til game on is called.
load skills ready as you want but each skill can only be 2 Announce whether it is a skill effect, item effect
loaded one time. If you are struck or have a skill used or miscellaneous effect. If this produces an effect that
on you while you are reloading a skill, your count is cannot be countered you must announce it at this
considered disrupted and must be restarted from the time.
beginning.
3 Announce the area of the effect and outline accord-
ACTIVE COUNT SKILLS ingly if it is a line or triangulated effect.
An active count skill is defined as a skill that has a re- 4 Announce the effect.
quired time that you must spend achieving the effect. 5 Announce Game on in 5 seconds and begin to count
An active count is achieved by spending the duration backwards at a reasonable pace. At this time if you
indicated by the skill roleplaying accordingly. You may wish to use a skill that allows you to remove yourself
cease this count prior to completion with no penalty. If from the area you may do so. Also another character
a target is required you must stay within 5 feet for the may counter or redirect the effect if they have the abil-

10
ity to do so. If countered then you announce confir- you to 4 seconds. If a time reduction would leave you
mation (OK) and then restart the count. If redirected with a partial amount of a second, such as 7.5, round
the person who did so then takes over the game stop. up to the nearest second.
6 Announce game on.
AUGMENTATION
LINE EFFECTS You can only be under the effect of one magical en-
A line effect is represented by walking in a straight chantment or alchemical enhancement at a time. You
line with their arms outstretched and hands empty. can also be under the effects of one boon as well.
The person walking may choose to end the line at any
time. They then return to their original location. Any-
one who would be touched by the person walking out
the effect is considered to be a target. If the person
walking out the effect would hit a large obstacle (I.E.
large tree, building, door, wall or boulder) stops the ef-
fect. Line distance is limited to 15 paces.
TRIANGULATED EFFECTS
A triangulated effect is represented by throwing two
packets. Those packets serve as point A and B. The
location of the caster is considered point C. Anyone
within the triangle created is considered to be a target.
GLOBAL EFFECTS
A global effect is represented by declaring Everyone
within the sound of my voice. Anyone who can hear
the voice of the person announcing the effect is con-
sidered to be a target.
SPECIAL EFFECTS
Certain effects have special areas of effect but are
mainly used by the game staff.
COUNTER
When a game stop effect is countered, none of the
countered effects take place. You cannot counter a
counter.
REDIRECT
When a game stop effect is redirected, the person who
countered it may then use it immediately as though
they were the originator. They declare the area and the
effect again. When using a redirect, it is considered
a miscellaneous effect and is therefore unable to be
countered.

TIME REDUCTION
All skills that reduce time are taken in steps, not added
together. First you remove set time increment deduc-
tions and then percentage deductions. As an example
if you have a skill with a 20 second charge. You have a
skill that reduces it by 10 seconds, one that reduces it
by 50% and another skill that reduces it by 20%. First
you subtract 10 seconds reducing it to 10 seconds, then
by 50% reducing it to 5 seconds, then by 20%, bringing

11
PHYSICAL APTITUDE
SKILLS Level 1 This skill grants you one AP.
BASIC PHYSICAL SKILL Level 2 This skill grants you one AP.
GROUPS Level 3 This skill grants you two AP.
Level 4 This skill grants you the ability to regain 2 AP.
This skill has a 5 minute reload.
Endurance
Level 5 This skill grants you the ability to increase the
amount of AP regained from Physical Aptitude Level 4
by two.
WEAPON PROFICIENCY
Level 1 This skill grants one of the listed proficiencies.
Weapon Level 2 This skill grants one of the listed proficiencies.
Proficiency Basic Physical Level 3 This skill grants one of the listed proficiencies.
Health
Skill Group
Level 4 This skill grants one of the listed proficiencies.
Level 5 This skill grants two of the listed proficiencies.
AMBIDEXTERITY
You have the ability to use a weapon in each hand. One
Physical weapon must be of short length or smaller.
Aptitude
ARCHERY
You have the ability to use a bow or crossbow. Your
base damage is 1 Vorpal. You may also use packets in
ENDURANCE lieu of arrows. When using packets there is a ten sec-
Level 1 This skill increases the amount of time takes ond Charge time required to simulate the nocking and
for you to bleed out by 1 minute. drawing of the arrow so, unlike other Charge times, it
Level 2 This skill grants you the ability to remain may be executed while moving at a walk.
conscious, crawl, speak and drink potions while in FIREARM
Critical Life.
You have the ability to use a firearm, a genre appropri-
Level 3 This skill increases your bleed out count by 2 ate NERF weapon. Your base damage is 1.
minutes.
SHIELD
Level 4 This skill grants you the ability to double the
healing properties of all potions you imbibe. You have the ability to use a shield in combat with no
penalties to damage.
Level 5 This skill grants you the ability to bring your
Life Point total to zero when an effect drops your Life THROWN
Point total from a positive value to a negative value by You have the ability throw any coreless weapon or
spending one AP. packet for damage and deal a base damage of 1.
HEALTH UNARMED STRIKE
Level 1 This skill grants you one permanent Life Point. This proficiency grants you the ability to wield a tiny
Level 2 This skill grants you one permanent Life Point. natural weapon. You can block attacks normally and
deal a base damage of 1. If you also have Ambidexter-
Level 3 This skill grants you one permanent Life Point. ity you may wield a natural weapon in each hand.
Level 4 This skill grants you two permanent Life Points.
Level 5 This skill grants you two permanent Life Points.

12
Level 5 This skill grants you the ability to gain three
ADVANCED PHYSICAL SKILL temporary combat reflexes after a one minute active
GROUPS count. This is the maximum amount of temporary
combat reflexes that you may have from this skill at
a time. You may only use this skill when at your maxi-
Armor mum combat reflexes.
Proficiency
Vorpal Strike
Combat CRITICAL STRIKE
Reflexes
Level 1 This skill grants you the ability to swing 2
after a 10 second charge.
Level 2 This skill grants you the ability to reduce the
Strength Advanced Critical Strike charge times for Critical Strike Level 1,3 and 5 by 50%.
Physical Skill Level 3 This skill grants you the ability to swing 4
Group after a 20 second charge.
Level 4 This skill grants you the ability to increase the
Crushing damage of Critical Strike Level 1 by one, Critical Strike
Regeneration Level 3 by two and Critical Strike Level 5 by three.
Blow
Level 5 This skill grants you the ability to swing 6
after a 30 second charge.
Fortitude Dexterity
CRUSHING BLOW
Special: When using a two handed weapon to deliver
your attack with Crushing Blow Level 1 the damage is
ARMOR PROFICIENCY increased by two. This bonus does not apply to ranged
Level 1 This skill grants you the ability to wear one weapons.
armor category higher than you normally can with no Level 1 This skill grants you the ability to swing/shoot/
penalty. throw 3 Crush by spending one AP. This skill has a 30
Level 2 This skill grants you the ability to wear one second reload. It also has a 5 second physical cooldown.
armor category higher than you normally can with no Level 2 This skill grants you the ability to increase the
penalty. damage of Crushing Blow Level 1 by one.
Level 3 This skill grants you the ability to increase Level 3 This skill grants you the ability to reduce the
your total Armor Points by two when wearing three amount of AP required to use Crushing Blow Level 1
armor locations or by three when wearing four armor by one.
locations. Level 4 This skill grants you the ability to increase the
Level 4 This skill grants you the ability to increase damage of Crushing Blow Level 1 by two.
your total Armor Points by three when wearing three Level 5 This skill grants you the ability to passively
armor locations or by four when wearing four armor swing for 1 Crush by spending two AP. This damage
locations. cannot be increased in any way. You may not use any
Level 5 This skill grants you the ability to resist any call charge, reload, active count or AP abilities while using
that contains the word Shatter by spending one AP. this ability. You can stop using this ability at any time
instantly.
COMBAT REFLEXES
Level 1 This skill grants you one point of permanent DEXTERITY
Combat Reflexes. Level 1 This skill grants you the ability to resist any
Level 2 This skill grants you one point of permanent call that contains the word Slow by spending one AP.
Combat Reflexes. Level 2 This skill grants you the ability to resist any
Level 3 This skill grants you one point of permanent call that contains the word Root by spending one AP.
Combat Reflexes. Level 3 This skill grants you the ability to resist any
Level 4 This skill grants you two point of permanent frontal ranged call that contains a number and does
Combat Reflexes. not contain the word Magic by spending one AP.

13
Level 4 This skill grants you the ability to resist any Level 5 This skill reduces the passive count of Re-
call that contains the word Lash by spending one AP. generation Level 1 by 10 seconds. The skill also grants
Level 5 This skill grants you the ability to reduce the you the ability to regenerate one of your limbs after a 5
amount of AP required to use Dexterity Level 4 by one. minute passive count.

FORTITUDE STRENGTH
Level 1 This skill grants you one Physical Resistance Level 1 This skill grants you the ability to carry two
of your choice. If you have already chosen this Physical people at once.
Resistance you may reduce the AP cost by one. Level 2 This skill grants you the ability to swing
Level 2 This skill grants you one Physical Resistance Knockback by spending one AP. This skill also grants
of your choice. If you have already chosen this Physical you the ability to resist any call that contains the word
Resistance you may reduce the AP cost by one. Knockback by spending one AP.
Level 3 This skill grants you one Physical Resistance Level 3 This skill grants you the ability to deal 1 point
of your choice. If you have already chosen this Physical of structure damage after a 1 minute active count.
Resistance you may reduce the AP cost by one. Level 4 This skill grants you the ability to carry ten
Level 4 This skill grants you one Physical Resistance additional items at once. This skill also grants you the
of your choice. If you have already chosen this Physical ability to perform feats of strength. This ability is used
Resistance you may reduce the AP cost by one. to lift or move heavy objects, hold something open etc.
Level 5 This skill grants you one Physical Resistance Level 5 This skill grants you the ability to swing
of your choice. If you have already chosen this Physical Knockback after a 5 second charge.
Resistance you may reduce the AP cost by one. VORPAL STRIKE
PHYSICAL RESISTANCES Special: When using a two-handed weapon to deliver
NEUTRALIZER your attack with Vorpal Strike Level 1 the damage is
increased by two. This bonus does not apply to ranged
This grants you the ability to resist any call that con- weapons.
tains the word Poison by spending one AP.
Level 1 This skill grants you the ability to swing/
FLEXIBLE shoot/throw 3 Vorpal by spending one AP. This skill
This grants you the ability to resist any call that con- has a 30 second reload. It also has a 5 second physical
tains the word Paralyze by spending one AP. cooldown.
VIGOROUS Level 2 This skill grants you the ability to increase the
damage of Vorpal Strike Level 1 by one.
This grants you the ability to resist any call that con-
tains the words Drain Physical by spending one AP. Level 3 This skill grants you the ability to reduce the
amount of AP required to use Vorpal Strike Level 1 by
STRONG one.
This grants you the ability to resist any call that con- Level 4 This skill grants you the ability to increase the
tains the word Weaken by spending one AP. damage of Vorpal Strike Blow Level 1 by two.
REGENERATION Level 5 This skill grants you the ability to passively
Level 1 This skill grants you the ability to regain one swing for 1 Vorpal by spending two AP. This damage
Life Point after a 1 minute passive count. cannot be increased in any way. You may not use any
charge, reload, active count or AP abilities while using
Level 2 This skill reduces the passive count of Regen- this ability. You can stop using this ability at any time
eration Level 1 by 10 seconds. instantly.
Level 3 This skill reduces the passive count of Regen-
eration Level 1 by 10 seconds.
Level 4 This skill reduces the passive count of Regen-
eration Level 1 by 10 seconds.

14
shoot/throw Disarm by spending one AP
MASTER PHYSICAL SKILL
Level 3 This skill grants you the ability to swing Par-
GROUPS alyze by spending two AP after a 1 minute charge. You
must use a tiny weapon/tiny natural weapon to deliver
this attack.
Determination
Level 4 This skill grants you the ability to call Lash
Weapons Dirty Disarm by spending two AP. This skill has a 5 second
Focus Fighting reload.
Level 5 This skill grants you the ability to reduce the
AP required to use Dirty Fighting Level 3 by two.
Fighting
Powerhouse Master Styles
FIGHTING STYLE
Physical Skill Level 1 This skill grants you one of the listed fight-
Group ing styles.
Level 2 This skill grants you one of the listed fight-
Improved
ing styles.
Parry Combat
Reflexes Level 3 This skill grants you one of the listed fight-
ing styles.
Improved Level 4 This skill grants you one of the listed fight-
Meditate
Dexterity ing styles.
Level 5 This skill grants you one of the listed fight-
ing styles.
DETERMINATION
ARCHERY
Special: In order to take this skill you must have Health
Level 1, 2 and 3. This fighting style allows you to reload Vorpal Strike
Level 1 while walking when wielding a bow in both
Level 1 This skill grants you the ability to resist kill- hands.
ing blows while in critical life. Unlike other resists this
one does not need to be declared when used. This is DEFENSIVE MATRIX
considered an AP ability. This fighting style grants you the ability to spend
Level 2 This skill grants you the ability to completely one AP to reduce all incoming melee attack damage
restore all of your Life Points by spending three AP. by one. While using this ability, all of your outgoing
This skill has a 2 minute reload. damage is reduced to zero and cannot be increased.
You cannot use any Charge, Reload, Active count or
Level 3 This skill grants you the ability to gain two
AP abilities while using this ability. You can stop using
temporary Life Points after a 1 minute active count.
this ability at any time.
This is the maximum amount of temporary Life Points
that you may have from this skill at a time. You may SHIELD
only use this skill when at your maximum Life Points. This fighting style grants you the ability to familiar-
Level 4 This skill grants you the ability to reduce the ize yourself with a shield after a 5 minute active count.
amount of AP required to use Determination Level 2 Once you are familiarized the shield is treated as having
by one. its hardness increased by 10 while in your possession.
Level 5 This skill grants you the ability to never go You may only have one familiarized shield at a time.
below 9 Life Points. UNARMED
DIRTY FIGHTING This fighting style allows you to use short sized natu-
ral weapons phys reps.
Level 1 This skill grants you the ability to swing/
shoot/throw Slow by spending one AP. If you also WIDE SWING
have Pestilence Level 1 you gain the ability to swing/ This fighting style grants you the ability to call 3 Lash
shoot/throw Slow after a 10 second charge. while wielding a two handed weapon. This skill has a
Level 2 This skill grants you the ability to swing/ 10 second reload.

