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Shadow Realms

LRP

2009

Shadow Realms
Welcome to the Western Realms, more often referred to as the Shadow Realms due to the harsh nature of this land where high mountains meet with deep forests and barren hills run to an uncharted sea. The population of humans that do live here are constantly waging war against evil forces: Orcs, Ogres, Sorcerers and the living dead. However, these lands are also the homelands of some of the ancient races, Elves and Dwarves, who also fight to stop the waves of chaos overrunning their land. Laythorn Moontouch, Elven Chronicler of the Realms

Introduction
Shadow Realms is a third generation live-role-play club created in 1991 by Mark and Paula Dollar. This is the latest version of the Shadow Realms rulebook and we thank all those who have contributed over the years. You may notice a few changes and if you have any comments or questions please speak to a Shadow Realms referee. We welcome suggestions on how we might improve the system and we are continually updating and play-testing. The club has always prided itself on encouraging character development, allowing each player as much choice as possible when creating and advancing their characters. This is achieved by offering a wide selection of character classes and races and by giving you the chance to obtain skills that may not normally be associated with your chosen career. Every character starts off with the same basic skills whether you wish your character to be a warrior, wizard, rogue or ranger. We understand that you may wish to play something a little different from the classes covered by our system and ask that you speak to one of the Shadow Realms referees. We will work with you to work it into the system as we want you to be able to play whatever concept you choose. To find out more about Shadow Realms and how to get involved please check out the Shadow Realms website:

www.shadowrealms.co.uk
About all that remains to be said is that we are here for your enjoyment, if you have comments (praise or criticism) please speak to a referee as we can only improve with feedback from you.

Within this rulebook the use of he or she is for ease of explanation and in no way denotes that any character class or type of character is more suited or only available to male or female role-players.

The Basics
Combat
Combat is an important part of Shadow Realms and as it is so common the system is made to be simple as possible while still allowing characters to develop skills in character to increase their chances of survival. Within Shadow Realms there are six body locations and each location begins with only 1 hit point. These locations are: Head, Body, Right Arm, Left Arm, Right Leg and Left Leg. As mentioned later, armour will boost the number of hits a location can endure before becoming useless as will the skills Dexterity and Toughness (see Location and Armour). When a location is reduced to ZERO hit points or less (i.e. -1, -2 etc.), it ceases to function. If a leg is reduced to zero or below it cannot be used and the victim must drop to the knee of that leg and not move about. If it is an arm that is damaged, the player must drop anything held by that arm. You cannot swap what you are holding to the other hand, you must first drop it and then pick it up with the other arm. If it is the body that is reduced to zero, the player must fall over and has the option of slipping into unconsciousness or screaming uncontrollably (until suffering any further damage to the body or cured). Please note that if you take the option of screaming uncontrollably, you are unable to do anything else (for example healing yourself as the damage suffered stops you being able to carry out the necessary actions). If the head reaches zero then the character is unconscious. Should any LIMB or the HEAD reach -4 then it is deemed shattered and can only be healed by a Cleric with the Set Bone spell. This could leave the character with some side effects (especially in the case of the head) at the Referees discretion. Limbs reaching 6 are deemed severed or beyond repair. Only a powerful and expensive restoration spell can regenerate or re-join the lost limb. If the HEAD reaches 6 then it has been severed or damaged beyond repair and you are dead. It is important to note that head hits are STRONGLY DISCOURAGED. However, we understand that they do accidentally happen. Anyone found continually delivering head hits will have their character diabolically mutilated. In the case of the Body, at -8 your character is dead! Body: Limbs: Head: 0 is screaming / unconscious 0 to -3 damaged but healable 0 to -3 unconscious but healable -1 to -7 is unconscious -4 to -5 is shattered -4 to -5 is shattered -8 is dead -6 is severed -6 is dead

Shadow Realms asks all players to please role-play all of your hits. Having big chunks being cut out of you with a sword hurts and bigger chunks will hurt more than smaller ones! The more you role-play, the more skill points you will be awarded (see Skill points).

Bleeding and Counting down


If at any time you find yourself at zero or below to any location then that location is damaged and will begin to bleed. Begin a count of 60 seconds and then repeat that count over and over. Each time you get to 60, any injured locations Bleed Down another point (from 1 you bleed to 2 and from there you bleed to 3 etc). As soon as a bandage or tourniquet has been applied to a damaged or injured location or a healing potion has been administered, the bleeding (and counting) stops. A limb cannot bleed to shattered so if the arm, leg or head bleeds down to 5, it can be healed as normal: it does not require the use of the Set Bone spell. However it can bleed to severed as it becomes irrepairable and will have to have a Regenerate spell cast upon it. 3

Subdual Damage
Sometimes you might not actually want to kill what you come across (it has been known) and so to stop them hurting themselves (or more to the point you) you wish to incapacitate them. To subdue an opponent properly, a blunt weapon must be used on an unarmoured location, or if the attacker possesses the Open Handed skill a swift punch will suffice. Characters without unarmed combat, or a suitable weapon to smack the target with will not inflict subdual damage but instead deal lethal damage. Please dont call subdue if you dont have the necessary means to do so. Subduing monsters: this will only work if the target does not see the blow coming and is unaware of the danger, a single blow from a suitable weapon or a character with unarmed combat will subdue the victim unless it is exceptionally tough. If the target is ready for combat, this technique may not work due to their expectation to get hit. Subduing players: to subdue a player character, you must do enough subdual damage to take the location being hit to 0 or below. A single point of subdual damage lasts 60 seconds. The victim has the option to choose to accept lethal damage over subdual if they wish

Example: Baldrick the Warrior hits Sara the rogue over the head with the pommel of his sword for triple subdue. Sara has 2 hits to the head so falls over. Had the call been simply triple she would now be on the floor bleeding to death, instead she counts to 60 and her head returns from 1 to 0. She does this again until her head returns to a positive figure (in this case 2 minutes after being knocked out). She is no worse for wear except for an exceptional headache and a desire for revenge Please note: You lose 1 life point for every second time that you are subdued by a blow to the head.

Unarmed Combat / Open Handed Skill and Grappling


To use this skill you must never, ever, really hit someone any harder than a tap, and in most cases, it is preferable not to have any contact whatsoever (like stage-fighting). Using this skill results in your character inflicting lethal damage rather than just subdual to an opponent. Be sensible with it. As with weapons, full swings also apply to unarmed combat. Flurries of rabbit style punches are nowhere near as effective as a fully wound up haymaker. To actually injure your opponent in unarmed combat, full swings must be given to punches, kicks etc. If you cannot produce a full swing the blow(s) will be ignored and taken only for the impact. Apart from the obvious, there are good reasons for this: if you are winding up properly to strike a blow, your opponent will be able to prepare for it and this can avoid actually getting punched in the face. Also if each blow is distinctive your opponent will be able to react properly to each distinctive strike rather than have to tally up a barrage of flailing arms. Remember you are inflicting the same amount of damage as an axe or sword with these blows so they are going to have to be pretty impressive strikes. You can take Weapon Mastery or Strength to increase the damage you are doing unarmed. For the more creative, armlocks, and other moves are also acceptable although each point of damage must be distinctively applied. Unarmed Combat can also be used in grappling situations when countering a creatures strength. A character without strength but with unarmed combat would be on equal footing when tussling with an opponent who had strength (see below). Example: Baldrick the Warrior has jumped upon Thrud the Barbarian in an attempt to grapple him. Thrud has strength and tries to use this to get Baldrick off, but as Baldrick has unarmed combat, this doesnt work, and Baldrick hampers his enemy long enough for the party to help him subdue his foe. In the next encounter he comes across Thruds brother who has strength twice and tries the same tactic on him by jumping on his back. This works for a while until Thruds brother catches one of his arms and throws him into the nearest tree. If Thruds brother had tried to shrug Baldrick off, this would not have worked as Baldrick had unarmed combat, but as he managed to grab a limb he could use his strength to break the grip. 4

Strength
Strength represents how much force your character can put into your blows. In basic terms this means that a character or monster can call double if they have one point of strength (or triple if they have two points and so on). However strength is also relevant when subduing, restraining or throwing someone through a hedge. Likewise it is also useful in preventing these actions, however if you dont see the move coming, you cant resist it. You can increase your strength as you advance in the game, and it is gauged in levels. Characters without the strength skill are deemed to have strength at single, or level one. They do not need to call strength as they have none. Characters who have bought the strength skill can call strength when performing strength related actions. However, strength can be bought more than once, and calls such as triple strength or quad strength are not unheard of, especially by monsters (see also Monster Strength Calls).