15
IMPROVED COMBAT REFLEXES you have been brought above 0 Life Points or you have
Special: In order to take this skill you must have Com- been killed via killing blow. You cannot use any skills
bat Reflexes Level 1, 2 and 3. other than Meditate Level 2 while in this state.
Level 1 This skill grants you the ability to reduce the Level 4 This skill grants you the ability to regain one
passive count to regain Combat Reflexes by 1 minute. AP after a 1 minute active count.
Level 2 The skill grants you the ability to completely Level 5 This skill grants you the ability to reduce the
restore all of your Combat Reflexes by spending 3 AP. active count of Meditate Level 4 by 50%.
This skill has a 2 minute reload. PARRY
Level 3 This skill grants you the ability to reduce the Level 1 This skill grants you the ability to resist any
passive count to regain Combat Reflexes by 1 minute. call that contains the word Disarm by spending one
Level 4 This skill grants you the ability to reduce the AP. If you have Weapon Focus Level 2 you may reduce
amount of AP required to use Improved Combat Re- the AP cost by one.
flexes Level 2 by one. Level 2 This skill grants you the ability to negate any
Level 5 This skill grants you the ability to triple the frontal melee attack with a number in it by spending
amount of permanent Combat Reflexes in lieu of dou- one AP. This skill has a 10 second reload.
bling the amount you have when wearing no armor. Level 3 This skill grants you the ability to reduce the
reload of Parry Level 2 by 5 seconds.
IMPROVED DEXTERITY
Special: In order to take this skill you must have Dex- Level 4 This skill grants you the ability to swing2
terity Level 1, 2 and 3. Vorpal or 3 Crush at a target whose attack you used
the Parry Level 1 skill to resist within the past 5 sec-
Level 1 This skill grants you the ability to reduce the onds.
amount of AP required to use Dexterity Level 1 by one.
Level 5 This skill grants you the ability to reduce the
Level 2 This skill grants you the ability to reduce the reload of Parry Level 2 by 5 seconds.
amount of AP required to use Dexterity Level 2 by one.
POWERHOUSE
Level 3 This skill grants you the ability to avoid/re-
sist any line, cone or global effect by spending one AP. Special: In order to take this skill you must have
When this skill is used you must move away from the Strength Level 1, 2 and 3.
effect using the shortest available path within reason. Level 1 This skill grants you the ability to run while
When resisting a global effect you fall prone. carrying a person.
Level 4 This skill grants you the ability to resist calls Level 2 This skill grants you the ability to reduce the
to the back when using Dexterity Level 3. AP cost of Strength Level 2 by one when resisting a call
Level 5 This skill grants you the ability to bring two that contains the word Knockback.
willing targets within five feet of you when using Im- Level 3 This skill grants you the ability to increase the
proved Dexterity Level 3 by spending one additional AP. structure damage you can deal with Strength Level 3
by 1 and reduces the active count by 50%.
MEDITATE
Special: In order to take this skill you must have En- Level 4 This skill grants you the ability to call Lash
durance Level 1, 2 and 3. Knockback by spending one AP. This skill has a 5 sec-
ond reload.
Level 1 This skill grants you the ability to increase the
amount of time it takes for poison to incapacitate you Level 5 This skill grants you the ability to swing
to 5 minutes. When affected by Sleep or Paralyze, the Shatter by spending one AP after a 30 second charge.
duration of these effects are reduced by 50%. If you also have Pestilence Level 5 you gain the ability
to reduce the AP cost of this skill by one.
Level 2 This skill grants you the ability to appear
dead when assessed. WEAPON FOCUS
Level 3 This skill grants you the ability to enter a med- Special: A weapon type is chosen when this skill is pur-
itative state while in Critical Life. While in this state, chased. It is then considered your Specialized Weapon.
your bleed out count stops, you are aware of your sur- Types include Unarmed, Melee Blades, Melee Headed,
roundings and you regain one Life Point after every 2 Pole Arm, Firearms, Bow or Thrown.
minute passive count. You cannot leave this state until

16
Level 1 This skill grants you the ability to swing/ INCOME
shoot/throw your specialized weapon type for 3 by Level 1 This skill grants you the ability to receive 3
spending one AP. This skill has a 5 second physical Sky Pillars at game on.
cooldown.
Level 2 This skill grants you the ability to receive 3
Level 2 This skill grants you the ability to resist any Sky Pillars at game on.
call that contains the word Disarm by spending one
AP. If you have Parry Level 1 you may reduce the AP Level 3 This skill grants you the ability to receive 4
cost by one. Sky Pillars at game on.
Level 3 This skill grants you the ability to have one Level 4 This skill grants you the ability to receive 5
additional Specialized Weapon type. Sky Pillars at game on.
Level 4 This skill grants you the ability to increase the Level 5 This skill grants you the ability to receive 5
damage of Weapon Focus Level 1 by one. Sky Pillars at game on.
Level 5 This skill grants you the ability to increase the LANGUAGES
passive damage of your Specialized Weapon type(s) by Special: For information on what languages are avail-
one. able please check www.waypointlarp.com/world
BASIC CUNNING SKILL Level 1 This skill grants you the ability to read and
write one common language of your choice.
GROUPS Level 2 This skill grants you the ability to decipher a
page written in a common language with a 15 minute
Cunning active count, an uncommon language with a 30 min-
Aptitude ute active count or a rare language with a 60 minute
active count.
Level 3 This skill grants you the ability to read and
write one common, uncommon or rare language of
your choice.
Level 4 This skill grants you the ability to use forg-
Teamwork ery to copy documents flawlessly or create new docu-
Basic Cunning
Income ments that appear legitimate with a 15 minute active
Skill Group
count. This skill also allows you to identify forgeries
with a 15 minute active count.
Level 5 This skill grants you the ability to read and
write two common, uncommon or rare languages of
your choice. This skill also reduces the active count of
Languages 2 and 4 by 50%.
Languages TEAMWORK
Special: Please see Pg. 45 for more information on
this skill.
CUNNING APTITUDE
Level 1 This skill grants you one AP. Level 1 This skill grants you the ability to be the mem-
ber of a team.
Level 2 This skill grants you one AP.
Level 2 This skill grants you the ability to join a team
Level 3 This skill grants you two AP. immediately once an event.
Level 4 This skill grants you the ability to prevent a Level 3 This skill grants you the ability to count as
cunning skill active count from being disrupted and one additional member for the purposes of determin-
prevent disruptions to those skills for the next 5 sec- ing what team abilities your team has access to.
onds yb spending 1 AP.
Level 5 This skill grants you the ability to be under
the effects of two boons.

17
Level 4 This skill grants you the ability to select two ENGINEERING
skill groups and reduce the active count of those skills Special: Please see Pg. 43 for more information on
by 50% when targeting a team member other than this skill.
yourself. Ritual Magic and Improved Ritual Magic
cannot be selected. Level 1 This skill grants you the ability to create sim-
ple inventions.
Level 5 This skill grants you the ability to form a
team. It also grants you the ability to be the leader of a Level 2 This skill grants you the ability to open locks
team and count as one additional member for the pur- without a key after completing the active count listed
poses of determining what team abilities your team on the lock tag. This skill also grants you the ability to
has access to. disarm traps after a 1 minute active count.
Level 3 This skill grants you the ability to create basic
ADVANCED CUNNING SKILL inventions.
GROUPS Level 4 This skill grants you the ability to reduce the
time it takes you to use Engineering Level 2 by 50%.
Alchemy Level 5 This skill grants you the ability to destroy a
weapon, trinket, location of armor, shield, or engineer-
Strong
Engineering
ing invention to receive components after a 15 minute
Mind
active count. This skill cannot be used on closed con-
tainers, closed doors, locked locks, vaults, or buildings.
You receive the same amount and type of components
required to create the item, but the quality of the com-
Smith Advanced Infiltration ponents received are one tier lower. If the quality of a
Cunning Skill component would be less than simple, no component
Group is received. This skill cannot be used on simple items.
INFILTRATION
Skill Level 1 This skill grants you the ability to disguise
Knowledge
Mastery yourself by notifying a Game Staff member at NPC
camp after a 30 minute active count. You must appro-
Ritual priately phys rep your disguise. You cannot disguise
Perception yourself as a specific NPC or PC.
Magic
Level 2 This skill grants you the ability to escape from
normal bonds instantly by spending one AP. This skill
ALCHEMY also grants you the ability to escape from manacles after
either a 30 second active count or by spending three AP.
Special: Please see Pg. 36 for more information on
this skill. Level 3 This skill grants you the ability to hide an item
on your person or in an area by affixing a hidden item
Level 1 This skill grants you the ability to create sim- tag to it after a 1 minute Active count. The item must
ple potions. be the size of a tiny weapon or smaller. You may only
Level 2 This skill grants you the ability to identify have one item hidden at a time. This skill may also be
potions and discern alchemical components aspects used to hide tracks by reporting to NPC camp after a
after a 20 minute active count. 10 minute Active count.
Level 3 This skill grants you the ability to create basic Level 4 This skill grants you the ability to flee for up
potions. to 10 seconds by spending one AP. While fleeing you
Level 4 This skill grants you the ability to reduce the are immune to all damage and attacks to the back but
time it takes to use Alchemy Level 2 by 75%. cannot engage in or actively move towards combat.
Game stop effects still function normally on you.
Level 5 This skill grants you the ability to remove one
aspect from each alchemical component being used to Level 5 This skill grants you the ability to reduce the
brew a potion. Active count of Infiltration Level 1, 2 and 3 by 50%.

18
KNOWLEDGE RITUAL MAGIC
Level 1 This skill grants you the ability to research Special: Please see Pg. 31 for more information on
a subject, person, place or thing in between events. this skill.
You cannot research ritual spells with this ability. You Level 1 This skill grants you the ability to cast simple
must submit the request no later than two weeks prior spells. This skill also grants you two simple spells from
to the upcoming event. the spell list. This skill also grants you one ritual spe-
Level 2 This skill grants you the ability to know two cialty.
minor rumors at game on. If you also have the Under- Level 2 This skill grants you the ability to generate
world Level 1 skill, you may choose to forgo your ru- an additional three energy points to the value of any
mors from both skills and know one comprehensive ritual spell you are a secondary caster of.
rumor instead.
Level 3 This skill grants you the ability to cast basic
Level 3 This skill grants you the ability to request a spells. This skill also grants you two basic spells from
basic hint for a puzzle or plot mystery after a 15 minute the spell list.
active count. This skill can be used in conjunction with
up to two additional characters that also have Knowl- Level 4 This skill gives you the ability to add any of
edge Level 3. With two characters you can receive an number of secondary casters when casting a ritual spell.
advanced hint. With three characters you can receive Level 5 This skill grants you the ability to learn a Rit-
a master hint. ual spell in between events. Simple, basic, and ad-
Level 4 This skill grants you the ability to specialize in vanced spells require one event to learn. Master spells
an area of study. Areas of study include Cultures, Rit- require two events to learn. Epic spells require three
ual Specialties, Worlds, Artifacts and other subjects at events of with learn. You cannot learn spells you are
Game Staff discretion. When using Knowledge Level incapable of casting as the primary caster.
3, you are considered to have one addition person us- SKILL MASTERY
ing the skill if the question relates to your specialized
area of study. Special: Please see TRAINING Pg. 8 for more in-
formation on this skill.
Level 5 This skill grants you the ability to reduce the
Active count of Knowledge Level 3 by 50%. Level 1 This skill grants you the ability to purchases
levels of one skill group as though you have a five in the
PERCEPTION prerequisite attribute. This skill grants you the ability
Level 1 This skill grants you the ability to discern if a to teach one skill within the purchased Skill Group to
target is under the effects of a disguise after a 1 min- a student per event.
ute Active count. Level 2 This skill grants you the ability to purchases
Level 2 This skill grants you the ability to track a tar- levels of one skill group as though you have a five in the
get by reporting to NPC camp after a 10 minute active prerequisite attribute. This skill grants you the ability
count If the target can be tracked, you will be provided to teach one skill within the purchased Skill Group to
with their general location. This active count can be a student per event.
performed on targets not in the skill users immediate Level 3 This skill grants you the ability to purchases
vicinity. levels of one skill group as though you have a five in the
Level 3 This skill grants you the ability to locate items prerequisite attribute. This skill grants you the ability
that have been hidden in a small area or on a target to teach one skill within the purchased Skill Group to
after a 1 minute active count. a student per event.
Level 4 The skill grants you the ability to survey an Level 4 This skill grants you the ability to purchases
area by contacting a Game Staff member after a 10 levels of one skill group as though you have a five in the
minute active count. Surveying will give you a gener- prerequisite attribute. This skill grants you the ability
alized idea as to what happened in the area recently. to teach one skill within the purchased Skill Group to
a student per event.
Level 5 This skill grants you the ability to reduce the
Active count of Perception Level 1, 2, 3 and 4 by 50%. Level 5 This skill grants you the ability to teach mul-
tiple levels of a skill group when using Skill Mastery
Level 1, 2, 3 and 4 when teaching a student.

19
SMITHING Level 4 This skill grants you one of the listed Mental
This skill grants you the ability to teach multiple levels Resistances. If you have already chosen that mental re-
of a skill group when using Skill Mastery Level 1, 2, 3 sistance you may reduce the AP cost by one.
and 4 when teaching a student. Level 5 This skill grants you one of the listed Mental
Level 1 This skill grants you the ability to smith sim- Resistances. If you have already chosen that mental re-
ple weapons, armor, shields, and trinkets. This skill sistance you may reduce the AP cost by one.
also grants you one smithing technique. FEARLESS
Level 2 This skill grants you the ability to repair one This grants you the ability to resist any call that con-
point of armor after a 30 second active count. tains the word Taunt or Fear by spending one AP.
Level 3 This skill grants you the ability to smith basic SLEEPLESS
weapons, armor, shields, and trinkets. This skill also This grants you the ability to resist any call that con-
grants you one smithing technique. tains the word Sleep by spending one AP.
Level 4 This skill grants you the ability to reduce the CHARMLESS
time it takes to use Smithing Level 2 by 50%.
This grants you the ability to resist any call that con-
Level 5 This skill grants you the ability to refine 2
tains the word Charm by spending one AP. This
simple smithing components into 1 basic smithing
mental resistance also grants you immunity to any ef-
component after a 15 minute active count. You also
fect that forces you to tell the truth.
gain the ability to refine 2 basic smithing components
into 1 advanced smithing component after a 30 min- COGNIZANT
ute active count. This skill also grants you the ability to This grants you the ability to resist any call that con-
upgrade weapons, armor, shields and trinkets. tains the phrase Drain Cunning by spending one AP.
STRONG MIND
Level 1 This skill grants you one mental resistance.
MASTER CUNNING SKILL
If you have already chosen this mental resistance you GROUPS
may reduce the AP cost by one.
Level 2 This skill grants you one mental resistance. Improved
If you have already chosen this mental resistance you Alchemy
may reduce the AP cost by one. Underworld
Improved
Engineering
Level 3 This skill grants you one mental resistance.
If you have already chosen this mental resistance you
may reduce the AP cost by one.
Level 4 This skill grants you one mental resistance. Subterfuge
Improved
If you have already chosen this mental resistance you Master Knowledge
may reduce the AP cost by one. Cunning Skill
Level 5 This skill grants you one mental resistance. Group
If you have already chosen this mental resistance you
may reduce the AP cost by one. Improved
Merchant
Ritual
MENTAL RESISTANCES Magic
Level 1 This skill grants you one of the listed Mental
Resistances. If you have already chosen that mental re- Inspiration Improved
sistance you may reduce the AP cost by one. Smith
Level 2 This skill grants you one of the listed Mental
Resistances. If you have already chosen that mental re- IMPROVED ALCHEMY
sistance you may reduce the AP cost by one.
Special: In order to take this skill you must have Al-
Level 3 This skill grants you one of the listed Mental chemy Level 1, 2 and 3. Please see Pg. 36 for more
Resistances. If you have already chosen that mental re- information on this skill.
sistance you may reduce the AP cost by one.

20
Level 1 This skill grants you the ability to create ad- ing the skill if the question relates to your specialized
vanced potions. area of study.
Level 2 This skill grants you the ability to receive Level 5 This skill grants you the ability to use Knowl-
three simple alchemical components of any kind, two edge Level 3 instantly by spending three AP. This skill
basic alchemical components of any kind and one ad- has a 15 minute cunning cooldown.
vanced alchemical component of any kind at game on.
IMPROVED RITUAL MAGIC
Level 3 This skill grants you the ability to create mas-
Special: In order to take this skill you must have Ritual
ter potions.
Magic Level 1, 2 and 3. Please see Pg. 31 for more
Level 4 This skill grants you the ability to reduce the information on this skill.
time required to brew potions by 50%.
Level 1 This skill grants you the ability to cast ad-
Level 5 This skill grants you the ability to create epic vanced spells. This skill also grants you two advanced
potions. spells from the spell list.
IMPROVED ENGINEERING Level 2 This skill grants you the ability to receive
Special: In order to take this skill you must have Engi- three simple magical components, two basic magical
neering Level 1, 2 and 3. Please see Pg. 43 for more components and one advanced magical component at
information on this skill. game on.
Level 1 This skill grants you the ability to create ad- Level 3 This skill grants you the ability to cast master
vanced inventions. spells. This skill also grants you one ritual specialty.
Level 2 This skill grants you the ability to receive Level 4 This skill grants you the ability to add an ad-
three simple engineering components and two basic ditional four energy points to the value of any ritual
engineering components or three simple engineering spell in which you are the primary caster.
components and one advanced engineering compo- Level 5 This skill grants you the ability to cast epic
nent at game on. spells.
Level 3 This skill grants you the ability to create mas- IMPROVED SMITHING
ter inventions.
Special: In order to take this skill you must have
Level 4 This skill grants you the ability to reduce the Smithing Level 1, 2 and 3. Please see Pg. 41 for more
time required to create inventions by 50%. information on this skill.
Level 5 This skill grants you the ability to create epic Level 1 This skill grants you the ability to smith ad-
inventions. vanced weapons, armor, shields, and trinkets. This
skill also grants you two smithing techniques.
IMPROVED KNOWLEDGE
Special: In order to take this skill you must have Level 2 This skill grants you the ability to receive three
Knowledge Level 1, 2 and 3. simple smithing components and two basic smithing
components or three simple smithing components
Level 1 This skill grants you the ability to research and one advanced smithing component at game on.
an additional subject, person, place or thing between
events when using Knowledge Level 1. You must sub- Level 3 This skill grants you the ability to smith mas-
mit the request 2 weeks prior to the upcoming event. ter weapons, armor, shields, and trinkets. This skill
also grants you two smithing techniques.
Level 2 This skill grants you the ability to not be
disrupted by attacks while using Knowledge and Im- Level 4 This skill grants you the ability to reduce the
proved Knowledge skills. time required to smith weapons, armor, shields and
trinkets by 50%.
Level 3 This skill grants you the ability to increase the
quality of the hint you receive by one tier when using Level 5 This skill grants you the ability to smith epic
Knowledge Level 3. weapons, armor, shields, and trinkets. This skill also
grants you two smithing techniques.
Level 4 This skill grants you the ability to specialize
in an area of study. Areas of study include Cultures,
Royalty, Geography, Artifacts and other subjects at
Game Staff discretion. When using Knowledge Level
3 you are considered to have one additional person us-

21
INSPIRATION is up to the other participants on that side to close the
Level 1 This skill grants you the ability to learn one gap within 5 seconds.
motivational effect or battle command. IMMOVABLE
Level 2 This skill grants you the ability to learn one Participants in the unit gain the ability to resist any
motivational effect or battle command. call that contains the word Knockback or Fear by
Level 3 This skill grants you the ability to learn one spending one AP.
motivational effect or battle command. PHALANX
Level 4 This skill grants you the ability to learn one Participants in the unit gain the ability to swing
motivational effect or battle command. Knockback by spending one AP.
Level 5 This skill grants you the ability to reduce the SPELL POWER
time required to use motivational effects by 50%.
Participants in the unit gain the ability to increase the
MOTIVATIONAL EFFECTS damage of all of their Channel skills by one.
It takes a 10 minute active count to use a motivational DEFENSIVE
effect. Everyone who can hear or see the user of this
Participants in the unit gain the ability to resist any
skill has the option of accepting a boon. These boons
ranged call with a number that does not contain the
last for 1 hour.
word Magic by spending one AP.
BRAVERY
MERCHANT
This motivational effect grants the ability to resist any
call that contains the word Fear by spending one AP. Level 1 This skill grants you the ability to receive 3
simple components of your choice during the event by
DETERMINATION reporting to NPC camp. You must receive all of these
This motivational effect increases the targets bleed components at the same time.
out count by 2 minutes. Level 2 This skill grants you the ability to trade up to
SPEED 3 components of advanced quality or lower for 3 equiv-
alent components once during the event by reporting
This motivational effect grants the ability to resist any to NPC camp.
call that contains the word Root or Slow by spend-
ing one AP. Level 3 This skill grants you the ability to receive 2
basic components of your choice during the event by
LIFE reporting to NPC camp. You must receive all of these
This motivational effect grants the ability to regener- components at the same time.
ate one Life Point after a 1 minute Passive Count. This Level 4 This skill reduces the amount of goods stolen
does not stack with Regenerate Level 1. by Underworld Level 3 and Underworld Level 5 by 50%
BATTLE UNIT rounded up.
This skill grants you the ability to form a battle unit. Level 5 This skill grants you the ability to receive four
In order to form the unit the user of this skill first de- simple components, three basic components and one
clares Form Unit. The user of this skill must have a advanced component of your choice at game on.
willing participant on their left and right, all partici- SUBTERFUGE
pants must be facing the same direction and you must
form a relatively straight line to take advantage of the Level 1 This skill grants you the ability to swing/
battle unit boon. You may have up to two participants shoot/throw Taunt after a 5 second charge. If you
on each side. Once the unit is formed the user then also have Manipulation Level 1 you also gain the abil-
spends one AP, declares the boon they are providing ity to call Lash Taunt by spending one AP.
and may then move. Level 2 This skill grants you the ability to reduce the
If the user of this ability is incapacitated, there are no time to use the Bind a Target skill by 75%.
participants on their immediate left or right for more Level 3 This skill grants you the ability to use one of
than 5 seconds, there are any gaps in the unit line for the listed covert actions in between events.
more than 5 seconds or if the unit is not in a line then
they must declare Unit Broken to indicate the battle
unit boon is lost. If a participant leaves the unit then it

22
SPY
BASIC ESSENCE SKILL GROUPS
This action reveals all of one targets skill and the re-
sults of any research requests they will receive at the
upcoming event. Channel
GUARD
This action reveals the identity of anyone who has
used Underworld Level 3 or 5 on the target.
COUNTER SPY
This action negates one Spy action on a target. Essence
Sense Magic Basic Essence
DISTRACTION Skill Group Aptitude
This action negates one Guard action on a target.
Level 4 This skill grants you the ability to interrogate
a target. It takes a 15 minute active count to use this
ability. At the end of that time you may ask the target
one question that they must answer truthfully. You
are also immune to the effects of Subterfuge Level 4. First Aid
Level 5 This skill grants you the ability to use one ad-
ditional covert action in between events when using
Subterfuge Level 3.
UNDERWORLD
Level 1 This skill grants you the ability to know two
CHANNEL
minor rumors at game on. If you also have the Knowl- Special: These skills can be used in conjunction with
edge Level 2 skill, you may choose to forgo your ru- each other to increase the damage of the attack. I.E.
mors from both skills and know one comprehensive You have Channel Level 1 and 3. You can throw 9
rumor instead. Magic after a 20 second charge.
Level 2 This skill grants you the ability to purchase Level 1 This skill grants you the ability to throw 4
one smithing item, engineering item, potion or com- Magic with a 10 second charge.
ponent of your choice of master quality or lower at Level 2 This skill grants you the ability to split chan-
NPC camp. You may also instead purchase an Item of nels into two packets, one for each hand. When this is
Power of 1.5 MP or lower. done the damage is reduced by half rounded up for each
Level 3 This skill grants you the ability to steal half of packet. I.E. 9 Magic is split into 5 Magic in each hand.
the money a target earns from the Income Skill before Level 3 This skill grants you the ability to throw 5
they come into game at the next event. Magic with a 10 second charge.
Level 4 This skill grants you the ability to receive a Level 4 This skill grants you the ability to hold a
random amount of items, money or components at charged channel without holding your hand in the air.
game on. You must still hold a packet in your hand but can con-
Level 5 This skill grants you the ability to steal half of ceal it.
the goods a character would receive from Merchant, Level 5 This skill grants you the ability to throw 6
Underworld, Improved Smithing, Improved Alchemy Magic with a 10 second charge.
and Improved Engineering before they come into
game at the next event. ESSENCE APTITUDE
Level 1 This skill grants you one AP.
Level 2 This skill grants you one AP.
Level 3 This skill grants you two AP.
Level 4 This skill grants you the ability to transfer
one AP from yourself to a target after a 30 second ac-
tive count.

23
Level 5 This skill grants you the ability to reduce the
active count of Essence Aptitude Level 4 by 50%. ADVANCED ESSENCE SKILL
FIRST AID GROUPS
Level 1 This skill grants you the ability to use Assess
on a target. This is considered an active count skill. Abjuration
Level 2 This skill grants you the ability to bring a tar-
get between 5 Life Points and 1 Life Points to 0 Life Transmutation Dispelling
Points after a 1 minute Active count. While this skill
is being used the targets bleed out count temporarily
stops if they are at 5 Life Points or above but resumes
if disrupted. Pestilence Evanescence
Level 3 This skill grants you the ability to temporarily Advanced
stop a targets bleed out count while under your active Essence Skill
care but resumes if disrupted. This is considered an Group
active count skill.
Level 4 This skill grants you the ability use First Aid Necromancy Evocation
Level 2 on a target between 9 Life Points and 1 Life
Points. This skill can be used in conjunction with up to
two additional characters that also have First Aid Level Manipulation Healing
4. With two characters you can heal a target between
15 Life Points and 1 Life Points. With three characters
you can heal a target between 25 Life Points and 1
Life Points. ABJURATION
Level 5 This skill grants you the ability to reduce the Level 1 This skill grants you the ability to bestow a mag-
active count of First Aid Level 2 by 50%. ical enchantment on a target by spending one AP after
SENSE MAGIC a 1 minute active count that allows them to resist any
call that contains the words Root or Slow one time.
Level 1 This skill grants you the ability to know if a
targeted person, area or item contains magic after a Level 2 This skill grants you the ability to bestow a
30 second active count. It does not tell strength or lo- magical enchantment on a target by spending one AP
cation. after a 1 minute active count that grants them two
points of temporary Combat Reflexes.
Level 2 This skill grants you the ability to discern
whether a willing or incapacitated target is under the Level 3 This skill grants you the ability to bestow a
effects of any magical enchantments or spells and magical enchantment on a target by spending one AP
what those effects entail while using Sense Magic after a 1 minute active count that allows them to resist
Level 1. any call that contains the words Fear or Taunt one
time.
Level 3 This skill grants you the ability to discern the
magical properties of an item after a 60 minute active Level 4 This skill grants you the ability to bestow a
count unless otherwise noted. This skill also grants magical enchantment on a target by spending one AP
you the ability to discover if an item is under the ef- after a 1 minute active count that allows them to resist
fects of Dispelling Level 1 after a 5 minute active count. any call that contains the words Poison or Paralyze
one time.
Level 4 This skill grants you the ability to discern if
there have been any ritual spells used in a target area Level 5 This skill grants you the ability to choose one
during the event as well as what they did after a 5 min- Abjuration or Improved Abjuration skill at game on
ute active count. and reduce its AP cost by one for the remainder of the
event.
Level 5 This skill grants you the ability to reduce the
active count of Sense Magic skills by 50%. DISPELLING
Level 1 This skill grants you the ability to hide the
magic on a target item by spending one AP after a 1
minute active count. This effect lasts for 1 hour.

24
Level 2 This skill grants you the ability to place a tar- HEALING
get in a spell block after a one minute active count. Level 1 This skill grants you the ability to touch a tar-
This makes it so the target cannot use any charge, get and call Heal 1 after a 40 second charge.
reload, AP or active count essence skills. A spell block
can be removed by Disenchant or the target can re- Level 2 This skill grants you the ability to touch a
move it after a 5 minute active count. target and transfer your Life Points to them instantly.
This is considered an AP ability.
Level 3 This skill grants you the ability to swing/
shoot/throw Disenchant after a 15 second charge. Level 3 This skill grants you the ability to remove the
effects of Paralyze from a target after a 5 second ac-
Level 4 This skill grants you the ability to destroy an tive count, Poison after a 30 second active count and
Item of Power to receive magical components after Weaken after a two minute active count. While using
a 15 minute active count. The amount and quality of this skill to remove Poison the targets poison count
components depends on the item. stops temporarily but resumes if disrupted.
Level 5 This skill grants you the ability to use Dispel- Level 4 This skill grants you the ability to increase the
ling Level 3 by spending two AP in lieu of the charge life points restored when using Healing Level 1 by one.
time.
Level 5 This skill grants you the ability to throw Heal-
EVANESCENCE ing Level 1.
Level 1 This skill grants you the ability to swing/
shoot/throw Repel after a 10 second charge or by MANIPULATION
spending one AP. Level 1 This skill grants you the ability to swing/
shoot/throw Taunt after a 5 second charge. If you
Level 2 This skill grants you the ability to resist any also have Subterfuge Level 1 you gain the ability to call
call that contains the word Drain Essence by spend- Lash Taunt by spending one AP.
ing one AP.
Level 2 This skill grants you the ability to swing/
Level 3 This skill grants you the ability to swing/ shoot/throw Clarity. This is considered an AP ability.
shoot/throw Banish with a 15 second charge.
Level 3 This skill grants you the ability to swing/
Level 4 This skill grants you the ability to remove the shoot/throw Fear by spending one AP.
effects of Curse from a target after a 2 minute active
count. Level 4 This skill grants you the ability to call Lash
Fear by spending two AP.
Level 5 This skill grants you the ability to use Evanes-
cence Level 3 by spending two AP in lieu of the charge Level 5 This skill grants you the ability to swing/
time. shoot/throw Dominate by spending two AP after
a 1 minute charge. This skill has a 10 minute essence
EVOCATION cooldown.
Level 1 This skill grants you the ability to add Magic
to any swing/throw/shot you use. This is considered NECROMANCY
an AP ability. Level 1 This skill grants you the ability to take one life
point away from a target with a positive life point total
Level 2 This skill grants you the ability to throw or to restore one life point to yourself after a 30 second
shoot 3 Magic by spending one AP. This skill has a 5 active count. This skill can also be used on dead tar-
second essence cooldown gets but they can only provide one life point.
Level 3 This skill grants you the ability to call 2 Magic Level 2 This skill grants you the ability to take one AP
Lash by spending one AP. This ability has a 5 second away from a target with a positive AP total to restore
reload. one AP to yourself after a 30 second active count. This
Level 4 This skill grants you the ability to eliminate skill can also be used on dead targets but they can only
your essence cooldown for Evocation Level 2. provide one AP.
Level 5 This skill grants you the ability to increase the Level 3 This skill grants you the ability to swing/
damage of Evocation Level 2 and Level 3 by one. shoot/throw Control Undead by spending two AP.
This skill has a 5 minute essence cooldown.
Level 4 This skill grants you the ability to reduce the
time required to use Necromancy Level 1 and 2 by 50%.

25
Level 5 This skill grants you the ability to steal one
skill from a living or dead target until the end of the MASTER ESSENCE SKILL
event with a 5 minute active count after which you
may view the skill section of the targets character
GROUPS
sheet. You may only have one stolen skill at a time. You
can unlearn a stolen skill instantly. You cannot steal Improved
Hero Skills with this ability. The target regains the use Abjuration
of their skill in one hour. Improved
Resist Magic
Evanescence
PESTILENCE
Level 1 This skill grants you the ability to swing/
shoot/throw Slow by spending one AP. If you also
Improved Improved
have Dirty Fighting Level 1 you gain the ability to
Transmutation Evocation
swing/shoot/throw Slow after a 10 second charge. Master Essence
Level 2 This skill grants you the ability to completely Skill Group
decompose a body after a 2 minute active count.
Level 3 This skill grants you the ability to swing/ Improved Improved
shoot/throw Root after a 15 second charge. Pestilence Healing
Level 4 This skill grants you the ability to throw Poi-
son by spending one AP after a 30 second charge. Improved Improved
Level 5 This skill grants you the ability to throw Necromancy Manipulation
Shatter by spending one AP after a 30 second charge.
If you also have Powerhouse Level 5 you gain the abil-
ity to reduce the AP cost of this skill by one
TRANSMUTATION IMPROVED ABJURATION
Level 1 This skill grants you the ability to bestow a Special: In order to take this skill you must have Abju-
magical enchantment on a target by spending one ration Level 1, 2 and 3.
AP after a 1 minute active count that allows them to Level 1 This skill grants you the ability to bestow a
perform a feat of strength as per Strength Level 4 one magical enchantment on a target by spending one AP
time. after a 1 minute active count that allows them to resist
Level 2 This skill grants you the ability to bestow a any call that contains the words Sleep or Charm
magical enchantment on a target by spending one AP one time.
after a 1 minute active count that grants them two Level 2 This skill grants you the ability to bestow a
temporary life points. magical enchantment on a target by spending one AP
Level 3 This skill grants you the ability to bestow a after a 1 minute active count that allows them to resist
magical enchantment on a target by spending one AP any ranged attack that contains a number one time.
after a 1 minute active count that allows them to use Level 3 This skill grants you the ability to bestow a
Perception Level 2 or 3 one time. magical enchantment on a target by spending one AP
Level 4 This skill grants you the ability to bestow a after a 1 minute active count that allows them to resist
magical enchantment on a target by spending one AP any call that contains the word Drain one time.
after a 1 minute active count that increases their maxi- Level 4 This skill grants you the ability to bestow a
mum AP by one. magical enchantment on a target by spending one AP
Level 5 This skill grants you the ability to choose one after a 1 minute active count that allows them to resist
Transmutation or Improved Transmutation skill at any melee attack that contains a number one time.
game on and reduce its AP cost by one for the remain- Level 5 This skill grants you the ability to place your-
der of the event. self and two willing or incapacitated targets you are
holding hands with under an effect that makes you
and them immune to all attacks and abilities by spend-
ing four AP. While under the effects of this ability you
may not move and no charge, reload, active count or