Monster Strength Calls


Monsters usually have a strength level assigned to them for purposes of grappling etc. However some creatures are so immensely physically strong that they have their own calls. Here are the three main ones: Ogre Strength: Troll Strength: Unless you have a strength level of 4 or quad forget it. However an Ogre could feasibly be grappled by multiple opponents. Only the strongest can wrestle with Ogres. Unless you are a legendary hero, forget it! A Troll can tear you in half! Virtually no one can wrestle a Troll (and survive). Even the toughest and most skilled characters are likely to be shrugged off. It doesnt matter what youve got, a call of Demon Strength should send you flying into the nearest bush. Even the mightiest character is like a rag doll to these monsters.

Demon Strength:

Damage Calls
The following damage calls may be heard at Shadow Realms. You may notice there is no Single call as it is assumed than any blow without a call will cause a single point of damage. Double: Deals two point of damage Triple: Deals three points of damage Quad: Deals four points of damage Quin: I think you can work out this and anything higher for yourself Knock Down: All projectile weapons cause knock down (usually called when the victim has forgotten!) Magic [number]: Deals magical damage, usually only applicable against magical creatures. Spirit [number]: Damages the life force rather than the physical body (see Life Points). Shatter: If this blow hits a weapon or piece of armour it is destroyed and will need a Mend spell. If it hits an unarmoured location is will take it straight to 4 and it will require a Set Bone spell. Sever: This blow does no damage to weapons or shields but will sever limbs instantly. If this strikes the body or head then you are dead. Through: This means that the blow has found a chink in your armour and is going straight through it into you, or that it is being delivered by a weapon so sharp that it pierces the armour on the first hit leaving it undamaged. If you are hit by through damage, then fall straight to the floor unless you have enough hits (including Toughness and Dexterity) to take the damage. Example: Baldrick has taken dexterity twice. This means he has a 3 hit point base (see Dexterity). He then wears leather armour on his chest giving him 4 hits to that location.Soe, if he was hit once to his body for a Single Through, this would immediately negate the armour leaving him with three hits. The single scrapes off one of his point of dexterity, leaving him with two hits left to the body. The armour is undamaged and Baldrick is okay. In the next encounter he is struck by a Triple Through and over he falls. Please note: Just because you can call something, doesnt mean you must! Please dont call your maximum damage with every hit.

Locations and Armour


Armour can be worn to give you extra hit points and therefore make you capable of surviving more blows. Any unarmoured locations struck will take the full damage of the blow. Protecting your front with a breastplate, for example, will not protect your back, even though it is the same location in our system. Type of Armour Fur/Leather* Heavy/Hardened Leather* Studded Leather*/Ring Mail Chainmail/Scale Plate Bonus +1 +2 +3 +4 +5 Total Hits (not including Dexterity or Toughness) 2 3 4 5 6

* These types of armour can be repaired using the Mend Armour skill or by a Repair spell once their initial hit-points have been expended. These types of armour can be repaired using the Mend Armour skill or by a Mend spell once their initial hit-points have been expended. Throughout the campaign, it may be possible to discover magical or otherwise special armour (for example: Elven chain or Dwarven plate). Items such as these may have different properties and if found will be explained by the Referee.

Dexterity
When Dexterity is taken it means that your character has improved their reactions so much that they are able to dodge out of the way of blows. In reality what may happen is that the blow lands squarely on your chest, in game terms what happens is that at the last second your character twists out of reach so that the blow is only glancing, meaning that you can carry on fighting, or running away. However, if you get hit by an unexpected blow (from behind for example), you cannot use your Dexterity to get out of the way and the blow takes full effect. Your base hit points increase by one each time you take the skill. Dexterity points are deducted as normal armour points when you get hit. Dexterity is only lost for the duration of an encounter and returns as long as the character has at least 4 life points remaining. Example: Sara the Rogue has taken Dexterity twice. This means she has a 3 hit point base. She then wears leather armour to her chest and legs giving her 4 hits to those locations. If she was hit twice to her body and once to each arm then her Dexterity would mean that she managed to effectively dodge the attacks and she has 2 hits remaining to her arms and 2 to her body. Since she is on 4 life points, a rest at the end of the combat is all that she requires to restore her Dexterity, so she once again has 3 hits to her arms and head and 4 hits to her legs and body. In the next encounter she is hit for a double to the leg from behind and as she did not see the blow coming it ignores her dexterity and though her armour negates some of the damage she is still on 0 to that leg and unable to walk. Luckily a healer is on hand with a location potion and her wound is soon healed.

Please note: You should react whenever you are hit as we expect you to try to roleplay dodging the blows. Anyone having taken the skill Dexterity and wearing 4 points of armour (chain mail or equivalent) or more has the first point of dexterity negated by the weight of the armour and therefore must buy two points of Dexterity to produce the effect of one when the armour is worn. Once the armour is taken off all Dexterity can be applied as normal.

Toughness
Toughness is similar to Dexterity in that it enables you to take extra blows before falling over. However, instead of enhancing your reflexes, it increases your body mass and density. The idea is extremely simple: whereas an elf may be swift and agile, a barbarian is just big and tough (though these are just stereotypes and there are exceptions). Unlike Dexterity, Toughness does count for unexpected blows as it is your body you are developing, not your reflexes. However, also unlike dexterity, it does not automatically heal: you must take extra location potion per level of toughness to heal yourself up to full health. Please note: Dexterity hits are damaged first, followed by armour, followed by Toughness.

Magic in Combat
Spells are often cast during combat both by monsters and players. We dont expect you to immediately memorise the spell list to know how to react (youll pick that up as you go along), but there is a simple guideline to follow until you know the spells better. Most spells are self explanatory, such as I shatter that sword or Fear me!, so you can easily figure out how to react. However, some apply specific damage against the target, such as: darts [1 point], missiles [3 points], bolts [5 points] and strikes [10 points] and this damage is taken to the chest location unless the caster specifies otherwise. If you are ever unsure about the effects of a spell, please fall over and then discretely get the attention of the Referee or caster so that they can inform you of the gory details! If you do know the effects of the spell please remember to react to it fully. A character may well be able to take the damage dealt by a Magic Bolt but it should still throw them off their feet in spectacular fashion. Other pointers When fighting, please do not repeatedly tap at your opponent (known as Machine Gunning). Any damage given out in this way will be taken by the monster as one third of the damage done or ignored completely. To be fully effective a weapon must be swung from the elbow for a dagger or short weapon, from the shoulder for a long weapon and from the waist for a two handed weapon. The weapons normally used in LRP are representations of large, heavy, crushing or slashing weapons (with the obvious exception of daggers and spears), please treat them as such. This also applies to unarmed combat (see below). If you are struck by an arrow or bolt, fall over! Even if you can take the damage. Its the force of a shaft of wood knocking you over not always the damage. Grappling is allowed, but please ensure that you do so in a safe manner and that the person you are grappling is content to do so. If you intend to grapple on an adventure, please check with the Referee beforehand to find out which monsters you can grapple with. Please make sure that you are not carrying dangerous equipment (e.g. glass bottles, sharp metal armour etc). You must never thrust or stab with any weapon unless it is designed to do so (see a Referee to determine). All weapons must be swung, in a safe manner. Never lean the tips of swords on the ground as this is the quickest way to break them. Do not deliberately aim for the groin or the head. Pull your blows: were not here to hurt people! If someone else is not pulling their blows, tell a Referee, do not make it into your personal vendetta, otherwise it can get dangerous. All weapons must be checked by a Shadow Realms Referee. Do not shield charge or use shields as an offensive weapon. Shields must have foam edging and will be checked by a Shadow Realms Referee. Do not throw weapons or other objects that are not authorised as a Thrown Weapon (see Referee). Please keep safety in mind but be aware that this is a contact hobby and Shadow Realms is a physical club. 7

Life Points
Almost every character starts off with 6 Life Points (exceptions are noted under race or class). These are a representation of your life essence: the force that keeps you alive. A characters life points can be affected by certain magical attacks and by poisons and diseases. These life points can be regained up to their maximum level by the use of Life Potions, spells or a full nights sleep. Some races lose life points when they use their innate abilities and these may be regained in the same way. These races may gain an extra life point for concerted use of their abilities, awarded at the Referees discretion. Life points are automatically restored after 4 hours sleep. Most characters who reach 3 life points or below immediately feel weak and ill: the equivalent of having a heavy flu. At 1 life point, you do not feel like fighting, walking or even standing. Any character reaching 0 life points is unconscious. Upon reaching -8 life points your character is dead. Please note: You lose 1 life point every second time that you are knocked out by a blow to the head. Any character that gains more life points than their maximum (usually through drinking too much Life potion) goes mad and rushes around for as many minutes as they have life points over their maximum level, or until knocked out. Their life then reverts to their maximum. Warning: Exceeding your Life point maximum is potentially hazardous to your health! Some monsters (particularly the undead) may be calling Spirit or Life Drain either with their weapons or their touch (or by sucking your blood if they are that sort of undead). This means that they drain one point of life from you, which can be healed as normal.