26
AP abilities may be used by you or the targets. This ef- IMPROVED HEALING
fect lasts for 5 minutes. This skill has a 15 minute es- Special: In order to take this skill you must have Heal-
sence cooldown. ing Level 1, 2 and 3.
IMPROVED EVANESCENCE Level 1 This skill grants you the ability to restore one
Special: In order to take this skill you must have Eva- attribute point to a target after a 2 minute active count.
nescence Level 1, 2 and 3. Level 2 This skill grants you the ability to not be dis-
Level 1 This skill grants you the ability to resist any rupted by attacks while using Healing and Improved
call that contains the word Curse by spending one Healing skills.
AP. Level 3 This skill grants you the ability to resurrect a
Level 2 This skill grants you the ability to call Lash target after a 30 minute active count. You must have
Repel. This skill has a 10 second reload. the targets body and a healers bag to use this ability.
Level 3 This skill grants you the ability to reduce your The healers bag is an out of game item that contains
chip draw by two to a minimum of one when being red and white chips. There are a total of 10 chips in the
brought back to life with Improved Healing Level 3. bag and there must be at least one of each color. The
This skill also grants the ability to return a red chip target must draw one chip for every hour they have
back into the healers bag one time while being resur- been dead, an additional three chips if their head is
rected. missing and an additional three chips if their heart
is missing. If a red chip is drawn the target cannot
Level 4 This skill grants you the ability to call Ban- be resurrected by this skill. If successful the target is
ish as a game stop skill effect line or cone by spending brought to 0 life points and their AP maximum is re-
four AP after a 1 minute charge. If an additional two duced by one for the remainder of the event.
AP are spent then the area of effect can be global. This
skill has a 15 minute essence cooldown. Level 4 This skill grants you the ability to reduce the
amount of time required to use all Healing and Im-
Level 5 This skill grants you the ability to be resur- proved Healing skills by 50%.
rected with Improved Healing Level 3 even if your
body is not present. You must draw four chips plus Level 5 This skill grants you the ability to allow a tar-
one for every hour you have been dead but do not have get to return a red chip back into your healers bag one
to draw additional chips for having no head or heart. time while using Improved healing Level 3. This skill
When successful your old body disintegrates and a also grants you the ability to allow a target you are
new body appears in front of the person returning you using Improved Healing Level 3 on to not have their
to life. maximum AP reduced by one when they are resur-
rected.
IMPROVED EVOCATION
IMPROVED MANIPULATION
Special: In order to take this skill you must have Evo-
cation Level 1, 2 and 3. Special: In order to take this skill you must have Ma-
nipulation Level 1, 2 and 3.
Level 1 This skill grants you the ability to throw 10
Magic by spending 2 AP. This skill has a 5 minute es- Level 1 This skill grants you the ability to throw
sence cooldown. Drain Cunning by spending one AP after a 1 minute
charge.
Level 2 This skill grants you the ability to call 10
Magic as a game stop skill effect line or cone by Level 2 This skill grants you the ability to call Fear
spending three AP after a 1 minute charge. This skill as a game stop skill effect line or cone by spending
has a 15 minute essence cooldown. three AP after a 1 minute charge. If an additional one
AP is spent then the area of effect can be global. This
Level 3 This skill grants you the ability to exclude one skill has a 15 minute essence cooldown.
target when using a game stop skill effect. This target
must be indicated before disclosing the spells effects. Level 3 This skill grants you the ability to throw
Sleep by spending one AP after a 1 minute charge.
Level 4 This skill grants you the ability to call 10
Magic Lash by spending 2 AP. This skill has a 5 min- Level 4 This skill grants you the ability to call Clar-
ute essence cooldown. ity as a game stop skill effect line or cone by spending
four AP after a 1 minute charge. If an additional two
Level 5 This skill grants you the ability to change the AP is spent then the area of effect can be global. This
call of Improved Evocation Level 2 to 5 Vorpal. skill has a 15 minute essence cooldown.

27
Level 5 This skill grants you the ability to throw IMPROVED PESTILENCE
Curse by spending two AP after a 1 minute charge. Special: In order to take this skill you must have Pesti-
IMPROVED NECROMANCY lence Level 1, 2 and 3.
Special: In order to take this skill you must have Nec- Level 1 This skill grants you the ability to throw
romancy Level 1, 2 and 3. Drain Physical by spending one AP after a 1 minute
Level 1 This skill grants you the ability to throw charge.
Drain Essence by spending one AP after a 1 minute Level 2 This skill grants you the ability to use Pesti-
charge. lence Level 3 by spending two AP in lieu of the charge
Level 2 This skill grants you the ability to gain one time.
temporary life point each time you use Necromancy Level 3 This skill grants you the ability to call Knock-
Level 1 in lieu of restoring a life point. You may have a back as a game stop global skill effect by spending
maximum of four temporary life points from this skill. four AP after a 1 minute charge. Also one building,
Level 3 This skill grants you the ability to call Con- door or container indicated by you takes 10 points of
trol Undead as a game stop skill effect line or cone structure damage. This skill has a 15 minute essence
by spending four AP after a 1 minute charge. This skill cooldown.
has a 15 minute essence cooldown. Level 4 This skill grants you the ability to call Root
Level 4 This skill grants you the ability to gain one as a game stop skill effect line or cone by spending
temporary AP each time you use Necromancy Level 2 four AP after a 1 minute charge. If an additional one
in lieu of restoring an AP. You may have a maximum of AP is spent then the area of effect can be global. This
two temporary AP from this skill. skill has a 15 minute Essence cooldown.
Level 5 This skill grants you the ability to perma- Level 5 This skill grants you the ability to throw
nently reduce an incapacitated or willing semi intel- Weaken by spending one AP after a 1 minute charge.
ligent sentient targets essence attribute by one to gain IMPROVED TRANSMUTATION
one corruption point after a 5 minute active count. Special: In order to take this skill you must have Trans-
These corruption points are then put into a pool that mutation Level 1, 2 and 3.
you can use later. This pool is reduced by 50% in be-
tween events. Level 1 This skill grants you the ability to bestow a
magical enchantment on a target by spending one
RESTORE HEALTH AP after a 1 minute active count that allows them to
You may spend one corruption point after a 5 second swing/shoot/throw 5 one time.
charge to regain two Life Points. Level 2 This skill grants you the ability to bestow a
RESTORE ACTION POINT magical enchantment on a target by spending one AP
You may spend one corruption point after a 5 second after a 1 minute active count that allows them to add
charge to regain 1 AP. two damage to their next swing/shoot/throw.
REDUCE ESSENCE COOLDOWN Level 3 This skill grants you the ability to reduce the
time it takes to charge Transmutation and Improved
You may spend one corruption point to reduce your Transmutation skills by 50%.
current essence cooldown by 1 minute. These deduc-
Level 4 This skill grants you the ability to bestow a
tions are taken after percentage deductions and can-
magical enchantment on a target by spending one AP
not reduce an essence cooldown to less than a minute.
after a 1 minute active count that allows them to re-
RESIST EFFECT duce the required charge time or reload time of a skill
You may spend five corruption points to resist any call. they possess by 50% one time. The skill this is used on
cannot have a base reload or charge time of more than
BOLSTER KNOWLEDGE one minute.
You may spend fifty corruption points to gain one Level 5 This skill increases one of your attribute val-
character point. ues by one permanently.

28
RESIST MAGIC
Level 1 This skill grants you the ability to resist any
EFFECTS OF CALLS
call that contains the word Magic by spending two ASSESS
AP. When affected by this call you reveal all adverse effects
Level 2 This skill grants you the ability to regain two you are under and your current life point total. This
Life Points or add one damage to your next swing/ can only be used on willing or incapacitated targets.
shot/throw every time you use Resist Magic Level 1. BANISH
The damage increase is not cumulative with itself.
When an Undead or extra planar creature is affected
Level 3 This skill grants you the ability to reduce the by this call they will either be destroyed instantly or
AP cost of Resist Magic Level 1 by one. will be otherwise affected in a negative way.
Level 4 This skill grants you the ability to swing/ CHARM
shoot/throw 3 Magic at a target whose attack you
used the Resist Magic Level 1 skill to resist within the When affected by this call you will obey the next com-
past 5 seconds. mand given to you by the person who charmed you to
the best of your abilities. You are not aware that you
Level 5 This skill grants you the ability to counter any
have been charmed or who charmed you. This effect
game stop skill effect by spending four AP. This skill
lasts for 15 minutes or until the task is accomplished
has a 15 minute essence cooldown.
whichever is shorter.
CLARITY
When affected by this call you are no longer under the
effects of Charm, Fear, Taunt or Sleep.
CONTROL UNDEAD
This places an Undead creature under your complete
control indefinitely. All commands must be given ver-
bally. There are some Undead that are not affected by
this call. If the creature is under the effects of Control
Undead and someone else puts the creature under the
effects of Control Undead they gain control.
CURSE
When affected by this call you are unable to use any
charge, reload, active count or AP abilities until re-
moved.
CRUSH
Any call that contains this word affects a target even if
it hits a targets weapons or shield.
DISARM
When affected by this call you must toss your weapon
away from you at least two feet. You should not throw
it high in the air in an attempt to catch it or more than
10 feet away for safety reasons.
DISENCHANT
When affected by this call all of your items of power
cease functioning for 30 seconds and all of your magi-
cal enhancements are removed.

29
DOMINATE ROOT
When an NPC non sentient creature is affected this When affected by this call your feet cannot move or
call they are under your control for 5 minutes. Some- leave the ground for 10 seconds.
times the duration may be longer or shorter so the SHATTER
time listed is used as a guide. All commands must be
given verbally. If the creature is under the effects of When affected by this call the weapon or shield that
Dominate and someone else puts the creature under was struck is destroyed. If you are hit in the body or a
the effects of Dominate they gain control. natural weapon phys rep then all of the armor you are
wearing is destroyed.
DRAIN
SLEEP
When affected by this call the attribute listed after
is reduced by one point. As an example if affected by When affected by this call you become unconscious
Drain Physical you would lose one point of Physical. and are considered incapacitated. This effect lasts for
Drain effects do not lower life point or AP totals due to 2 minutes.
attribute loss. SLOW
FEAR When affected by this call you can only move heel to
When affected by this call you must move away from toe. This effect lasts for 10 seconds.
the user of this skill quickly, cannot attack and gain TAUNT
immunity to any call with the word Taunt. This ef-
fect lasts for 10 seconds. When affected by this call you must direct all move-
ment and attacks towards the user of this skill. The
LASH effect lasts until you are attacked by another person or
Any call that contains this word affects everyone 10 seconds, whichever occurs first. An attack of 0 is
within 5 feet of the speaker. not sufficient enough to end this effect.
MAGIC VORPAL
This call has no special effects on PCs unless other- Any call that contains this word ignores your armor
wise noted but can have different effects on NPCs. points and Combat Reflexes. This means the damage
is dealt directly to your Life Points.
PARALYZE
WEAKEN
When affected by this call you must stay in the posi-
tion you were in when struck. You are considered inca- When affected by this call all of your outgoing damage
pacitated. You can be manipulated, moved or carried is reduced to 1 until removed.
by others. This effect lasts for 30 seconds.
POISON
When affected by this call you have 1 minute before
your life point total drops to 1.
KNOCKBACK
When affected by this call you are knocked away
from the person who called it 5 feet. This call is some-
times used with a different distance descriptor such
as Knockback 10 feet or Knockback 15 feet. While
moving the appropriate distance you cannot attack.
REPEL
When an Undead or extra planar creature is affected
by this call they will run away from combat and can-
not attack for 20 seconds. More powerful creatures
may not be affected at all.

30
least one simple or better magical component. You still
RITUAL MAGIC gain the EP bonus for using a component while doing
Ritual magic represents the use of magic in a much so.
more in depth style. This kind of magic requires The next step is declaring the spell you would like to
more time and preparation but its results are also cast, how many components and how much time you
more fantastical. There are six schools of ritual magic. would like to devote. If your spell casting is interrupted
In order to cast a spell that relates to a school you must for more than 1 minute then the spell fails and half of
be specialized in it with the exception of General. any components rounded up used are lost. With cer-
tain spells there can also be side effects beyond that.
SCHOOLS Listed below are the elements that can determine if
GENERAL your spell is successful.
Spells that fall under this school can be cast by anyone. TIME
They encompass all the spells that cannot be catego- This is the amount of time invested in the casting of
rized by any of the other schools. This often used foryour ritual spell. Primary and secondary casters must
plot related spells. be present the entire time. Casting a ritual spell is con-
NECROMANCY sidered an active count.
These spells are used to create, summon and boost 4 hours = 25 EP 1 hour = 10 EP 10 Minutes = 5 EP
Undead creatures. There are also some spells that deal 3 hours = 20 EP 30 minutes = 5 EP 5 minutes = 10 EP
with the manipulation of Essence. 2 hours = 15 EP 15 minutes = 0 EP 1 minute = 15 EP
ENCHANTMENT
COMPONENTS
These spells are used to create items of power. There
are also some spells that allow you to transfer enchant- These are magical components you have decided to
ments of items and manipulate their properties. sacrifice to cast your ritual spell. Only two magical
components can be used in a ritual spell.
CONJURATION
Simple 5 EP
These spells are used to summon, bind and manipu- Basic 10 EP
late creatures from the outer planes. These spells are
also used to create doorways to and from the outer Advanced 15 EP
planes. It also allows you to create minor things. Master 20 EP
TRANSMUTATION Epic 25 EP
These spells are used to manipulate the physiological PARTICIPANTS
properties of their targets. These spells are also used
to completely transform targets into other creatures. For every secondary caster who assists you with your
spell you gain 1 EP. Anyone can act as a secondary
ABJURATION caster, even if they do not have the Ritual Magic skill.
These spells are used to create wards. These spells can Any secondary casters who assists you in casting the
also be used to create barriers to protect large areas. spell learn the spell as long as they are capable of cast-
ing it. The maximum amount of EP you can gain from
CASTING SPELLS additional participants is 20.
The act of casting ritual spells is complex. In order to
cast a ritual spell you must generate enough Energy
SPELLS
Points (EP) for it to be successful. The first step is Below we have listed a few sample spells for you to
choosing who will lead the casting. This person is the view along with their EP costs. These are just a few of
primary spell caster. Anyone aiding in the execution the sample spells available. There are more out there
in the spell is considered a secondary spell caster. You available to be found. Ritual Magic can also be used to
may only have two secondary casters assist you unless experiment during an event. Just be aware that spells
you have an ability that states otherwise. sometimes only work one time and are never usable
again. Ritual Magic is a fickle thing
A component of the corresponding quality of the spell
being cast is required for success. As an exampleIf
you would like to cast a simple spell you must use at

31
SIMPLE SPELLS Extend Opening 14 EP - This spell allows you to
lengthen the amount of time a gate stays open by up to
NECROMANCY
5 minutes. You choose the time upon opening the gate
Fortify Undead 14 EP - This spell increases an Un- and you cannot close it earlier. The additional time
dead creatures permanent Life Points by 5. An Un- must be chosen in one minute increments.
dead creature can only be affected by this spell one
TRANSMUTATION
time. This spell cannot be used on PCs. This spell is
considered a magical enchantment Minor Change 10EP - This spell allows you to make a
Heal Undead 15 EP - This spell completely heals an minor cosmetic change to an incapacitated or willing
Undead creatures Life Points. This spell cannot be target. It can be a skin, hair or eye color change. It is
used on PCs. generally used for roleplay purposes.
Create Skeleton 16 EP - Special: This spell requires a Claw 14 EP - This spell transforms one of an incapaci-
humanoid dead body. tated or willing targets hands into a natural weapons
of tiny size. While under the effect of this spell you
This spell allows you to create a skeleton creature. Re- cannot pick up or manipulate anything with your
gardless of the body you use the stats are the same. All hands. It can be used to block attacks normally and
Undead phys reps must be approved by a game staff deals a base damage of one. This spell is considered a
member before entering the field of play. magical enchantment.
ENCHANTMENT Transmute Simple Alchemical Component 15 EP
Quick Attunement 12 EP - This spell allows you to The spell transforms one simple alchemical compo-
have an item attuned to a target that is present during nent into a different simple alchemical component of
the casting of this spell. your choice.
Simple Component Conversion 13 EP - This spell al- ABJURATION
lows you to convert two simple magical components
into one basic magical component. This spell does not Spell Block 14 EP - This spell allows you to place a
require a magical component to cast. magical enchantment on a target that will allow them
to resist any call that contains the word Magic one
Recharge Item EP Special - This spell allows you time. This spell is considered a magical enchantment.
to restore one charge to an Item of Power during an
event. The amount of EP required to restore the charge Fortify Door 15 EP - This spell grants a door five tem-
depends on the tier of the ability. porary structure points. This effect lasts until the end
of the event.
Tier 1 12 EP
Fortify Container 13 EP - This spell grants a container
Tier 2 18 EP five temporary structure points. This effect lasts until
Tier 3 25 EP the end of the event.
Tier 4 33 EP BASIC SPELLS
Tier 5 42 EP NECROMANCY
CONJURATION Create Ghoul 24 EP - Special: This spell requires a
Discover Coordinates EP Special (Minimum 12) humanoid dead body.
This spell allows you to discover all coordinates used This spell allows you to create a ghoul creature. Re-
on a gate, how many creatures passed through it and gardless of the body you use the stats are the same. All
at what time they were input within the past 2 hours. Undead phys reps must be approved by a game staff
If Hide Coordinates has been used on the portal then member before entering the field of play.
you must exceed the EP used to cast that spell to be Resist Repel 22 EP - This spell can only be cast on
successful. an Undead creature. They resist the next call that con-
Hide Coordinates EP Special (Minimum 12) tains the word Repel. This spell cannot be used on
PCs. This spell is considered a magical enchantment
This spell allows you to hide all coordinates used on a
gate, how many creatures passed through it and at what Disguise Undead 23 EP - This spell can only be cast
time they were input within the past 2 hours. If Dis- on an Undead creature. The target appears as a nor-
cover Coordinates is used on the portal then they must mal humanoid of the casters choosing using the same
exceed the EP used to cast this spell to be successful. guidelines as Subterfuge Level 1. This effect lasts for

32
one event, This is a magical enchantment. This spell ABJURATION
cannot be used on PCs. Dodge 24 EP - The spell allows you to resist any line,
ENCHANTMENT cone or global effect one time. This spell lasts until the
Customize Owner 24 EP end of the event or until expended, whichever comes
first. This spell is considered a magical enchantment.
- This spell is cast on an item and the person who cur-
rently has it attuned to them. The MP cost for this item Favored 25 EP - This spell allows you to resist a call
is reduced by .5. If this item is unattuned the person that contains the word Curse one time. This spell
who possessed it has their maximum AP reduced by 2 lasts until the end of the event or until expended,
until the end of the event. A person can only have one whichever comes first. This spell is considered a magi-
customized item at a time. cal enchantment.
Create Simple Permanent Item of Power 27 EP - This ADVANCED SPELLS
spell allows you to imbue an appropriate item with .5 NECROMANCY
worth of permeant effects. See the Enchantment sec-
tion for more details. Create Wight 35 EP - Special: This spell requires a
humanoid dead body.
Create Simple Charged Item of Power 26 EP - This
spell allows you to imbue an appropriate item with .5 This spell allows you to create a wight. Regardless of
MP worth of charged effects. See the Enchantment the body you use the stats are the same. All Undead
section for more details. phys reps must be approved by a game staff member
before entering the field of play.
CONJURATION
Smooth Travel 22 EP - This spell allows you and any-
Resist Banish 32 EP - This spell can only be cast on
one else you designate to ignore the effects of portal
an Undead creature. They resist the next call that
stun. When cast its protective effects last for 15 min-
contains the word Banish. This spell is considered a
utes and do not count against your magical enchant-
magical enchantment.
ment limit. People are aware if they have been affected
by this spell. ENCHANTMENT
Choose Destination 25 EP - This spell allows you Create Basic Permanent Item of Power 38 EP - This
to choose an area within a landing in which you and spell allows you to imbue an appropriate item with 1
other targets you choose who are passing through the MP worth of permeant effects. See the Enchantment
gate will arrive. You must choose this area within 30 section for more details.
seconds of arriving at your destination. Create Basic Charged Item of Power 36 EP - This spell
Copy Gate Key 20 EP - This spell allows you to create allows you to imbue an appropriate item with 1 MP
one copy of a gate key you have in your possession. worth of charged effects. See the Enchantment sec-
Change Gate Password 20 EP - This spell allows you tion for more details.
to change a gates password if you were the one who CONJURATION
originally cast the Lock Gate ritual spell on it. Create Portal 36 EP - This spell allows you to create
TRANSMUTATION a portal leading to a landing. This portal can be any-
Transform Weapon 24 EP - This spell can be used to where from 4x4 feet to 10x10 feet or if circular may have
transform a simple or basic weapon into a different a diameter of 10 feet. This portal can be open for up to
weapon of the same quality. 5 minutes. The caster selects the amount of time it will
be open upon completing the spell. The time frame in
Transform Armor 24 EP - This spell can be used to which it is to remain open must be designated in one
transform up to 4 pieces of simple or basic armor into minute increments.
a different category (i.e. Heavy into Light) of the same
quality. Scry Landing Special EP (Minimum 34) - This spell
allows you to view the coordinates of a landing when
Transmute Basic Alchemical Component 23 EP cast on a gate. You may view the landing for up to 5
The spell transforms one basic alchemical component minutes and may stop at any time. If the landing is
into a different basic alchemical component of your under the effects of Protection from Scrying you must
choice. exceed the EP used to cast that spell.

33
Protection from Scrying Special EP (Minimum 34)
This spell allows you to hide a landing from scrying. ENCHANTMENT
The area is protected for 1 week. In order to scry on Ritual Magic is a powerful force capable of great
the landing they must exceed the EP used to cast this things. One of those things is imbuing items with
spell. magical properties.
TRANSMUTATION There are two types of Items of Power. One is Perma-
nent Items of Power and the other is Charged Items of
Feral Form 34 EP - This spell transforms an inca-
Power.
pacitated or willing target into a more feral version
of themselves. They lose access to all of the skills they
purchased with character points. They have 10 Life
PERMANENT ITEMS OF
Points, 10 Combat Reflexes and 4 AP. They have a POWER
Physical of 4, Cunning of 1 and Essence of 1. They also
gain the ability to use 2 natural weapons of tiny size These items grant you skills as per the rule book. If you
that can be blocked with that deal a passive damage already possess the skill granted by the Item of Power
of one. They also gain the ability to spend one AP to you gain no benefit. In addition, any effects that come
swing 4. They gain the ability to resist any call that from your use of an Item of Power have the call Magic
contains the words Root or Slow by spending one added. As an example if you utilize Vorpal Strike Level
AP. This transformation lasts for one hour or until the 1 from an Item of Power it instead of the call being 3
target chooses to forgo its effects with a 15 second ac- Vorpal it would be 3 Vorpal Magic.
tive count. This spell is considered a magical enchant- There are also a few abilities that can be placed in Per-
ment. This spell lasts for 1 hour or until the item is re- manent Items of Power that do not come from skills.
turned to its original size.
Shrink Item 37 EP - This spell transforms an item
CHARGED ITEMS OF POWER
that can fit into 4 cubic square foot area to the size of These items allow their users to expend charges to cre-
about a quarter. The item then does not count against ate special effects. These charges are renewed at the
your weight limit but does sense as magical. Anyone beginning of each event.
in possession of the item can return it to its original
size with a 5 second active count. ENCHANTING AN ITEM
ABJURATION In order to create an Item of Power you must have the
appropriate Ritual Magic spell. When creating Perma-
Ultimate Protection 36 EP - This spell grants a target nent Items of Power you must start with the first level
the ability to resist any call one time. This spell lasts of a skill group. Each level of the skill takes up .5 MP in
until used or the end of the event, whichever comes the item being enchanted. Skips may be used but cost
first. This spell is considered a magical enchantment. .25 MP per skip.
Invisible Armor 35 EP - This spell grants a target 6 As an example John wants to put Perception Level 1
temporary Combat Reflexes. This spell lasts until used and Level 4 into an advanced trinket. Level 1 and Level
or the end of the event, whichever comes first. This 4 of Perception cost .5 MP each for a total of 1 MP. Since
spell is considered a magical enchantment. two skips were used this increases the MP used by an-
MASTER SPELLS & EPIC SPELLS other .5 MP. This makes the total MP for the item 1.5
MP. That is how much you must use to attune the item.
These spells encompass the most magnificent magical
effects that can be achieved by mortals. RESTRICTED SKILLS
The following skills cannot go into a Permanent Item
of Power.

Physical Aptitude Fortitude


Armor Proficiency Fighting Style
Weapon Proficiency Essence Aptitude
Combat Reflexes Level 5 Dispelling

34
Anything from Cunning other than
Perception and Infiltration. APPROVED CHARGED ITEM
Improved Necromancy Level 5 EFFECTS
Improved Transmutation Level 5 TIER 1
Resist Magic Disguise - This item allows you to use Infiltration Level
1 on yourself or another target one time per charge.
.5 MP PERMANENT ABILITIES Escape Artist - This item allows you to use Infiltration
This ability grants you one permanent AP. Level 2 one time per charge.
1 MP PERMANENT ABILITIES Inescapable Bonds - This item allows you to use Sub-
One Physical or Mental Resistance of your choice. This terfuge Level 2 one time per charge.
resistance requires one AP to use. Magic Lash I - This item allows you to call 1 Magic
Lash one time per charge.
1.5 MP PERMANENT ABILITIES
One Physical or Mental Resistance of your choice. This Knockback - This item allows you to swing/shoot/
resistance requires zero AP to use. throw Magic Knockback one time per charge.
Quick Blast I - This item allows you to swing/shoot/
ITEM OF POWER LIMITATIONS throw 3 Magic one time per charge.
Couple things to keep in mind in regards to using
Slow - This item allows you to swing/shoot/throw
Items of Power and creating them.
Magic Slow one time per charge.
Permanent Items of Power can only be enchanted with
Taunt - This item allows you to swing/shoot/throw
one type of skill. (I.E Health Level 1 and Perception
Magic Taunt one time per charge.
Level 2 cannot be placed in the same Item of Power)
Skills granted from Items of Power provide no benefit TIER 2
if you already have the skill level it provides. (I.E. You Action Points - This item allows you to expend a charge
attune and Item of Power that provides Health Level 1 to instantly restore one AP to yourself.
but you already have Health Level 1 so you gain no ben- Burst of Power - This item allows you to add +one
efit. If you have skipped Health Level 1 or dont possess damage to your next swing/shot/throw one time per
the skill you gain the benefit of the Item of Power.) charge used. This also adds the Magic descriptor to
Charged Item of Power can only hold one type of the call. Only one charge may be spent per attack.
charged effect. (I.E. You cannot have a Charged Item Decipher Script - This item allows you to use Knowl-
of Power that has 3 charges of Disguise and 2 charges edge Level 2 one time per charge allowing you to deci-
of Escape Artist) pher one page of script.
A Charged Item of Power can only have up to 5 charges. Flee - This item allows you to use Infiltration Level 4
A character can only have one Charged Item of Power one time per charge.
attuned to them at a time. Magic Lash II - This item allows you to call 2 Magic
Lash one time per charge.
ITEM EFFECT COSTS
Quick Blast II - This item allows you to swing/shoot/
Level 1 .1 MP each Level 4 .4 MP each
throw 5 Magic one time per charge.
Level 2 .2 MP each Level 5 .5 MP each
Repel - This item allows you to swing/shoot/throw
Level 3 .3 MP each Repel one time per charge.
Track - This item allows you to use Perception Level 2
one time per charge.
TIER 3
Banish - This item allows you to swing/shoot/throw
Banish one time per charge.
Disarm - This item allows you to swing/shoot/throw
Magic Disarm one time per charge.

35
Fear - This item allows you to swing/shoot/throw
Magic Fear one time per charge. ALCHEMY
Inspire - When this item is created an Inspiration Mo- Alchemy is the art of creating potions. In order to cre-
tivational Effect is chosen. That Motivational Effect ate potions ingredients must be gathered, mixed and
can be used as per the skill one time per charge. brewed. These ingredients are represented by alchem-
Magic Lash III - This item allows you to call 3 Magic ical components. The type of potion brewed deter-
Lash one time per charge. mines what alchemical components can be used. Each
alchemical component takes up a certain amount of
Quick Blast III - This item allows you to swing/shoot/ slots in a potion. The type of potion determines the
throw 8 Magic one time per charge. amount of available slots as well as the brew time.
Recall - This item allows you to use Knowledge Level 3 Simple 1 Slot 1 Hour
one time per charge.
Basic 2 Slots 2 Hours
Root - This item allows you to swing/shoot/throw
Advanced 3 Slots 3 Hours
Magic Root one time per charge.
Master 4 Slots 4 Hours
TIER 4
Epic 5 Slots 5 Hours
Drain - This item allows you to swing/shoot/throw
Drain one time per charge. (The drain effect is cho- BREWING
sen at the time the item is created.)
In order to brew a potion you must have a lab. You
Lash Disarm - This item allows you to call Lash Magic may only brew one potion or batch at a time. It takes
Disarm one time per charge. a 5 minute active count to begin the brewing process.
Lash Fear - This item allows you to call Lash Magic After this is done you bring your components to NPC
Fear one time per charge. camp. A note that will indicate when your potion will
be ready is then given to you. This note is placed at
Magic Lash IV - This item allows you to call 4 Magic
your alchemy lab until the potion is ready. When the
Lash one time per charge.
time is up you then return the note to NPC camp and
Parry - This item allows you to use resist any frontal the potion is provided to you.
melee attack that contains a number one time per
It takes a 5 second active count to disrupt a brewing
charge.
potion which is done by destroying the note. If you
Poison - This item allows you to swing/shoot/throw find a note on a lab and the brew time has passed you
Magic Poison one time per charge. may take it to NPC camp. You will then receive the po-
Shatter - This item allows you to swing/shoot/throw tion.
Magic Shatter one time per charge.
COMPONENTS
TIER 5 Components are what determine what a potion does.
Dominate - This item allows you to swing/shoot/throw Each component has aspects that represent the effects
Dominate one time per charge. the potion will have. Each component takes up a cer-
Magic Lash V - This item allows you to call 5 Magic tain amount of slots in a potion.
Lash one time per charge. Simple 1 Slot
Paralyze - This item allows you to swing/shoot/throw Basic 2 Slots
Magic Paralyze one time per charge. Advanced 3 Slots
Quick Blast V - This item allows you to swing/shoot/ Master 4 Slot
throw 15 Magic one time per charge.
Epic 5 Slots
Sleep - This item allows you to swing/shoot/throw
Magic Sleep one time per charge. As an example you can put 3 simple components to-
gether and create an advanced potion that requires 3
hours to brew.

36
ASPECTS COMPONENT LIST
Aspects are the effects a potion has when used. When Listed below are the most well known components.
a component is used all of its aspects are in the potion. More components can be discovered in game.
Certain aspects only have an effect if used on an item
or if consumed. If these components are in the same
potion only the affects that would apply take effect
SIMPLE COMPONENTS
and the others do not occur. BLISTERWORT
Aspect: This potion restores one life point when con-
BATCH sumed.
When brewing a potion you may also choose to make Special: If two of this component is being used in the
a batch. When you create a batch you must make ten same potion it restores an additional life point. If four
of the same potion using the same components. If you are used it heals an additional three Life Points. (Ex-
remove an aspect from one of the components you ample: If four Blisterwort components are used to
must remove it from all of the components that share create a potion then the potion restores 7 Life Points
its name. The brew time is then reduced by 20% and when consumed)
the components required are reduced by 20%. Making
a batch follows the rest of the brewing rules normally. BRUTE FRUIT
Example: Tom (Who has all levels of Alchemy and Im- Aspect: This potion allows you to swing Knockback
proved Alchemy) decides he is going make a batch of one time when consumed. This potion lasts until ex-
potions using Gargoyle Skin. He has 8 Gargoyle Skins pended. This is considered an alchemical enhance-
so he has enough due to the reduced component ment.
cost. He decides to remove the second aspect so it is Special: If three of this component is used in the same
removed from all of the components. The base brew potion you instead gain the ability to swing Knock-
time for this potion is 3 hours per potion which Tom back by spending one AP. This potion lasts for 15 min-
reduces to 1 hours. He then multiplies it by 10 mak- utes. This is considered an alchemical enhancement.
ing it 15 hours and then reduces it by another 20% due SPRING WATER
to making a batch. So in 12 hours Tom can go to NPC
camp and collect his 10 potions by turning in his tag. Aspect: This potion removes all alchemical enhance-
ments you are currently under when consumed. If
placed on a weapon or item it removes the effects of
any potions that were poured on them.
GHOULS HAIR
Aspect: This potion causes you to appear dead upon in-
spection when consumed. This effect lasts for 15 min-
utes. This is considered an alchemical enhancement.
Special: For every additional Ghouls Hair component
added to the potion the duration is increased by 15
minutes.
QI JUNG
Aspect: This potion increases your bleed out count by
1 minute when consumed. This effect lasts for 1 hour.
This is considered an alchemical enhancement.
Special: For every additional Qi Jung component
added to the potion the bleed out count indicated is
increased by 1 minute.
FAIRY DUST
Aspect: This potion can be poured on a weapon to add
the Magic call to all attacks made with it. This effect
lasts for 15 minutes.