Poisons and Diseases


There are several forms of poison and disease in the system. However, if you are just told that you are poisoned or diseased with no other special rules: immediately lose one life point and then lose one further life every 5 minutes until cured (or deceased).

Blade Venoms
Some poisons are passed via magical means others are ingested, still others are spread on blades and inflicted this way. These are a few examples of the more common blade venoms: Blade Venom Once spread on the blade these will add a certain modifier (depending on the potency) to the damage being done with that weapon (e.g. +3). Example: Sara the Rogue finds some +3 Blade Venom (which she identifies using the skill ID Poison). She has two points of weapon mastery in dagger use and spreads the poison on it. She then goes and stabs up an unarmoured enemy. The first hit does 6 venom, the next 5 venom, then 4 venom, then 3 venom, then the poison is used up and any further hits are just standard triples.

Poison does not do any extra damage to armour. If the enemy mentioned above was wearing leather armour, the first hit would only do standard damage as it hasnt penetrated the armour. However, the hits after that would cause full damage to the location hit. Sleep Venom Paralysis Venom Assuming this pierces the skin, it will instantly put the target to sleep for 5 minutes. It may not work on larger creatures, or those with strong constitutions. Assuming this pierces the skin, it will instantly paralyse the target for 2 minutes. It may not work on larger creatures, or those with strong constitutions.

Please Note: The use of poisons is illegal in the Realms with strong penalties for those found using / carrying it. If you are interested in being able to buy or make poison, please speak to a Referee. 8

Potions
Healing potions are magical liquids, brewed by alchemists, which close wounds and stop bleeding when administered correctly. They act so fast that the wound appears to heal before your eyes, though the healing process actually takes around five minutes to complete. Herbal bandages are similar in nature, though take longer to complete the healing process, usually around ten minutes. Normal bandages have no healing properties, although they do stop the wound from becoming any worse. Although anyone can administer potions and tie bandages, to get the most out of them you need the skill Discern Nature of Wound. This skill means that you have been taught how to administer potions and apply herbal bandages to the maximum effect. If you do not have this skill, administering potions becomes hit and miss and you may end up pouring all of your potions down an injured person when they only needed one dose. The healing process is not painless, a wounded area is still sore and weak even if it has been recently healed so please roleplay this fact and dont simply jump up and start running around as soon as you have been tended to. It is also impossible to heal yourself if you are unconscious. Starting Characters may choose up to 4 points of basic potions or bandages to start with (e.g. 2 location potions and 2 Life potions, or perhaps just 4 location potions). Potion and bandage prices may vary depending on the campaign and the time of year. The Referees decision is final on price. Location Potions: Life Potions: Herbal Bandages: These cure the physical damage caused by weapons, offensive magics etc. They are usually yellow in colour and on average cost 4 silver crowns. These cure the spiritual damage caused to the Life Force by poison, disease or spiritual attacks. They are usually red in colour and cost 5 silver crowns. Herbal Bandages cure 1 point of location damage, (unless made or applied by someone with the Advanced Healing skill). Herbal Bandages cost around 2 silver crowns (depending on their potency).

Alchemists can make potions that have effects other than basic healing, for example potions that cure disease, neutralise poison or temporarily add to your strength or toughness. It is said that some alchemists can make potions that replicate the effect of almost any spell in the Realms spellbookfor the right price. Please speak to a Referee if you are interested in buying any less common potions. Miruvor: This Elven potion cures either Life or Location damage, but it will go to whichever is needed most. For example, if an arm is at -1 but the life force is at -5 and one dose of Miruvor is administered, then it will heal the life first. The colour of Miruvor depends on which race of Elf has made it: Wood Elves and Wild Elves use Green High Elves and Water Elves use Blue Winter and Ice Elves use White Drow use Black.

Miruvor cannot be bought because it is given and controlled by the Elven Lore-Wardens. Their generosity is linked to the individual Elfs progression in society. The more you give back to the people (including monetary donations), the more Miruvor you will have access to. Due to the nature of the ingredients required, Miruvor may be harder to get hold of during winter or times of need: this is enforced at the Referees discretion. If you have no physical representation for your potions or bandages then you have no potions or bandages. All you need for a phys rep potion is an old miniatures bottle filled with coloured water (up to 5 points of potion per bottle). Alternatively plastic bottles can be covered in leather. Bandages can simply be ripped up old sheets. Most potions are on a one for one ratio (i.e. for one hit, one location potion is needed). Only one bandage per location is allowed until that wound is healed. The maximum amount of potion or poison that any one person can carry is 30 doses.

Costume
Whilst we understand that new players may struggle to put together appropriate costumes, we do expect that after your first few adventures you will have developed your costume to a similar standard to others in the club. The Shadow Realms Staff will be happy to advise and assist you in reaching this standard. All branches have a limited number of very basic costumes and weapons that can be lent out for a small fee (to cover wear and tear) but we would prefer that you make every effort to make or buy your own. We produce our own weapons and have addresses of several companies who also make weapons. If weapons have not been brought after a few adventures we will politely suggest that you do start to buy your own! Take pride in your costumes. If your costume is good then this will encourage others to have good costume and when everyone is in realistic costume it is easier to suspend disbelief and fully enter into the spirit of the game. Please try to get costumes in a medieval-fantasy style and try to use natural fabrics, or synthetics that look real (rather than shiny man-made materials). Also, please try to use colours in keeping with the feel of the event. Shadow Realms discourages the following with hefty sarcasm and sometimes a large stick with nails in: Anoraks White trainers Blue Jeans Plastic Bags Modern Rucksacks Lime green and other florescent colours If you must bring mobile phones, please make sure they are hidden and switched off and be aware that you are responsible for them. Also, please keep watches hidden as they werent invented. SHADOW REALMS can take no responsibility for anything lost or damaged on adventure (especially items from the above list which we reserve the right to damage or lose personally!)

Monstering
Monsters are the people that players meet during the course of an adventure, acting out many roles throughout the day, whether they are orcs for the players to bash or a helpful wandering Druid. Monstering is FREE as it is hard work but often very rewarding. Without a monster crew an adventure cannot run. If you are monstering, please turn up in dark clothing and bring a belt, some gloves and a hood if possible. As there is a limit to the amount of monster kit any club can provide it is good etiquette to try to bring these basics and monsters who make the effort to bring good kit are more likely to be considered for NPC (Non-Player Character) parts. Sometimes monsters wearing heavy costume or masks cannot hear spells cast at them or feel every hit planted on them. Please do not scream and yell at the monster if you feel hard done by: they are doing their best. There might even be a very good reason why the monsters are ignoring the partys efforts to turn them into carrion, and they are not going to disrupt the action by stopping to explain this. Referees are the go-betweens for the monsters and the players. If you have any queries or problems about the monsters (or vice versa) then speak to the Referee rather than the person involved. To ensure a reliable monster crew, Shadow Realms operates a policy of rewarding those that make our adventures work for us. Free adventures will be awarded for consistently good monstering.

Adventures
If you are planning to attend the next adventure please try to contact us in advance. This is particularly applicable if you are intending to play as marking up on the day delays the start of the adventure. There are a limited number of player places and this is usually based on the number of monsters. If you have not contacted us in advance stating that you intend to then we may be forced to ask you to monster.

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The Referee
At Shadow Realms you will find a small group of dedicated individuals who have played and monstered for several years and developed their knowledge of the system, the rules and their ability to deal with unexpected situations to a great extent. These individuals have progressed to being Referees and if you have any questions about the system: be it background, rules or character advice, these are the people to ask. Though they cannot hope to know everything, they can almost always help. It is also their job to make sure that everyone abides by the rules and make sure that the game runs smoothly for all involved.