37
Special: For every additional Fairy Dust component Special: If two of this component is used in the same
added to the potion the duration is increased by 15 potion it instead grants the ability to resist any call
minutes. that contains the word Sleep by spending one AP.
WHITE LEAF This version of the potion lasts for 15 minutes. This is
considered an alchemical enhancement.
Aspect: This potion increases the amount of time it
takes for poison to incapacitate you to 5 minutes when GROPPO
consumed. This lasts for 1 hour. This is considered an Aspect: This potion immediately removes the effects
alchemical enhancement. of Charm when consumed.
Special: If three of this component is used in the same Special: If two of this component is used in the same
potion it instead removes the effects of poison in your potion it instead grants the ability to resist any call
system when consumed. This is not considered an al- that contains the word Charm by spending one AP
chemical enhancement. when consumed. This version of the potion lasts for
NURRINE 15 minutes. This is considered an alchemical enhance-
ment.
Aspect: This herb removes one aspect from a potion it
is brewed with. It does nothing when brewed by itself. Special: If this component is combined with Patto the
No more than one Nurrine component can be used in potion instead makes it so you are able to resist any
a single potion. call that contains the word Charm without spending
an AP when consumed. This effect lasts for 15 min-
VIXOTH utes. This is considered an alchemical enhancement.
Aspect: This herb reduces the brew time of a potion it FLEXITIN
is brewed with by 50%. It does nothing when brewed
by itself. No more than one Vixoth component can be Aspect: This potion immediately removes the effects
used in a single potion. of Paralyze when consumed.
Special: If two of this component is used in the same
BASIC COMPONENTS potion it instead grants the ability to resist any call
YAK MUSHROOMS that contains the word Paralyze by spending one AP
when consumed. This version of the potion lasts for
Aspect: This potion grants you two temporary Life 15 minutes. This is considered an alchemical enhance-
Points when consumed. This is considered an alchem- ment.
ical enhancement.
SHADOW VEIL
Special: If two of this component is used in the same
potion it grants an additional one temporary life point. Aspect: This potion allows you to disguise yourself
as another non specific person when consumed. It
SAP takes as long as it takes for you to don your new cos-
Aspect: This potion can by poured on a weapon mak- tuming to go into effect. Once it has it lasts for 60 min-
ing you able to resist any call with the word Disarm utes. This is considered an alchemical enhancement.
by spending one AP. This effect lasts for 15 minutes. Special: If two of this component is used in the same
Aspect: This potion can be poured on a weapon mak- potion it increases the duration of the disguise by 60
ing it impossible to release unless affected by Disarm. minutes.
This is considered a Root effect and can be resisted TWO MINDS
as such. This effect lasts for 15 minutes.
Aspect: This potion allows you to use Ambidexterity
GIANTS BLOOD as per the Weapon Proficiency skill when consumed.
Aspect: This potion adds one damage to your next Its effects last for 15 minutes. This is considered an al-
swing/shoot/throw when consumed. This is consid- chemical enhancement.
ered an alchemical enhancement. Special: If this component is combined with Griffins
Aspect: This potion puts you under the effects of Nail you may wield two claws/fist of short length. This
Weaken for 10 seconds. effect lasts for 15 minutes. This is considered an al-
chemical enhancement.
GINSENG
Aspect: This potion immediately removes the effects
of Sleep when consumed.

38
WHETSTONE TEARS TUFIK BARK
Aspect: This potion allows your next swing/shoot/ Aspect: This potion grants you the ability to use
throw to be 3 Vorpal when poured on a weapon. Strength Level 4 when consumed. This effect lasts for
Special: If two of this component is used in the same 15 minutes. This is considered an alchemical enhance-
potion it increases the damage of the call to 5 Vorpal ment.
Special: If combined with Wobolo this potion allows Aspect: This potion makes you answer the next ques-
your next swing/shoot/throw to be for 8 damage tion you are asked truthfully when consumed.
when poured on a weapon. This attack cannot be en- PATTO
hanced in any way. Aspect: This potion allows you to resist any call that
WOBOLO contains the words Charm Sleep Fear or Taunt
Aspect: This potion allows your next swing/shoot/ one time when consumed. This is considered an al-
throw to be for 3 Crush when poured on a weapon. chemical enhancement.
Special: If two of this component is used in the same Aspect: This potion makes you unable to use Lan-
potion it increases the damage of the call to 5 Crush. guages, Knowledge or Improved Knowledge skills
when consumed. This effect lasts for 15 minutes.
Special: If combined with Whetstone Tears this potion
allows your next swing/shoot/throw to be for 8 dam- Special: If this component is combined with Gruppo
age when poured on a weapon. This attack cannot be the potion instead makes it so you are able to resist any
enhanced in any way. call that contains the word Charm without spending
an AP. This effect lasts for 15 minutes. This is consid-
ADVANCED COMPONENTS ered an alchemical enhancement.
GRIFFIN NAIL NATURES TEARS
Aspect: This potion allows you to use a tiny fist/claw Aspect: This potion causes you to be effected by the
phys rep that deals a base damage of 1 and that can call Paralyze when consumed.
block attacks normally when consumed. This effect Aspect: If this potion is poured on a dead body that is
lasts for 15 minutes. This is considered an alchemical being brought back to life via Improved Healing Level
enhancement. 3 they do not suffer from AP loss upon their return.
Aspect: This potion makes it so you cannot pick up SWEET NECTAR
anything with your hands when consumed. This ef-
fect lasts for 15 minutes. This is considered a Para- Aspect: This potion allows you to resist any call that
lyze effect and can be resisted as such. contains the word Poison by spending 1 AP when
consumed. This effect lasts for 15 minutes. This is con-
Special: If this component is combined with Two sidered an alchemical enhancement.
Minds you may wield two claws/fist of short length.
This effect lasts for 15 minutes. This is considered anAspect: This potion brings your AP total to 0 when
alchemical enhancement. consumed. This is considered a Drain Essence effect
and can be resisted as such.
GARGOYLE SKIN
Special: If combined with White Leaf you are able to
Aspect: This potion grants you 3 points of temporary resist any call that contains the word Poison without
Combat Reflexes when consumed. This is considered spending an AP when consumed. This effect lasts for 15
an alchemical enhancement. minutes. This is considered an alchemical enhancement.
Aspect: This potion makes you unable to move any SHADES REMORSE
faster than a walk when consumed. This effect lasts
for 15 minutes. This is considered a Slow effect and Aspect: When this potion is poured on an item it no
can be resisted as such. longer shows up as magical upon inspection. Any-
thing that defeats Dispelling Level 1 also defeats this
NAGU ROOT effect. This effect lasts for 1 hour.
Aspect: This potion restores 4 Life Points when con- Aspect: When this potion is poured on an item its
sumed. magical properties can no longer be used. This effect
Aspect: This potion causes you to be effected by the lasts for 1 hour.
call Poison when consumed.

39
DIAMOND DUST WHISPERING LIGHT
Aspect: When this potion is poured on an item it is im- Aspect: This potion brings you between9 Life Points
mune to any call that contains the word Shatter. This and1 Life Points to 0 Life Points.
effect lasts for 15 minutes. Aspect: This potion lowers your maximum life point
Aspect: When this potion is poured on an item attacks total by 1 for the remainder of the event when con-
dealt with it deal half damage. This is considered a sumed. This is considered a Drain Physical effect
Shatter effect and can be resisted as such. This ef- and can be resisted as such.
fect lasts for 15 minutes. BOCKY
ALICK SEEDS Aspect: This potion affects you with the call Weaken
Aspect: When this potion is poured on a dead body it is when consumed.
preserved and is no longer considered to be decaying. Aspect: This potion increases the damage of all of your
It is also immune to the effects of Pestilence Level 2. Channel skills by 1 when consumed. This effect lasts
Aspect: This potion allows a living consumer to re- for 15 minutes. This is considered an alchemical en-
grow one lost limb. It takes 15 minutes for the limb to hancement.
return. At the end of this time the imbibers limb is re- CRIMSON LEAF
stored and their maximum AP total is reduced by 1 for
the remainder of the event. Aspect: This potion restores one point of non perma-
nent Physical loss when consumed.
RENRAKU
Aspect: This potion affects you with the call Drain Es-
Aspect: When this potion is poured on a dead body it sence when consumed.
draws one less chip to a minimum of one when Im-
proved Healing Level 3 is attempted. This potion can CYAN LEAF
only be used on a target one time per Improved Heal- Aspect: This potion restores one point of non perma-
ing Level 3 attempt. nent Cunning loss when consumed.
Aspect: When this potion is poured on a dead body it Aspect: This potion affects you with the call Drain
acts as Pestilence Level 2, consuming the body com- Physical when consumed.
pletely in 2 minutes. This is considered an alchemical
enhancement. VIOLET LEAF
Aspect: This potion restores one point of non perma-
MASTER COMPONENTS nent Essence loss when consumed.
TANGLE VINES Aspect: This potion affects you with the call Drain
Aspect: This potion makes you immune to all calls that Cunning when consumed.
contain the words Slow and Root when consumed. MINDS EYE
This effect lasts for 15 minutes. This is considered an
Aspect: This potion affects you with the call Sleep
alchemical enhancement.
when consumed.
Aspect: This potion causes you to be under the effects
Aspect: This potion gives you allows you to use Knowl-
of the call Fear for 30 seconds when consumed.
edge Level 3 one time when consumed. You may part-
VOID MOSS ner with others using this potion or who have Knowl-
Aspect: This potion allows you to resist any call that edge Level 3 to get a better hint. This is considered an
contains the word Magic by spending 2 AP when alchemical enhancement.
consumed. This effect lasts for 15 minutes. This is con-
sidered an alchemical enhancement. EPIC COMPONENTS
Aspect: This potion makes you unable to use any Es- These components can create some of the most power-
sence skills when consumed. This is considered a ful potions in the game and can be difficult or almost
Curse effect and can be resisted as such. This effect impossible to find.
lasts for 15 minutes.

40
SMITHING TRINKETS
The smithing skill can be used to craft; weapons, Simple Trinkets of this quality can hold .5 MP of en-
shields, armor, and trinkets. The quality of these items chantments.
depends on the quality of the components being used Basic Trinkets of this quality can hold 1 MP of en-
to create them. It only takes one smithing component chantments.
to make a weapon, location of armor, shield or trinket. Advanced Trinkets of this quality can hold 1.5 MP of
Trinkets are pieces of jewelry, clothing or other knick- enchantments.
knacks that are suitable for enchantment that are not Master Trinkets of this quality can hold 2 MP of en-
weapons, armor or shields. chantments.
WEAPONS Epic Trinkets of this quality can hold 2.5 MP of en-
chantments.
Simple Weapons of this quality deals the damage.
Basic Weapons of this quality is normal in every way. TECHNIQUE SLOTS
Advanced Weapons of this quality have one tech- These represent the amount of techniques that can be
nique slot, used on an item. An item cannot possess a property
Master Weapons of this quality have two technique more than once.
slots and can hold 1 MP of enchantments.
LEARNING TECHNIQUES
Epic Weapons of this quality have two technique
slots, automatically have the unbreakable property as Your smithing skills determine how many smithing
per the smithing technique and can hold 2 MP of en- techniques you can know at one time. If you choose to
chantments. learn a new technique you must unlearn one that you
currently know unless you have an open slot. This can
ARMOR be done in between events. Listed below are some of
the available techniques that can be learned. More can
Simple Armor of this quality is considered one cat- be discovered in game.
egory heavier for the purposes of armor restrictions.
Basic Armor of this quality is normal in every way. WEAPON TECHNIQUES
Advanced Armor of this quality has one technique SERRATED
slot A weapon with this property allows the user to add
Master Armor of this quality has two technique slots one damage to Vorpal Strike Level 1 when the weapon
and can hold .5 MP of enchantments. is used to deliver the attack.
Epic Armor of this quality has two technique slots, WEIGHTED
automatically have the unbreakable property as per A weapon with this property allows the user to add one
the smithing technique and can hold 1 MP of enchant- damage to Crushing Blow Level 1 when the weapon is
ments. used to deliver the attack.
SHIELDS HEAVY
Simple Shields of this quality have a hardness of 4 A weapon with this property allows the user to add one
damage to Weapon Focus Level 1 when the weapon is
Basic Shields of this quality have a hardness of 8 used to deliver the attack.
Advanced Shields of this quality have a hardness of
JAGGED
12. It also has one technique slot.
Master Shields of this quality have a hardness of 16. A weapon with this property allows the user to add
It also has two technique slots and can hold 1 MP of one damage to Critical Strike Level 1, 3 and 5 when the
enchantments. weapon is used to deliver the attack.
Epic Shields of this quality have a hardness of 20. It UNBREAKABLE
also has two technique slots, automatically has the un- A weapon with this property allows the user to resist
breakable property as per the smithing technique and the next call that contains the word Shatter that
can hold 2 MP of enchantments. would destroy this weapon. This property is then ex-

41
hausted until Smithing Level 2 is used on the item for As an example: To upgrade a simple weapon into a ba-
5 minutes. This item is considered to have 30 structure sic weapon you must use one simple smithing compo-
points. nent. The crafting time would be 30 minutes.

ARMOR/SHIELD TECHNIQUES WORKING TOGETHER


BALANCED If two characters work together and they both have
Armor with this property is considered to be one ar- the required smithing skill to create an item they can
mor category lighter than it appears. If applied to a reduce the crafting time by 50%. If they both have Im-
shield the phys rep may be 4 wider and taller. proved Smithing Level 4 they still only benefit from it
one time. They may also share techniques while doing
FORTIFIED this.
Armor with this property adds one additional armor As an example: Tom has Improved Smithing Level 1
point to its value. If used on a shield its hardness is and John only has Smithing Level 1 and 3. John knows
increased by 4. the serrated technique but Tom does not so they work
UNBREAKABLE together to make a weapon out of an advanced smith-
ing component with the serrated property. They would
Armor with this property can ignore the next call that not receive the 50% time reduction bonus from work-
contains the word Shatter it instead reduces the us- ing together because John does not have the prerequi-
ers armor point total to 0. If used on a shield it has site Smithing skill.
its hardness reduced by 4. This property is then ex-
hausted until Smithing Level 2 is used on the item for
5 minutes. This item is considered to have 30 structure
points.
HIDDEN
Armor with this property can be physreped by normal
clothing. This technique can only be used on light ar-
mor.
EASY FIX
Armor with this property reduces the time required to
use Smithing Level 2 on its wearer by 2 seconds. If all
4 pieces worn have the property then the time is re-
duced by an additional 2 seconds.

CRAFTING TIMES
Simple 15 Minutes
Basic 30 Minutes
Advanced 1 Hour
Master 2 Hours
Epic 4 Hours

UPGRADING
Weapons, armor, shields and trinkets can be up-
graded with Smithing Level 5. To do so you must use
one smithing component equal to the quality of the
item you are improving. The time required to upgrade
an item is equal to the time it would normally take to
create it. Skills that reduce crafting times also reduce
this time. Items can only be upgraded up to advanced
quality.