Referee Calls:
These are calls made by Referees, and are instructions that you will hear the Referee and authorised monsters or players calling. Time Out This means you must cease play immediately. You may relax, and talk Out of Character (though not about In Character stuff). Try to mark or remember your position so that you know where to return to for Time In. Time Freeze This means exactly that. You freeze on the spot and close your eyes tight and hum. This call is used to allow Referees or monsters to alter the state of the encounter. You may be given special instructions by the Referee, but otherwise just keep your eyes closed. When Time In is called, carry on exactly as you were before, even if the Ogre you were about to hit has been replaced magically by your healer. Carry on with that sword swing!! No time has elapsed for your character, even though you may have been waiting for a minute or so. If you react in a manner not conducive to good roleplay: opening your eyes to watch what is happening, talking to other players or magically realising that a monster has just appeared behind you, you will be penalised. Time In This is used to denote when we go back into character, and game time continues where it left off. Time Faff Time Faff is to remain in exactly the same state as Time In but remain in the current vicinity and not move onto the next encounter. This is usually a good time for players to discuss In Character tactics and theories or settle internal party disputes. The referees decision is final and you are expected to adhere to any decision made by any Shadow Realms Referee. Do NOT openly argue with any call, simply accept it and ask to speak to the referee in private afterwards if you need an explanation or to share your point of view. If you still feel aggrieved, plesae speak to the Branch or System Manager.

Safety Call
Man Down This is only ever called when someone is actually hurt and could need medical attention. If you hear this stay exactly where you are and go to Time Out status (see Referee Calls). Only Referees and authorised Monsters should be moving. If you see someone who is incapable of calling Man Down then do it for them! If you dont, maybe no one will. However, please be sensible with this, we dont want a Man Down call every time someone falls over in the gorse! A nasty blow to the face can put somebody out of the action through shock and if time to recover is all they need then let the encounter continue and call over a Referee to deal with the situation. If you are a qualified First Aider, please inform the Referee at the beginning of the adventure.

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Creating Characters
Below is a blank character sheet and it is this that the Referee will fill out at the beginning of each adventure based on your choices and using information from previous adventures if applicable. Although the design of this character sheet may vary, the different sections remain the same. The Referee will carry these around on the adventure and will use them to mark-up the progress of your character as you go along. This will include how injured you are, what state your armour is in and how much magical power, life points and potions you have left (if any). The Referee will also use this as an indication of your involvement in the adventure and your role-playing when it comes to awarding skill points at the end of the adventure. After the adventure this information is stored on a character card for the next time you play that character to save you having to remember the skills, spells and items that you may have. There is also a section entitled Notes. This is where the Referee can record any useful information about your character and any special items you might be carrying or might find on the adventure. Because the information on the sheet and your character card are for the referee, you will not necessarily be able to look at them, but you can ask the referee to advise you of your current skills / spells / hits etc.

Character Background
Although all that is entered on the character sheet is the relevant information for playing the game, every player is also expected to submit a written background to a Shadow Realms Referee for each character they play. This background, which can be as long you like (but we would appreciate a written summary for any background longer than a side of A4), will be kept by Shadow Realms and can be added to at any time. Not only will this background enable you to develop your character logically (especially useful for complicated characters), but will also allow the Referee to see how well you are role-playing your character, and therefore award appropriate skill points more easily.

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Skill Points
The last section of this rulebook contains a list of all skills and a brief description of what each does. It also contains tables for all the major races and classes showing how many Skill Points a certain skill costs: for example Toughness is likely to be cheaper for a warrior than it is for a mage. Every character of every race starts with the same 4 skills: One Hand Short, Pole Weapon, Treat Wounds and Speak Common (see skill list). To make your character an individual we give you 6 skill points to spend in the character class of your choice. At the end of each adventure you play you will be awarded between 1 and 4 skill points according to your overall performance on the adventure (2 skill or 3 skill are the usual awards with 1 reserved for just showing up and 4 reserved for exceptional achievement). You can then use these skill points to further build your character (or save them for a later date). When you reach 60 skill we ask you to retire your character for special occasions (events and special highlevel adventures) as at this point we feel the gap between high level and starting characters gets unmanageable for basic adventures.

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Race
In this rulebook we have included information about the most commonly played races: humans, dwarves, elves and halflings. However we have rules for playing many other races including goblins, orcs, hobgoblins, ogres, trolls, drow and many more. If you wish to play one of these races on a standard adventure, please speak to a Referee. We are always willing to look at exotic ideas for characters, so if you wish to play a race not mentioned, please do not hesitate to speak to a Referee. Usually there will not be a problem but we do reserve the right to modify or even decline ideas that we feel may be unbalancing or detrimental.

Humans of the Realms


Humans are the newest race to appear in the Western Realms, with only 600 years or so of history. Even so, generations have passed since the first clans settled here. Though the land is perfect for farming, it is necessary for some men and women to turn to the sword to defend themselves against the marauding monsters of the woods and mountains. At this time the Humans are ruled by King Thorak (the Paladin King) who inherited the title from his Father, Malak (the Warrior King) in the year 495 (human calendar). He rules with his wife Queen Elena from the Castle of the High Crag, in the capital city of the Western Realms, Vacarin. Most humans have a delicate alliance with the Elder races who tend to treat them as ignorant children and though tempers occasionally fray, and sometimes blows are exchanged, these minor fracas have not been enough to alter the balance of power so far. Whilst the King appears to be in a position of ultimate power, many anonymous whispers say that the true power rests with the Conclave of Wizards, a mysterious organisation made up of the twelve most powerful human wizards in the Realms. Much of the human population of the Realms worships the twin patron gods of the Shadow Realms: Serin the Bringer of Justice (Lawful Good) and Sheetra the Goddess of Mysteries (Chaotic Good). Both govern orders of Knights or Paladins fighting for good throughout the land. Outside the cities, where justice and mysteries are less important than the weather and the seasons, most humans follow Gaia, the Earth Mother (though she is known by many names throughout the Realms). She and her daughters Siran (Spring), Shanna (Summer), SSoola (Autumn) and Sif (Winter). Though Gaia does not tend to have Clerics and Knights, she does have a devoted following of Druids and Rangers. Then there are the darker Gods whose worshippers crave blood and souls for their Dark Lords. These evil Gods now lurk in deep and hidden locations as they (and any other new cults) are soon wiped out by the Knights of Serin and the Paladins of Sheetra. Hopefully. Worship of deities found in popular fantasy campaign settings (Forgotten Realms particularly) is common and there are many source books which provide information about these deities. This is the choice of our players and as much of this material is covered by copyright we will not reproduce it here but rather direct people to the publications which cover these deities. Please speak to a referee about common deities in the system.

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The Elves
Deep in the Forest of Light, in a hauntingly beautiful city called Silver Spires, the High Elves are ruled by King Lytherial. Lytherial succeeded his father Ilthanus and his queen Atheria after the formers tragic death in Elven Year 1104. Although Lytherial is believed half wood-elven and half high-elven, all honourable Elves of the Realm follow his rule. Many believe that this is because most of the sub-races of Elves do not have a royal family, choosing to look to their head lore-wardens for guidance. Elves tend to live with their own kind (except within the great Elven cities such as Silver Spires where many different sub-races mix) and over the untold centuries of their existence they have diversified to suit their environment becoming experts in certain paths of magic until the powers became innate within the different peoples. For example, the Wood Elves are masters of nature and their woodland environment, whilst the rare and chaotic Fire Elves are Lords of destructive fire magic. Seduced by chaotic and evil powers, the Drow are holders of the terrible Dark Magics that they use with glee upon their cousin elves whenever they have the opportunity.

Elven Life Abilities To learn these spell-like abilities, the elf must spend 1 skill point per level of the ability. After this the elf needs just to concentrate and say the name of the ability (no vocals required), however this costs Life Points instead of power (see Life Points). Although a character can learn level 1 and level 2 abilities in any order, you must learn all level 1 and 2 abilities before learning higher abilities. Unless otherwise noted, the rules for these abilities can be found in the Magic section of the rulebook. Elves may seem haughty and arrogant to Humans, who they see as short-lived barbarians, on the whole, though undeniably useful in the fight against evil. Despite encroachments by woodcutters into their forests, they have learned to tolerate and work with Humans to defeat the constant threats to peace from the evil forces, though some Elves resent the fact that humans are expanding into formally Elven territories. Due to the importance of the Elven deities (and religion as a whole) in Elven society, Elven clerics (and most Elves) are aware of each of the main Elven deities. Elves should be fairly rare on adventuring parties and any group that finds itself with an Elven archer, for example, should count itself very lucky.

Wood Elves
Wood Elves are the elves of the forests, the sylvan folk of ancient legend, and possibly the original elves. They are totally at home in woodland and at ease with the natural creatures within. All Wood Elves abhor destruction of nature, in particular ancient woodlands, and will become quite irrational if confronted by such wanton destruction. When compared to most of the other Elven sub-races, the Wood Elves are intensely loyal to the Elven monarchy, and indeed provide the majority of Elven rangers to protect the ancient Elven forests. Wood Elves are generally chaotic good in alignment, and dress in natural colours of leather, suede and fabrics. Any class can be played as a Wood Elf, but paladins and thieves are extremely rare. Wood Elven Life Abilities One Life Point Entangle Two Life Points Barkskin

Obscure Speak with Plant

Warp Wood Spider Climb

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Wild Elves
Wild Elves are the barbarians of the Elven race: fierce fighters who are as fearless as they are superstitious. Tribal loyalty is everything and the quest to gain honour and prestige within and on behalf of the tribal group is a lifelong task. Whilst the Wild Elves are in many ways primitive, they are not stupid and have evolved to their lifestyle over many centuries. As a result an adventuring party might curse having a Wild Elven warrior with them in a delicate negotiation but in a fight they know he will prove invaluable. Most Wild Elves are scouts or warriors although a few become shamans (i.e. magic users of one kind or another). They wear fur, suede and leather and almost invariably avoid using metal weapons and armour. There are many reasons for this: firstly they have no mining abilities of their own so the only metals they use would be what they capture from, or trade with, others. Secondly, when it rusts it symbolises decay (so feared by this superstitious people): this is why bronze is so prized by this race as it is one of the few metals of pure properties. Wild Elven Life Abilities One Life Point Entangle Two Life Points Three Life Points Courage Enchant Weapon Minor *

Obscure Pass Without Trace

Warp Wood

*The Wild Elf summons the spirit of an ancestor to aid them against a foe that cannot be harmed by mundane weapons. The Elf must have Commune with Spirit before he can buy this ability and will rarely allow anyone else to wield this weapon. If the weapon is destroyed while enchanted then the spirit within is destroyed and both the ability and the skill spent are lost.

Water Elves - The Guardians of the Sea (Rare)


Water (or Aquatic) Elves are possibly the most noble of all the elves. Very few ever adventure at all and those that do are almost always warriors. Deep below the sea lies a beautiful aquatic city called the Nrym Coral Towers. It is here that the Water Elves are ruled by King Dremnayliea and Queen Shellinvtas and although all aquatic elves pay homage and respect to the Elven High King, their loyalties truly lie here. Sea elves are a marbled green or turquoise in colour whilst freshwater elves are more marbled blue and far rarer. They all have pointed ears and GILLS. Players are advised that all aquatic elves are Lawful (unless there is a very good reason why not). Most will wear green or blue and scale armour (if they wear any armour at all) at least to the body. Spears and nets are favoured weapons as are large swords. Players must make a particular effort to convey the feel of a water elf in their costume. Water Elven Life Abilities One Life Point Identify Liquid Two Life Points Commune With Water

Walk on Water Neutralise Poison

Four Life Points Touch Dehydrate RANGE: Touch DURATION: 2 minutes The object or person touched is drained of water and knocked unconscious for a count of 120. When the victim recovers they will go mad with thirst and will go for the nearest liquid, killing to get it if necessary.

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Winter Elves (Winter Only)


Winter elves are almost as noble as water elves but with a harsher outlook on life. The frozen wastes of the Northlands are an unforgiving area and Winter Elves match their environment. Most are hunters, living in a clan-based society led by elders but some become adventurers and travel south in winter, returning north as the weather becomes too warm for them. Winter Elves are very pale with black, white or occasionally even blue hair. They tend to dress in white and are skilled tactical fighters. Winter Elves take double damage from fire based spells and attacks but only the damage that affects THEM not their armour or defences (i.e. damage absorbed by their armour is not doubled). Winter Elves take HALF damage from cold-based attacks (or none at the Referees discretion). Winter Elves have an incredible hatred for the evil Ice Elves who are exactly like Winter Elves in all but their actions. Winter Elven Life Abilities One Life Point Cure

Touch Freeze

Touch

Shatter

Two Life Points Three Life Points

Commune with Ice Ice Bolt

Ice Shield (as Barkskin)

High Elves
High Elves are perhaps the most human of the elves, living in family groups within great cities. High Elven society revolves around these noble families and the serene exterior of High Elven life hides political intrigue that sees plots run over many centuries. High Elves can be of any alignment but overtly evil or uncontrollable High Elves are extremely rare and are often cast out of society. A typical High Elven trait is a perfectionist attitude to whatever they do, tending to make them seem particularly aloof to all other races. There are two different types of High Elf: Gold (or Sun) Elves and Moon (or Silver) Elves. Gold Elves are tanned of skin, often with a golden sheen and tend towards blond, light brown or red hair. Moon Elves have skin that is slightly more pale than that of even the palest of humans and their hair tends towards dark brown or black. Gold Elven Life Abilities One Life Point Illuminate Two Life Points Three Life Points Magic Shield Magic Bolt

Immobilise Strike Down

PVM1

Moon Elven Life Abilities Moon Elves have forsaken their innate abilities for the study of magic. However these elves may choose up to three one point spells to be powered by their life in the same way as the abilities of other Elves.

Half Elves
Elves occasionally breed with races outside their own (although this is almost exclusively limited to humans) and this sometimes leads to the birth of a child: a half elf. Half Elves usually have human features, with more angular faces and slightly more pointed eyes and ears. Half Elves run off the skill table of whichever society they were brought up in and they can learn any level 1 or 2 point abilities of the parent race of Elf (at twice the cost). 17

The Dwarves
Of all the races of the Realms, surely the Dwarves have been the most reclusive since they mined their way into the Shadow Realms through the Great Mountains, many centuries ago. King Farthaine Greatbeard, wielder of the Dragon Slayer Axe and his queen Gravanna rule from the mountain stronghold of Grey Towers which is said to hold as many floors under the ground as above it. Of course no one has ever really bothered to count them for once they reach the great beer cellars they tend to go no further. Along with beer the Dwarves (one of the three Elder races) love precious treasure - both making and hoarding it and they are incredibly skilled at doing both, hence the phrase: as tight as a Dwarfs purse string! Because of their love for beer, over the years the Dwarven system has adapted to the extent that they can actually gain strength and healing from their brews but this is a skill which must be practised before it can be taken advantage of. Their drinking habits tend to make them short tempered, a fact which leads them into many fights. Fortunately for this stocky, bearded and extremely talented race, fighting is another occupation for which they have a great passion (especially against the other Elder race, the Goblinoids), and anyone who says that a Dwarfs fighting prowess is diminished by his or her size normally does so very quietly in case they are overheard. If they are, they are always persuaded otherwise, often by a large axe travelling towards their head at great speed. Dwarves dont take too kindly to insults! Dwarves as a race are hardy (8 life to start) and extremely stubborn, characteristics which give them an advantage over most other races in the form of a resistance to certain types of spells. Over the centuries they have developed immunity to Immobilise and Slow spells and take only half damage from spiritual and neural attacks, mind based spells, poisons, and diseases. They are also the only race that as a whole can manufacture weapons as this skill is taught to them as soon as they are able to walk and talk. Once in their lifetime a Dwarf will be able to make their own magical weapon. However after this peak in their creative powers they will never be able to duplicate the perfection they have achieved in making their masterpiece and due to their intense pride will never make anything again as they are unwilling to make what they consider to be an inferior item. All Dwarves are less than 5 tall, they ALL have beards and ALL wear at least twelve layers of clothing. Dwarves are not overly common, mostly because of the lengthy courting process before marriage, which tends to consist of very subtle and delicate enquiries into the actual sex of the other Dwarf concerned!

Halflings
These are small plump borrowers of other peoples things, a skill which they are normally very good at. Smaller than Dwarves, they usually come in two different types: Hobbits and Kender, the latter being the more annoying. Used to being overlooked, they have developed the ability Blend which enables them to merge with their surroundings in a similar way to the Elven ability Pass Without Trace. This costs them 2 life points to cast but has the advantage that it may be cast in ANY reasonable cover, woodland or urban. Due to their hardiness and peculiar outlook on the world they also have the ability to overcome fear and are immune to Fear spells while they have something edible on them as their only real fear is that they might run out of food.