42
to move Holds up to 60 items. 8 Structure Points 3
ENGINEERING simple engineering components to create.
Engineering is the art of creating special inventions, Class Four Measures at least 4 feet on one side and a
structures and other items that are not created with minimum of 2 feet on all others Four people to move
the smithing. The amount and quality of components Holds up to 100 items. 10 Structure Points 4 sim-
required to create these items depends on what you ple engineering components to create.
are creating. These things are generally broken down
into four categories. MANACLES
One Time Use Inventions These inventions can only This item can be used to reduce the time required
be used one time such as traps and bombs. to use the Bind a Target skill to 10 seconds. It takes
a 1 minute active count for someone to remove these
Permanent Inventions These inventions can be used bonds. These bonds cannot be escaped using the nor-
multiple times such as locks and containers. mal 5 minute active count. Once the manacles are
Siege Weapons These are inventions like ballista and removed or escaped they are destroyed. The cost is 1
catapults. simple engineering component to create.
Structures These are things like doors and buildings TRAP
as well as improvements made to these structures. It takes a 1 minute active count to arm this item on
a stationary object or area by placing a buzzer there.
CRAFTING TIMES Traps cannot be armed within 10 feet of each other.
Simple 15 Minutes When triggered the trap is destroyed and deals 10
Basic 30 Minutes Vorpal Lash centered on the location of the buzzer.
When disarmed they can be taken and reused. The
Advanced 60 minutes cost is 1 simple engineering component to create.
Master 2 Hours
Epic 4 Hours BASIC INVENTIONS
Special: Buildings are created in between events. An BATTERING RAM
engineer can oversee the construction of one building This item requires 4 people to use and grants the abil-
at a time. ity to deal 2 structure points of damage to a door with
a 30 second active count. The cost is 1 basic engineer-
SIMPLE INVENTIONS ing component to create.
CONTAINER FIRING CHARGE
This item can be used to hold additional items. It must This item can be shot from a pistol for 4 Vorpal. When
be represented by an appropriate phys rep (Crate, box, done the Firing Charge is destroyed. The cost is 1 basic
wagon, sack, etc.). There are four container classes. engineering component to create.
These classes determine how many additional items
they can hold as well as how many people it takes to SIMPLE LOCK
move them. Structure points determine how much This item can be used to secure a container or door. It
abuse a container can take before being destroyed. takes a 10 second active count to attach or remove an
When destroyed all contents are unharmed but this open lock and only one lock may be used on an item at
automatically triggers any traps and destroys the lock. a time. It takes one person with the Engineering Level
Class One Measures at least 1 foot on one side and 2 skill 5 minutes to pick this lock. The cost is 2 basic
a minimum of 6 inches on all others Allows its user engineering components to create.
to hold an additional 5 items 4 Structure Points 1 REINFORCED DOOR
simple engineering component to create.
This item can be used to replace a normal door on a
Class Two Measures at least 2 feet on one side and a building. It has 10 structure points. This item requires
minimum of 1 foot on all others Two people to move two people to move. In order to attach the door to a
Holds up to 25 items. 6 Structure Points 2 simple building you must have Engineering Level 1. This takes
engineering components to create. a 15 minute active count. The cost is 2 basic engineer-
Class Three Measures at least 3 feet on one side and a ing components to create.
minimum of 1 foot 6 inches on all others Three people

43
neering components, 4 advanced engineering compo-
ADVANCED INVENTIONS nents and 8 basic engineering components to create.
SIMPLE BUILDING COMPLEX LOCK
This item must be Physically represented by a large This item can be used to secure a container or door. It
tent or actual building. This building comes with a takes a 10 second active count to attach or remove an
door with 2 structure points. The building itself has open lock and only one lock may be used on an item at
30 structure points. The cost is 2 advanced engineer- a time. It takes one person with the Engineering Level
ing components, 4 basic engineering components and 2 skill 20 minutes to pick this lock. The cost is 1 master
8 simple engineering components to create. engineering components to create.
BOMB
This item requires a 15 second charge to use. Once
EPIC INVENTIONS
charged it can be thrown at a target for 3 Crush. Once CANNON
used the item is destroyed. The cost is 1 advanced en- This item can be used to deal 10 as a game stop item
gineering component to create. effect line or to deal 10 points of structure damage to a
BALISTA building. This item takes two people, a cannon charge
and a 2 minute active count to reload. It also takes 2
This item allows you to shoot a target for 10 Vorpal. people to move. This requires Game Staff approved
This item requires a 2 minute active count to reload. It phys rep game staff. The cost is 3 epic engineering
also takes 2 people to move. This requires a game staff components to create.
approved phys rep. The cost is 3 advanced engineering
components to create. DOUBLE LOCK
CANNON CHARGE This item can be used to secure a container or door. It
takes a 10 second active count to attach or remove an
This item can be used to reload a cannon. When used open lock and only one lock may be used on an item at
the cannon is able to be fired again and this item is a time. It takes 2 people with the Engineering Level 2
destroyed. The cost is 1 advanced engineering compo- skill 10 minutes to pick this lock. The cost is 1 epic en-
nent to create. gineering component to create.
MASTER INVENTIONS VAULT
PISTOL This item is a Class four container that can only be
This item allows you to shoot Firing Charges and other moved in between events. It automatically comes
specialty ammunition. This item requires a 30 second with a lock that takes 30 minutes to pick but it can be
active count to load. Pistols require no proficiencies to replaced. This item cannot be destroyed by conven-
use and cannot be augmented by other skills unless tional means. If in a building that is destroyed the
they specifically state they can. The cost is 2 master items within are unharmed. The cost is 4 basic engi-
engineering components to create. neering components, 2 advanced engineering compo-
nents and 1 master engineering components to create.
CATAPAULT
This item can be used to deal 10 structure points of OTHER INVENTIONS
damage to a building or to toss 10 packets that deal 5 There are more inventions available than what are
Crush each. This item takes three people a 2 minute listed here but it will take a little trial and error to cre-
active count to reload. It also takes 3 people to move. ate them or a teacher to show you how they are made.
This requires a game staff approved phys rep. The cost
is 3 master engineering components to create. WORKING TOGETHER
FORTIFIED BUILDING If two characters work together and they both have the
required engineering skill to create the item they can
This item must be Physically represented by a large reduce the crafting time by 50%. If they both have Im-
tent or actual building. This building comes with a proved Engineering Level 4 they only benefit one time.
door with 5 structure points. The building itself has
50 structure points. It can only lose structure points
when hit by a Catapult, Cannon, Strength Level 3 or
Improved Pestilence Level 3. The cost is 2 master engi-

44
LINKED
TEAMWORK All team members can use Assess on each other. If a
It is natural for adventurers to team up to pursue their team member is killed or brought back to life the team
goals. Those who are willing to commit their time leader is notified as to which member it was. If the
and energy towards find themselves able to accom- team leader is killed the next person on the leadership
plish amazing things they could never hope to achieve hierarchy is notified.
alone.
SPELLSWORD
CREATING A TEAM All team members gain Evocation Level 1. If they al-
In order to create a team a character must have Team- ready have Evocation Level 1 they can now also add
work Level 1 and 5 and at least 2 additional members Magic to any call they are using.
who have Teamwork Level 1. Once created you select UNDEAD HUNTER
a name for the team and fill out a Team List. This is
All team members gain Evanescence Level 1. If they
an out of game document that lists members of your
already have Evanescence Level 1 the charge time is
team, the abilities you have selected and the leadership
reduced by 50%
hierarchy.
ADVANCED ABILITIES
SELECTING ABILITIES MERCHANT
Each team will have team abilities. Each team has a
The team leader begins play with components. Each
Basic, Advanced and Master ability. Basic and Ad-
team member counts as one point and the points can
vanced abilities are chosen from the list below. Master
be spent as such.
abilities are created with the game staff.
1 Point Simple Component
You may take a Basic team ability in lieu of an Ad-
vanced team ability. You may take a Basic or Advanced 2 Points Basic Component
team ability in lieu of a Master team ability. 4 Points Advanced Component
BASIC ABILITIES 12 Points Master Component
ENERGIZED RITUAL SPECIALISTS
All team members gain one permanent AP. Choose a ritual specialty. Team members add addi-
HEALTHY tional 4 EP when they are the primary caster of spells
from that specialty and 1 additional EP when they are
All team members gain one permanent Life Point. secondary casters.
WEAPON MASTERS MENTAL TOUGHNESS
Select a Weapon Proficiency. All team members have Choose a Mental Resistance. All team members gain
that proficiency. that resistance. If they already possess that Mental Re-
CONDITIONING sistance the AP cost is reduced by one.
All team members have their bleed out time increased KNOWLEDGEABLE
by 2 minutes. All team members gain the ability to specialize in an
WEALTHY area of study. Areas of study include Cultures, Ritual
Specialties, Worlds, Artifacts and other subjects at
The team leader begins the game with 3 Sky Pillars per Game Staff discretion. When using Knowledge Level
team member. 3, you are considered to have one addition person us-
CABAL ing the skill if the question relates to your specialized
Add 1 to the EP of all ritual spells in which you are a area of study.
secondary caster as long as the primary caster is a CRAFTY
team member. All Team Members gain Smithing Level 2. If they al-
LITERATE ready have Smithing Level 2 the amount of armor
Select a Common, Uncommon or Rare language. All points repaired is increased by one.
team members can read/write that language.

45
DEFENSIVE UNIFORMED
All team members gain one point of Combat Reflexes. If all members of the team have a large identifiable
ASSASSINS symbol such as a tabard, a uniform of some kind, or
an easily identifiable clothing theme, the team will be
This skill grants all team members Dirty Fighting counted as having four additional members. This does
Level 3. If they already have Dirty Fighting Level 3 they not stack with Identifiable.
can reduce the charge time by 50%.
STANDARD
PHYSICAL TOUGHNESS
If the team has a large flag or banner (2 by 4 mini-
Choose a Physical Resistance. All team members gain mum) on display, the team will be counted as having
that resistance. If they already possess that Physical one additional member.
Resistance the AP cost is reduced by one.
COMMITTED
DIVERSE
If the team has a written charter, the team will be
Choose a Fighting Style. All Team Members gain that counted as having one additional member.
Fighting Style.
Additional bonuses can be earned in game.
TERRIFYING
All team members gain Manipulation Level 3. If they CALCULATING TOTALS
already have Manipulation Level 3 they instead gain This is done after the event by the primary leader and
Manipulation Level 4. If they already have both of the staff. At the beginning of each event you may elect
those skills the AP cost for Manipulation Level 4 is re- to use the previous events total or your current mem-
duced by one. bership total.
MEDIC
TEAM LEADER
This skill grants all team members First Aid 2. If they Team leaders hold a great deal of responsibility when
already have First Aid 2 the active count is reduced by it comes to managing a team. Leaders are required to
50%. manage the Team Charter, add and remove members
POWERFUL and determine leadership hierarchy. You must have
All team members can increase the damage of Chan- Teamwork Level 5 to be the leader of a team.
nel Level 1, 3 and 5 by one.
LEADERSHIP HIERARCHY
NECROMANTIC
On your Team Charter you can choose your Leadership
All team members gain Necromancy Level 3. If they al- Hierarchy. This is a list of members of the team who
ready have Necromancy Level 3 the AP cost is reduced have Leadership Level 5. When the primary leader of a
by one. team does not arrive at an event, the leadership duties
then fall to the next person on the leadership hierar-
PREREQUISITES chy for that event. After the event has concluded the
In order to use your abilities, you must have a certain leadership duties revert back to the primary leader.
amount of Team Members. Basic Abilities require 3 If this occurs two consecutive times leadership duties
team members, Advanced Abilities require 9 team go to the next person on the leadership hierarchy and
members and Master Abilities require 16 team mem- the primary leader is then put on the bottom of the
bers. leadership hierarchy.
BONUSES If the team leader permanently dies or leaves the team
the next person on the leadership hierarchy becomes
IDENTIFIABLE the primary leader.
If all members of the team have a small unhidden
identifiable symbol such as a belt favor, amulet or TEAM MEMBERS
patch, the team will be counted as having two addi- Team members will receive a teamwork tag. At very
tional members. This does not stack with Uniformed. least this card indicates what team you are a member
of. A character can only be the member of one team at
a time.

46
ADDING TEAM MEMBERS DISSOLVING A TEAM
Team members can be added at any time before the Sometimes teams break up. Teams will dissolve if any
end of an event or between events with GM approval. of the following things occur.
They do not benefit from team abilities until the fol- At least three team members are unable to attend for
lowing event. two consecutive events.
REMOVING TEAM MEMBERS All members of the team are permanently killed.
Team members can be removed by the current leader The team does not have a leader for two events.
of the team by advising the player they wish to remove The team has no members.
they are no longer part of the team during the event. At
that point the team member must return their team-
work tag to the leader. The leader must then turn the
tag into NPC Camp at their earliest convenience and
update their team charter. This member is not allowed
to join or form another team until the following event.
A leader cannot remove more than 50% of a teams
members during an event.

LEAVING A TEAM
If a team member wishes to leave a team they must
return their teamwork tag to the teams leader. The
leader must then turn the tag into NPC Camp at their
earliest convenience and update their team charter. If
there is no team leader you can return this tag to any
remaining team member. This member is not allowed
to join another team until the following event.
If you are the leader of a team that you are leaving, you
must return your tag to the next person on the leader-
ship hierarchy. If there are no other members on the
leadership hierarchy you can return your tag to any-
one on the team. This member is not allowed to join or
form another team until the following event.
If your team is on hiatus or you are the last member of
a team you may leave by simply informing NPC camp
at an event.

HIATUS
A team can be placed on hiatus by the leader of a
team any time before an event begins. This effectively
freezes the teams status meaning that during the
following event none of the team members are able
to benefit from the team abilities. This is good if you
know that your team may be unable to attend a few
events or if you will have less than 3 members present
at the event. This also prevents your team from dis-
solving.
Returning from hiatus is also done by the primary
leader prior to an event. When the team returns from
hiatus they gain the benefits they would have been en-
titled to per the event calculation prior to the hiatus.

47
All weapon and shield phys reps should be checked
COMBAT over by the game staff at the beginning of each event
A large part of LARP is simulated combat. To insure before they are used in combat.
fun, fairness and safety there are a variety of guide- Use common sense at all times.
lines to help facilitate combat scenarios. Here there NON COMBAT CHARACTERS
will be a lot of the in depth mechanics surrounding it.
Some players do not actively participate in combat.
SAFETY These players are designated as Non Com and fol-
Safety is the number one priority in the game. Listed low a special set of guidelines.
below are some of the general rules that will keep com- Non Com characters must wear a white sash that
bat safe. identifies them as such. They must also wear a red
The head, hands, feet and groin are not legal target ar- glow stick around their neck at night.
eas, as such if you are struck in these locations do not Non Com characters cannot hold a weapon phys rep.
take the effect and be sure to indicate why you did not This is to eliminate confusion during combat.
to the person who struck you there in a non confron- Players must NEVER strike a Non Com character
tational way. This is to inform them as to why you did that is designated as such.
not take the hit and to let them know that they may
want to check their attacks. Even if you want to take Attackers can hurt a Non Com character within 5
the hit for roleplay reasons please dont. feet in combat by pointing their weapon or otherwise
designating your target and stating I fell you.. Their
You should always fight responsibly. Do your best to Life Point total is then dropped to 1. At this point the
not lead with your head in combat in order to gain a Non Com character may fall down or put their arms
tactical advantage. Do not actively try and block at- above their head forming an X. This designates your
tacks with non legal target areas. character as being on the ground and prevents pos-
Try your best to keep about a foot of distance between sible injuries. Non Com players should do their best
you and any other player in combat. This is not a hard to avoid heavy combat where they may be difficult to
and fast rule. If you are unsure as to how close is too identify
close please consult a game staff member who will If a player wishes to become a Non Com they must
give you some examples so you can reference them in first speak with a game staff member at NPC camp. If
the future. you would like to remove your Non Com status you
Always be sure to check the power of your attacks. must also speak with a staff member at NPC Camp.
There is no such thing as too light of an attack. Re-
member that if swung or thrown hard enough these SWINGING MELEE ATTACKS
phys reps can really hurt someone. Be especially In order to consider a strike successful your arm must
mindful of thrusts as they have the greatest potential move at least 45 degrees during the swing. This is to
to cause injury. If someone is attacking too hard po- eliminate rapid fire attacks or machine gunning. If
litely advise them of it so they can correct themselves. your calls are unable to be understood they may not
Be mindful of your surroundings. This will prevent be taken.
you from running into others or a tree. This is how a
majority of injuries occur. THROWING RANGED DAMAGE
Do not fight on stairs or other precarious locations In order to consider a thrown strike successful you
that could result in a long fall. Do not abuse this to just have to throw an approved ranged phys rep at
avoid opponents. your target.
There is no wrestling, grappling, body checking or
pushing.
SHOOTING RANGED DAMAGE
In order to consider a strike from a bow/crossbow/
If you or someone near you is actually injured call a firearm successful you must either strike your target
game stop. Once this is done get whatever medical with an approved arrow, bolt, dart phys rep fired from
attention is needed immediately. The only time you it or with a packet while holding a bow/crossbow.
should call a game stop for another player is if they are
unable to do so for themselves.