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Character Class
One of the most important things you will need to consider when you create a character is what role they perform. You will find that the class you choose will determine how much certain skills cost. For example Strength is cheaper for a warrior than it is for a mage, on the other hand a mage can create magic items and scrolls whereas a warrior cannot. You may wish to change career at a later stage. To do this, you MUST speak to a Referee to have your character card changed. The cost for changing career is 3 skill points and any career change should be discussed with the referee well in advance so they can explain the potential benefits and consequences for your character. Please keep in mind that due to printing costs we cannot include EVERY possible character class, so the ones we have included are simply the most common ones. If you wish to play something that is not in the rulebook, just speak to a Shadow Realms Referee and they will try to find a way of fitting your idea into the system.

Warriors
Your basic sword-swinger is the backbone of every adventuring group. Theyre the ones who really get down to business chopping all the monsters into little bits whilst the wizards are still fumbling over their spell book. These guys and gals are fairly common as a lot of people in these dark days have realised that there is a living to be made swinging a sword, and it makes you rich a lot quicker than ploughing a field.

Scouts
These woodland types have made a living by being good at acting more quietly than your average warrior. Scouts are the people that the adventuring party relies upon to tell them whats coming. You generally get two types of scout: Good scouts move in the vegetation to the side of any path the rest of the group is on, about twenty or thirty metres ahead of them. This allows them to avoid being spotted themselves whilst they return to tell the party what it is they are about to encounter. Then you get the dead scouts

Barbarians
These are large humanoids originally from the Northern Wastes, though some tribes now live within the boundaries of the Western Realms. These hardy (begin with 8 life points instead of 6) but primitive people are very superstitious and any acts of magic or trickery are frowned upon. Although they shy away from magic, clerical (shamanic) power does not concern them as much. Barbarians usually have a pathological hatred of undead. For this reason, any Barbarian confronted with undead will either charge it, or run from it. Berserk Rage Barbarians can go into a berserk rage once per day. This rage lasts up to five minutes and in this time they are immune to all mind-affecting spells and can continue to fight until any location reaches 4 (broken) at which time the pain will be severe enough to make them recover their senses (or drop unconscious). While in this state the character has difficulty determining friend from foe and will fight anyone they feel is a threat (both standing and armed). This ability costs 4 life points to use as it is so draining.

Rogues
Dark and shady with dubious interests in helping the party, these characters are usually trusted by none but grudgingly respected by all. Normally highly skilled with weapons but even more skilled at finding treasure and knowing how much its worth.

Knight Errants
These people are usually heavily armoured fighters with a single-minded attitude to any evil creature CHARGE! These highly trained individuals, who are usually Lawful Good (depending on their deity), are dedicated followers of their religion, donating all money gained to their Church after each adventure. In return their church will supply them with equipment, though this depends greatly on their level of devotion. 19

Spellcasters
There are four major types of magic user: Mages, Clerics, Druids and Bards. Each of the classes has benefits and disadvantages as well as spells unique to their class. Learning Spells All spellcasters start off with a certain amount of Spell Points (see individual classes for details). These should be spent on acquiring spells (4 spell points could be spent on 4 level 1 spells or a level 2 spell and two level 1 spells). To learn further spells will either cost money (in the case of Mages and Bards) or more spell points (for Clerics and Druids). Where a cleric who follows his gods tenets will steadily increase in knowledge every adventure a Mage may find a lot of money and gain spells quickly or very little and take time to increase. Casting Spells Spellcasters store raw energy inside themselves in the form of power points and they learn to release this power through the use of Spell Vocals. The higher the level of the spell, the longer the vocals. For example: Level 1: Level 2: Level 3: Level 5: By the arcane powers of magic, Magic Dart. I call forth the powers of magic to send forth a Magic Missile. I summon the arcane powers of magic, give them shape and release them to smite you with a Magic Bolt. I draw upon the essence of the weave to fill me with its power so that I might summon the elements of magic and bind Earth, Air, Fire and Water to unleash upon you a Magic Strike.

Vocals for each spell may vary as long as some vocal is used. The length of the vocals should be proportionate to the level of the spell. Any spell cast without spell vocals (and for mages, any third level or above spell cast without vocals and spell components) will either NOT WORK or go CATASTROPHICALLY wrong. You will lose the power points that you were trying to expend and face the possible consequences. Power Points are used to keep track of the amount of raw energy the spellcaster has at his or her disposal. As the caster grows in experience, so they learn to hold more and more energy.

Mages
These are the guys in robes who stand behind the main line of warriors hurling spells at the enemy whilst avoiding any close combat. Well, this is the idea behind them but it never really turns out that way though as the enemy tends to get past the warriors or the wizards run out of power. In the Realms magic is an acquired and ever evolving skill with research wizards forever coming up with new and more potent spells to add to the Realms spell-book. Spells take time and money to learn and the more powerful the spell the more difficult it is to acquire. When casting spells of third level and above mages must use physical spell components (see a Referee for guidance on this). By buying the skill Focus a mage can use a high quality item (for example a staff or wand which they must obtain IC) instead of using spell components. If you try to cast spells of level 3 or above without spell components then congratulations, you just blew your own hand off (or worse). All mages have the ability to buy Accuracy at the cost of 3 skill points. This skill ensures that spells hit their targets, rather than backfire with possibly horrible effects! A mage without Accuracy cannot cast ranged offensive. A mage may also buy the skill Improved Accuracy which allows them to choose a location with their spell (for example, Magic Strike HEAD!), a potentially devastating ability!

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Spells are bought and taught in towns and cities, usually sold by those who have survived long enough to write a few books of their own (represented by buying the ability Teach Magic for 15 skill points). The greater the mage, the higher their knowledge and the more spells you may be able to learn from them. Costs may fluctuate due to civil unrest, times of war and who or where the mage is, but a benchmark price for them is as follows: 1 point spells = 1 Mark 2 point spells = 2 Marks 3 point spells = 4 Marks 4 point spells = 8 Marks 5 point spells = 16 Marks Beyond the point of a level 5 spell, the price becomes negotiable with the Archmages. 6 point spells = 50 Marks Approximate prices: 7 point spells = 100 Marks 8 point spells = 200 Marks However, remember that Archmages are more likely to teach non-offensive spells. The reason for this is that they dont want to teach Death Bolt to those who might oppose them for a seat on the Conclave! Of course if one is fortunate enough to be taken on as an apprentice or become a member of the Mages Guild, it may be possible to learn spells at a reduced cost (see Referee). It is also possible for magic users to spend time and money researching new spells (See Spell Creation section after the main Spell Book) but success is never assured. Wizards start their adventuring career with 4 points worth of spells and 6 power points (so the mage could, for example, cast their level 2 spell twice and 2 level 1 spells). We expect mages to develop in their careers: learning the lower magics before taking the challenge of the higher levels (for example learning Magic Dart before Magic Missile). If all available power points are used up SENSIBLY during the course of an adventure then up to three extra power points may be awarded at the Referees discretion. A wizard cannot wear armour and still cast spells: the most they can wear is one layer of fur or leather. Mages Mages begin with 4 spell points and 6 power points. They gain between 1 and 3 power points each adventure (depending on how effectively a mage uses up his power on the adventure). They cannot cast through armour and can wear just one layer of fur or leather to grant some protection. They can cast spells up to 5th level though Arch Mages may cast spells up to 8th level.

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Clerics
Clerics are Priests and Priestesses who adventure in the name of their Deity to educate the ignorant in the ways of their God or Goddess, or to cleanse the world of Evil (or good, if they are that kind of Cleric!). Often they are the healing experts on the party, although this often depends on their religion. Because of this they have certain advantages when it comes to healing, in particular they are the only class who can mend broken or shattered bones (see Combat). Clerics, like Wizards, store raw power in the form of Power Points (6 to start with) and release them to cast spells, invoking the name of their God as they do so. For example: By the will of Serin I draw upon his might to smite you with a Spirit Bolt. However, unlike mages, they do not buy their spells but instead they are granted spell points (4 to start with) by their deity and may spend them on appropriate spells (see Appendix for Cleric Spells). During the course of the adventure the Cleric should spend time praying, spreading the teachings of their God and generally being faithful to their chosen power. In this way the faithful Cleric is granted spell points to spend or save for spells, the number awarded depending on the devotion shown on the adventure. To show their faith, ALL clerics are expected to wear and use a holy symbol, though this may be hidden from view whilst not casting spells. It is also usual for a Cleric to donate all their earnings to their Church, which will in return supply the Cleric with potions and equipment to adventure with. Remember: the more devotion, the more support. Clerics tend to be the same alignment as their deity, and although this is not always the case it is almost unheard of for a Cleric to be of an alignment very different from that of their God and still be able to gain power from them. For example: a Lawful Good deitys clerics will be almost exclusively Lawful Good, though there may be a small number who are Lawful Neutral or Neutral Good.

Clerics and Undead


Clerics have the ability to Turn Undead. To do this, they must hold up their holy symbol, advance on the creature and constantly chant something similar to: by the power of..I turn undead. Depending on the power and standing of the Cleric and indeed the power of the creature, it may back away from the everadvancing cleric. If the Cleric stops or retreats then the creature is able to attack again. Clerics Clerics begin with 4 spell points and 6 power points. They gain between 0 and 3 power and between 0 and 3 spell points each adventure (depending on their level of devotion to the tenets of their faith). They can cast through any amount of armour (assuming it is appropriate to their deity) and can cast spells up to 5th level. High Priests may cast spells up to 8th level.

Druids
Druids are a character class closely linked to Clerics but who dedicate themselves wholly to nature. Their spells are also governed by Power Points (6 to start with) but they are so biased towards Elemental Magic that they should be treated completely separately from other magic users (see Appendix for Druid spells). Most Druids worship the Goddess Gaia (the Earth Mother), one of the oldest deities in the realms, and her daughters and they receive spell points from her in the same way that Clerics do from their various Gods (4 to start with). Druids believe in, though not necessarily worship the Elven Gods. The Elven Druids tend to sway towards their own Gods more than Human Druids but there are rarely any arguments between these different sects of the Earth Mother. Druids are usually neutral in alignment and rarely harm any living thing unless battling against evil. Druids prefer to use a mace or staff and rarely use a great amount of metal unless of pure properties (for example bronze). The Druids are guided and watched over by a conclave of 3 High Druids. Druids Druids begin with 4 spell points and 6 power points. They gain between 0 and 3 power and between 0 and 3 spell points each adventure (depending on their level of devotion to the tenets of their faith). They can cast through any amount of non-metal armour and can cast spells up to 5th level. Arch Druids may cast spells up to 8th level. 22

Bards
Bards are travelling entertainers, often seen as the most noble of Rogues. They come in many different forms and there are as many words to describe them: troubadours, entertainers, historians, scholars, reporters, teachers and scribes. Most Bards, no matter how untalented, have a restless urge to discover legend-lore and stories, which often makes them a store of surprising information. Bards are jacks-of-all-trades and masters of none, save in the area of words and song, which is reflected by the various skill costs. As a bard you can choose whether you are a storyteller, a musician or a mixture of both. If you choose musician then please bring your instrument with you as you may be called on for a performance! It is not wise to anger a Bard, especially a powerful one, for through story and song they have the power to control peoples memories and emotions and sarcasm and satire destroying your character can prove an enemy too great for the most skilled of sword swingers. Due to their mastery of words and knowledge they have the opportunity to develop skills peculiar to this class. With sufficient roleplay on the part of the bard, it is IMPOSSIBLE to tell if they are lying by any means, magical or not. At the cost of 6 skill points they can buy the skill Recognise Lie, which enables them to study a person for a short while and then tell whenever they are lying. For 15 skill points they can develop the ability of True Sight which will enable them to see through deceptions that would fool the eyes of most people. In addition, Bards also wield a small amount of magic, usually seen as being derived from their deep understanding of words, stories and song and the power locked within them. The Bard starts off with 3 level 1 spells and receive 3 power points. Power is gained at a cost of 2 skill for 3 points of power. Spells are paid for at the same price as mages but the spells they can gain are restricted by the nature of their art (see Appendix for Bard Spells). Bards Bards begin with 3 spell points and 3 power points. Unlike other power users they do not automatically earn power points but instead buy them at a rate of 2 skill points for 3 power. They buy their spells in the same way as mages. They can cast through armour up to studded leather and can cast spells up to 3rd level. Chief Bards may cast spells up to 6th level.

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Prestige Classes
The following classes cannot simply be chosen when you start a character and are usually granted when joining a particular group. If you are interested in any of these classes, please speak to a referee for details.

Assassins
Assassins tend to get their money in an entirely different way, but sometimes they come out to adventure just to hone their skills or are they really after another member of the party? You can never be totally sure until its too late.

Rangers
Only those people warranted by the Elven or Human kings are authorised to call themselves Rangers as it is an official title with strong penalties for its misuse. They are almost always relatively skilled fighters, proficient with most weapons and adept at survival techniques. Rangers are always good or neutral in alignment (tending to be either Neutral Good, Chaotic Good or Lawful Neutral: see Alignment). Because of their affinity with nature they are granted spells from the Druid spell list but they are more limited and specialised. The spells available to Rangers are listed below (an explanation for what each of these spells do can be found in the magic section). One point to remember while playing this class is that any Ranger who commits an EVIL act will either lose permanent Life points as one of the woodland deities exacts revenge or will be hunted down and killed by other Rangers. One Point Spells: Cure Know Alignment Two Point Spells: Barkskin Neutralise Poison

Detect Lie Obscure

Entangle PVM1

Immobilise Repair

Illuminate Warp Wood

Cure Disease Pass without Trace

Delay Death PVM2

Detect Invisibility Speak with Plant

Farseeing Spider Climb

Rangers When Rangers are appointed they are granted 1 spell point and 1 power point. They gain 1 spell point and 1 power each adventure. They can cast through armour up to ringmail and can cast spells up to 3rd level (though they must have all available level 1 and 2 spells first).

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Paladins and Knights


To achieve Paladin or Knight status, a character must first adventure as a Knight Errant until he is appointed by his Deity, usually through a ceremony performed by another Paladin or Knight although sometimes by a High Priest (appointments are at the Referees Discretion). Once they have achieved Paladin or Knight status characters may gain spells throughout their careers. These are granted in a similar way to Clerics by the accumulation of spell points which they may then spend acquiring spells. Discuss with a Referee which spells would suit your character / religion best. See the examples below: Example Paladin of Sheetra Spells One Point Spells Detect Magic Dispel Zombie Illuminate Protection versus Magic 1 Remove Fear Two Point spells Farseeing Mind Message Cure Disease Protection vs Skeleton Cure Detect Influence Detect Lie Know Alignment Protection vs Zombie Example Knight of Serin Spells

Knights and Paladins Once appointed, Knights and Paladins are granted 1 spell point and 1 power point. They gain 1 spell point and 1 power each adventure (assuming they follow the tenets of their faith). They can cast through any amount of armour and can cast spells up to 2nd level.

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Multi-Classing
If a character changes class they can longer buy skills from their previous list and if they are a spell-caster although they do not lose any spells or power they have already gained they cannot progress any further. An alternative to changing class is to multi-class. This is a much more involved process than simply paying 3 skill and changing class. To multi-class you must first find another character of that class who is willing to spend time with you in character teaching you the skills you will need in your new profession. The below list shows approximately 6 skills per class that you must learn (and pay the skill cost from your current class) before you can be considered for multi-classing. Desired Class Warrior 4 different weapon skills (One Hand Long, Two Handed, Either Handed, Use Shield, Open Handed, Bow, Crossbow or Thrown), Weapon Mastery in 2 different weapons Scout Bow or Thrown, Find Tracks (x2), Identify Potion, Identify Poison, Recognise Disease Barbarian Improve Constitution (x2), 2 Handed Weapon, Toughness, Strength, Open Handed Knight 1 Hand Long, Use Shield, Read and Write (racial language), Recognise Evil (or Religion), Recognise Undead and Recognise Disease Rogue Evaluate Treasure, Crossbow, Thrown, Identify Poison, Weapon Mastery (in either Knife, Thrown or Crossbow) Cleric Read and Write (racial language), DNW, Recognise Undead, Recognise Disease, Identify Potion, Make Potion (or Herbal Bandage) Mage Read and Write Magic, Sense Magic, Recognise Magic, Create Item (see below for guidance) Druid Identify Poison, Identify Potion, Recognise Disease, Recognise Undead, Make Herbal Bandage, Find Tracks Bard Read and Write: Magic and 2 other languages, Lore level 1, Evaluate Treasure, Sense Magic After you have met the above requirements you will have to speak to a referee about what else is required to finally be able to buy skills from either list and have all the benefits of both classes. This is on an individual basis and will cost a minimum of 3 skill (as per changing class) and usually involve joining a guild or church and completing a certain task or quest. Certain points to remember when multi-classing: A character may only multi-class once. Not all multi-classing combinations are equal and the less you gain from the multi-class, the easier it should be to achieve. For example, multi-classing between non-spellcaster classes (Warrior-Rogue) should be relatively straightforward but multi-classing between spell-caster classes will be somewhere between hard (Bard-Mage) and near-impossible (Cleric-Mage). Druids are particularly difficult to multi-class, with scouts and rangers being the only likely multi-classing possibilities (but even then this may not be appropriate). When multi-classing from a non-spellcaster to a spell-caster you will have to spend an additional 3 skill points to buy your starting power points. When multi-classing to Mage, the character must create a magical item of some description which will be judged by the apprentices master. This can cost anything from 1 skill point to create, however the power of the item may affect the characters future in the Guild and how difficult the final task is to be accepted as a full member.