48
STRIKING A TARGET ARMOR
Upon successfully striking a target you announce the Armor comes in three categories which are light, me-
effect. If your strike misses or is resisted it is still con- dium and heavy. Light armor provides the wearer with
sidered used. one armor point per location, medium armor provides
two points of armor per location and heavy provides
TOUCHING A TARGET three points of armor per location. Armor locations
Touching a target can be done by placing a natural consist of head, arms, legs and chest making the total
weapon phys rep on a target or by holding your hand four. In order to get the benefit of full coverage at least
roughly within 6 to 12 inches from your target. 50% of the location must be covered.
The amount of armor points the armor you are wear-
WEAPON PHYS REPS ing can provide determines your armor category.
Weapon phys reps can vary by material. Most latex Listed below are the armor categories.
weapons are considered OK for this LARP however 1 4 Armor Points Light
Calamacil weapons are taken on a case by case basis.
5 8 Armor Points Medium
General guidelines are as follows.
9+ Armor Points Heavy
Weapon phys reps should not be too hard and all strik-
ing surfaces should be padded in some way. Be sure Example: Bob is wearing a chainmail vest, fur bracers
to check for padding that is worn out or for exposed and a thick leather helmet. His chain vest is considered
cores on your weapon regularly during the event. heavy, providing 3 points of armor. His fur bracers are
considered light, providing 1 point of armor. His helm
Boffer weapons require thrusting tips and pommel
is considered medium and provides 2 points of armor.
guards with at least 1 inches of padding.
This would make Bobs armor point total 6. He is in the
Weapon phys reps should not be too whippy when medium armor category. If Bob takes off his helmet
swung. his armor point total would drop to 4, placing him in
Bows and crossbows should not have a draw weight the light armor category.
higher than 25 pounds at a 28 inch draw. The arrows
should have any original heads removed and replaced ARMOR PHYS REPS
with boffer heads. Higher poundage may be used with Light armor can be represented by thin leather, furs,
game staff approval. This depends on the arrows be- padded armor like gambesons or fencing doublets
ing used. and thin plastics. Medium armor can be represented
Thrown weapons should be coreless and not be longer by micro or aluminum chainmail, thick or studded
than 12. leather, thick plastic or pickle barrel armor. Heavy ar-
mor can be represented by mild, galvanized or stain-
Nerf guns are allowed as long as they look the part less chainmail, plate armor or metal lamellar. There is
(i.e. Steampunk). A player may not have more than 30 also a link that can be used as a general guideline for
pieces of ammunition in their possession. armor that can be found on the website.
Packets should be made of cloth, be at least 2 by 2 You may also layer armors to get to the next category.
and be filled with birdseed. Packets can be used to de- As an example you can use a light armor phys rep with
liver any ranged attack. a medium armor phys rep worn over it to have that
Latex weapons cannot be used to thrust. location count as heavy or have two light armor phys
reps over each other to count as medium. The most
WEAPON SIZES amount of layers you can wear is 2 and you cannot go
above the heavy category even if two medium phys
Weapon Type Minimum Maximum reps are used.
Length Length
Tiny 12 18 USING A SHIELD
Short > 18 34 In order to gain the benefits of a shield it must be
Long > 34 44 strapped to an arm or held at the ready. A shield
strapped to your back garners no benefit. You cannot
Two Handed > 44 80 use two or more shields at a time.

49
SHIELD PHYS REPS LIFE POINTS
Shield phys reps should be no wider than your shoul- Life Points represent the amount of damage you can
ders minus 2 inches and no taller than your shoulders take before succumbing to your wounds and falling
minus 2 inches while kneeling as a general guide line. into critical life.
If a shield is too large for you to utilize you must dis-
card the phys rep immediately. All edges must be pad- ACTION POINTS
ded with at least 5/8ths of an inch of padding unless Action Points (AP) represent you inner reserve of
the shield is made of foam, latex or any other soft ma- strength and power. These points allow you to use cer-
terial. tain abilities.
SHIELD DESTRUCTION COMBAT REFLEXES
All shields have a hardness rating. This rating indi- Combat Reflexes represent your natural resistance
cates the maximum damage a shield can take from to attacks. This can be interpreted a variety of ways
a single blow before it is destroyed. If a shield has a (Hardened skin, fast movement, force fields, etc). If
hardness of 8 and you strike it for 7 damage points, you are wearing no armor then your Combat Reflexes
there is no effect to the shield. However, if the shield is are doubled. Temporary Combat Reflexes cannot be
struck for 8 or more it is destroyed. Even if you have an doubled or tripled this way. Combat Reflexes are re-
ability to resist the numerical portion of the call it still newed after a 5 minute passive count.
effects the shield normally. When a shield is destroyed
the physrep must be discarded immediately. If it is not SURGING CALLS
discarded all attacks that strike it are considered to be
surging attacks. Any call that contains no number in it is considered a
surging call. A surging call affects you even if it hits a
SHIELD SAFETY weapon or shield phys rep.
Due to the nature of shields they have additional DEATH AND DYING
safety protocols that should be followed to minimize
the chances for accidents. Shields cannot be used to When you reach 0 Life Points you are considered to be
strike another player in any circumstance. in critical life. Being in critical life means that you are
unable to move, speak, see, hear, or use any skills that
While using a shield you should not Turtle. To Tur- do not specifically state they work while in critical life.
tle is defined as completely covering yourself with You are also considered to be incapacitated.
your shield by crouching extremely low for prolonged
periods of time to gain a tactical advantage. There are When you reach 1 Life Points or lower your bleed
two reasons we discourage this. One is that the only out count starts. Once one minute has elapsed you are
viable target in this situation is usually the head and dead. If an effect stops your bleed out time and is then
in an effort to attack a legal target people may strike restarted, you must resume it from where you left off.
you there instead, two is that the tactic is unfair due If your life point total is 10 or lower no Life Points can
to the nature of LARP combat. be restored to you unless the effect states otherwise.
Be mindful of your shield at all times during combat INCAPACITATED
especially when actively blocking with it.
When you are incapacitated you are unable to move,
People found to be violating these safety guidelines speak, see, hear, or use any skills unless they state they
frequently may lose the privilege of using a shield until can be used otherwise. There are a great many skills
they can prove they are able to fight responsibly. that can only be used on targets that are incapacitated.
TAKING DAMAGE
Listed below is the order in which you subtract dam-
age. Damage will spill over into the next pool until it
reaches passive Life Points. If you do not have a pool
listed you deduct from a lower pool.
1 Temporary 3 Armor Points
Combat Reflexes 4 Temporary Life Points
2 Combat Reflexes 5 Life Points

50
SPECIAL SKILLS USE ARMOR UNTRAINED
Listed below are a variety of skills that players are able You have the ability to wear up to 4 points of armor
to utilize. They follow all the rules of normal skills. with no penalty. If you exceed this limit your charge,
These skills are still usable while under the effects of reload and active counts are increased by 100% and all
curse. AP skill costs are increased by 100%.

BIND A TARGET DRINK/ADMINISTER A POTION


You have the ability to place an incapacitated or will- You have the ability to drink a potion or apply oil after
ing target in bindings after a 1 minute active count. a 5 second active count. You may also administer a po-
These bindings can be removed by another person af- tion or oil to a willing or incapacitated target after a 5
ter a 5 second active count or by the target after a 5 second active count.
minute active count in which you must roleplay the act
of escaping. While bound you are considered incapaci- ADMINISTER KILLING BLOW
tated. You have the ability to kill an incapacitated or willing
target after a 5 second active count. You must also an-
DEAL STRUCTURE DAMAGE nounce in a normal volume that you are killing your
You have the ability to do one point of structure to a target for the entire count (I am cutting your throat/
target building or container with a 2 minute active stabbing your heart/smashing your head/blasting you
count. In order to do so you must use an appropriate with magic to kill you). Once this count is completed
phys rep (I.E. axe, hammer, torch, saw). you may hold the killing blow on the target and you
may administer it after a one second active count by
USE FIST stating You are dead.
You have the ability to use a tiny fist phys rep to deliver CARRY A TARGET
any surging attacks. All attacks that hit your fist phys
rep are considered to be crush attacks. You may also You have the ability to carry a willing or incapacitated
attack for 0 with a fist phys rep. target. You simply state that you are carrying them.
When doing so you must move at a slow walk. You
WIELD WEAPON should not actually carry the target, a simple hand on
the shoulder will do.
You have the ability to use a single tiny, short, long or
two handed melee weapon to swing one damage. You REGAIN ACTION POINT
can block strikes with this weapon normally.
You have the ability to regain one AP with a 2 minute
USE BOW/THROWN passive count.

UNTRAINED SEARCHING A TARGET


You have the ability to use any bow or thrown weapon You have the ability to search a willing or incapaci-
untrained. When doing so your damage is reduced to tated target after a 1 minute active count. Once com-
0 for all attacks you deal. pleted the target reveals all items on their person that
are not hidden.
USE AMBIDEXTERITY
ATTUNE AN ITEM OF POWER
UNTRAINED You have the ability to attune an Item of Power to
You have the ability to use two weapons untrained. yourself after a 30 minute active count. Once attuned
While doing so one weapon must be of short size or you are able to utilize the properties of the item. If you
smaller. When doing so your damage is reduced to 0 do not have the prerequisite MP remaining, you are
for all attacks you deal. unable to attune the item to yourself. This ability also
allows you to unattune an item from yourself after a
USE SHIELD UNTRAINED 5 minute active count. If an item leaves your posses-
You have the ability to use a shield untrained. While sion for more than an hour you are automatically un-
doing so your damage is reduced to 0 for all attacks. attuned from it.

51
miscellaneous goods are the items that count against
MISCELLANEOUS RULES your carry limit. Shields, weapons and armor that are
AND INFORMATION not being physrepped also count against this limit but
cannot be retrieved in a combat situation. Alchemical
Some things just dont fall into a category. Listed be- components, magical components and trinkets do not
low are a couple of the rules and info about the game count against your carrying limit.
that dont fall into a particular category. A character may hold up to 5 items on their person that
ANACHRONISMS they do not have phys reps for. A container will allow
you hold additional items.
It should be your goal to keep the playing field free of
items that would not be found in a medieval fantasy Items that are unrealistic to carry (I.E. doors, boul-
setting. We understand that there is no avoiding all ders, huge bodies) cannot be held in a container.
anachronisms but please do your best to keep them At times the game staff may do random checks to see
hidden. how much gear you are carrying. If you are above your
limit we understand accidents happen and will ask
BREAKING THE LAW that the excess items be dropped. If it happens a sec-
Dont do it. If you get caught doing anything illegal, ond time it is considered cheating.
you will be asked to leave the game.
CHARACTER RETIREMENT
BUILDINGS AND DOORS A character can be permanently retired upon prior
Buildings provide protection from a variety of effects. approval by the Game Staff. When you do so you are
Anyone within a building is protected from game stops refunded 25% of the levels and gear rounded down to-
that create a line or triangulated effect that originate wards a new character.
outside of the structure.
CHARACTER SHEET
Some buildings in the game are not tagged. They are
considered ruins. Out of game buildings that are not You should have your character sheet on you at all
tagged are still protected from the game stop effects times. Game staff may ask for everyone to present
as above. You cannot attach doors or locks to these their character sheet in different situations. If you do
buildings but they can be trapped. These buildings not possess your character sheet you will be asked to
cannot be destroyed. retrieve it as quickly as possible or if unable to do so,
create a new one.
It takes a 5 minute active count to remove an open
door from a building. You must then remove the tag. CHEATING
Untagged doorways cannot be barred or locked but Cheating is violating the rules knowingly. It is under-
can be trapped. stood that accidents happen. However if you suspect
When a buildings structure points are reduced to zero anyone is cheating please alert the game staff as to
the person who dealt the last point of damage to it who you believe is violating the rules and why. If you
must announce a game stop and state the following. feel like an NPC or game staff member is violating the
Item effect. This building has collapsed. All within rules, feel free to contact the player Ombudsman.
take 20 damage and must fall prone. All within are
considered incapacitated until someone takes a 1 min- COSTUMING
ute active count to free you. You may free yourself if All players on the field are encouraged to costume
you have Infiltration Level 2. You may avoid this effect themselves appropriately. There is an abundance of
with Improved Dexterity Level 3 by leaving the build- online resources that can show you how to create your
ing. own costuming. You can also find a variety of ven-
After doing so you must announce game on. All doors, dors at renaissance fairs or online that can offer you
locks or other items affixed to the building are de- good garb at decent prices. Also feel free to contact the
stroyed. game staff before an event to see if they can provide
garb that you can borrow for an event until you are
CARRYING ITEMS able to acquire your own.
A character may have more items then they can ac-
tually phys rep. Components, inventions and other

52
were not a part of, is considered out of game. While
KEEPING THE CAMP CLEAN playing an NPC a player expected to keep everything
All players are expected to keep the game site in a clean they saw or heard during that time, out of game. Ev-
condition. If smoking is permitted all butts are to be erything else is considered in game. If you tell some-
disposed of in an actual garbage receptacle and not one about how you robbed a town while you were at
the woods or a fire pit. Bottles and other food goods the bar and the next event you get arrested it is consid-
should not be left lying about. ered fair play. If another player agrees to keep some-
thing out of game they are doing so out of courtesy.
LARP TERMS AND NUANCES
Listed below are some general LARP terms and nu- PLAYER VS. PLAYER
ances.
SITUATIONS
AP Action Point
Sometimes there will arise an occasion where PCs
LARP Live Action Role Play will end up fighting each other. This is within their
MP - Magic Power right to do so. There are no rules against player versus
player combat or situations. It is a best practice to alert
PC Player Character. This is a character played in the a game staff member if you are planning to conduct
game. player versus player activities to ensure fair play.
NPC Non Player Character. This is a character often
played by a game staff member. PLAYING MULTIPLE
Phys Rep The Physical representation of an item. A
prop.
CHARACTERS AT AN EVENT
A player may play up to two characters at an event
Out of Game When addressed in this way a person is with Game Staff approval before the event or at the
speaking to the player and not the character. This may event with special permission. Only one character may
be used for clarifications as necessary. Use sparingly. count as a team member, begin the game with compo-
Federals An in game way of saying real money. A re- nents and currency provided by skills and use skills
quest for 4 federals is 4 dollars. that take place between events. Exceptions to this rule
Hand/Weapon Over Head If you see someone with can be made in the event of character death. Only one
their hand or weapon resting on their head they are character can gain the level for attending the event.
signaling they are out of game and cannot be seen.
This is only used by NPCs. Occasionally someone may
STAYING IN CHARACTER
put their hand over their head and address you. This It should be your goal to stay in character as best as
is another way of indicating that they are speaking to possible. It is understandable to have the occasional
you out of game. out of game conversation with a friend but when doing
so please try to keep it at a minimum. Also be mind-
Check your swings This is an out of game term that ful of those around you to insure you are not distract-
lets an opponent know that they are striking you too ing them with out of game chatter. If you feel like your
hard. Everyones sensitivity level should be respected. conversation may be lengthy please step away from
NPC Camp This is a designated area where the game those around you to help maintain the atmosphere.
staff operates from.
Module/Plot This is an out of game term used to ref- STRUCTURE DAMAGE
erence a particular adventure or storyline. Structure damage is only dealt to objects that have
structure points. When administering structure dam-
OUT OF GAME age you must announce loudly that you are doing so
Certain areas are considered out of game. Generally every time it occurs and must roleplay accordingly.
speaking this is the bathroom. Other areas may be When dealing structure point damage to a building a
out of game as dictated by the game staff and vary by game staff member must be present. As an example,
event. Bob is destroying a building. After a 2 minute active
count he announces 1 point of structure damage
Anything that you overhear from a private game staff loudly enough that everyone in the building can hear
conversation, while your character was Dead/Incapac- him.
itated or around NPC camp during an interaction you

53
STRUCTURE POINTS
Most items have structure points. This determines
how difficult they are to destroy by normal means. All
items have 2 structure points unless the item states
otherwise.

TAGS AND ITEMS


If you possess the tag you possess the item. If you pos-
sess the phys rep, you may request the tag if you took
it from another player or NPC. Some phys reps do not
have tags. If you hand someone a phys rep they should
also hand you the tag for it if it has one.

TAKING ITEMS
Weapons, armor, shields, trinkets and other items can
be taken if you find them lying about. If taken you
must bring the item to NPC Camp so that the phys
rep can be returned to its owner. If the phys rep is not
turned in within one hour then it will be assumed you
are actually trying to steal the item.
Out of games items that do not belong to you should
not be taken. Please be respectful of other peoples
property. At the same time do not hide your in game
items amongst your out of game things. If you are
caught doing this the items are forfeit.

54

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