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Alignment
Each character in the Shadow Realms system has an alignment, an Out of Character description of their outlook on life. This consists of two parts, which, when put together give the Referee a better understanding of how your character will react to certain situations. The first part of the alignment defines how the character lives his life in regards to society and its rules: chaotically or lawfully. The second part describes their natural disposition: good or evil. Between each of these extremes is a neutral option which leads us to having nine possible alignments. Common Alignment Archetypes Lawful Good: Believe in a strong, well-ordered society but believe that it should exist to improve the quality of life of all within it. Neutral Good: Believe that chaos and law have no bearing on what is right, and so will help an organised society if it is helping those within, but will try to overthrow it if it does not. Chaotic Good: Believe in their own moral compass, that the end justifies the means and that people are individuals who shouldnt be pushed around or told what to do. They often equate law with tyranny. Lawful Neutral: Believe in a strong, well-ordered government, whether it is authoritarian or liberal and will support it in all but the most extreme situations. True Neutral: Believe in the ultimate balance of forces. Since most people in the world make judgements, true neutral characters are extremely rare. They are even rarer on parties as they do their best not to side with law, chaos, good or evil. They will even occasionally change sides in a battle, if the other side is losing, seeking to maintain a balance and stop either side from becoming too powerful. Chaotic Neutral: Believe in following whatever particular whim they fancy, and if they cant decide will either do nothing or toss a coin (though they may purposefully go against the outcome). They are almost totally unreliable, happily gambling away everything on a single dice and not caring about the result. Lawful Evil: Believe in using the rules of society to further their own ends, not caring if a rule that helps them hurts or kills someone else. They only give their word when they are sure it will not adversely affect them and will only break it if they are sure they can do so legally, within the rules of society. Neutral Evil: Believe in getting ahead by any means possible. If there is a quick and easy way to do so, be it legal or extremely illegal, they will take it. They base allegiances on power and money and so are often very receptive to bribes, often betraying their companions if it will advance their cause. Chaotic Evil: Believe in taking whatever they want by whatever means necessary. They will happily destroy anything that gets in their way for they believe that governments are for the weak: those incapable of fending for themselves. Because of this, they believe in raw power and strength: that they are allowed to take whatever they want, and that the weak are there to be exploited. Although we expect all characters to play their alignment, this is only a game mechanic and so we do realise that sometimes characters may begin to change their attitudes due to the nature of adventuring. If you feel that your alignment no longer matches your character, please speak to a Referee about having it changed. PLEASE NOTE: You cannot normally play an evil character on a standard adventure.

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Money
1 Gold Mark = 10 Silver Crowns 1 Silver Crown = 10 Copper Pieces Starting characters are deemed to have spent their money on potions, equipment or spells. During adventures money may be gained by payments for quests or any other means you see fit but please remember that there is a death penalty for crimes such as highway robbery and murders! Each character starts off in the clothes and armour that they are standing in. If your character wishes to change the weapons they use or what armour they wear then they may have to either find it on an adventure or buy it In Character before they can wear or use it. This is enforced totally at the Referees discretion and will usually only be done if there is a good in character reasons. You will have to supply the phys reps of any weapons and armour your character wishes to buy. To give players an idea of how much the coinage is worth, a single copper piece has the buying power of approximately 50p. This means that a silver crown is worth about 5 and a gold mark approximately 50. Items such as potions and poisons are extremely expensive as are services such as learning spells.

Magic Items
As Shadow Realms is a fantasy system you should not be surprised if magical items appear from time to time. These range from single use scrolls and items of little power or a limited lifespan to incredibly potent and powerful items that have a permanent effect. To find out if an item is magical you will need either one of the skills Sense Magic or Recognise Magic or the spell Detect Magic. Once you have determined if an item is magical, you will need to find out what it is does in order to use it properly (some items may simply affect the bearer, so the effects will be told to you by the Referee if you risk this). The most common way to do this is to use the spell Identify Magic, however the skill Lore may tell you some history about the item including who made it and what it was used for. Some creatures are only affected by Magical Damage and if you are ever fortunate to get your hands on a magical weapon you will find it extremely useful in these situations. Magic weapons may have other effects, but the element that most have in common is a magical damage value. For example, a basic magic sword may do magic single and if this is the case it will add no modifier to your damage. However a sword doing magic double will add a +1 modifier to your damage. This is likewise the case with a magic triple sword (that will add +2 to your damage) and any more powerful weapons (though these are almost unheard of). Example: Baldrick the warrior has a point of weapon mastery in using a long-sword in his right hand so he is doing doubles. He takes a +1 magic long-sword from the body of a fallen champion. Assuming he uses this in his right hand, he can then call Triple, magic double each time he hits someone with it. During the campaign you may find weapons that only add their modifier in certain circumstances (for example only while fighting demons or undead or evil creatures). If this is the case you will be advised by the referee. Unless master-crafted or in some other way protected, Magic Items can be shattered, warped, burned or otherwise destroyed using the relevant spells. A damaged item may be mended using the spell Mend or Repair however it will lose ALL magical abilities. The only way to retain the magical power of a damaged magical item is to use the spell Reform Object. 28

Organisations
The lands of the Western Realms are ruled by a Triumvirate of the Elven, Dwarven and Human races, forged hundreds of years ago to unite the peoples of the area against the forces of evil and chaos. The Three Kings work in close union to ensure the continued safety of their peoples. Within the Western Realms (and in all races you may come across) there are different organisations: guilds, religions or military units. If you join one, the general rule of thumb is that the more you do for your group (be it in monetary donations or furthering the goals of the group) the higher standing you will gain. This may give you access to the groups resources including (but not limited to) potions, money, magic weapons etc. Joining a group can generate a good deal of role-play for your character along with any other benefits. If you are interested in joining a group, please speak to a Referee who can organise a meeting with one of their leading figures. Here are a few of the groups that are common across the Western Realms, though there are many more:

The Adventurers Guild


Established by Sir Brennos Le Brayos and Sir Gladdi Maddleroot, the Adventurers Guild was set up to provide support for the many people from all walks of life who make their living by taking on perilous quests too dangerous or strange for normal mercenaries. The main Guild house is in the port town of Dellgate, but in recent years a number of others have been set up across the Western Realms.

The Scouts Guild


Established by Guild Master Varn Hartwood in Dellgate in 1096, who remains the incumbent of the position to this day. This organisation provides training, resources and support for any budding scout who is willing to learn, whilst abiding by the tenets set down by Varn. This guild is much needed by the large number of trade caravans that roll through the land, especially due to the increasing numbers of bandits in the realms at this present time. A good scout who can warn of an impending ambush is worth their weight in gold. Due to their woodland skill and knowledge of the area, they are frequently hired to deliver the most important of messages/documents/items.

The Conclave and Magicians Guild


Led by the Conclave, the Magicians Guild oversees much of the use of magic in the realms. They set standard prices for the teaching of low level spells and conduct research into new spells and uses for magic. Members enjoy the benefits of increased access to magical knowledge, but are expected to work towards furthering the understanding of magic in all its forms. The increasing number of non-member adventuring mages is perhaps a result of the strict structure of this Guild. The Conclave is made up of four members of each of the coloured robe groups. To provide a balance in the understanding of magic many members of the Magicians Guild choose a robe colour, White to represent Good, Restorative and Creative magics, Red to represent Neutrality, Elemental and knowledge based magics, and Black to represent Evil, Destructive and Domination magics. It is worth bearing in mind that whilst the Black Robed mages represent the darker side of magic, they are still committed to the success and stability of the Western Realms and will always work towards those ends (though their means may be a little different from those of the White or Red robes).

The Assassins Guild


Little is known about this secret guild and that which is known is spoken of in hushed voices. The guild spends much of its time and resources hunting down freelance assassins and it is perhaps for this reason that there has not been a concerted effort by the authorities to destroy this, technically illegal, organisation. One rumour claims that the Guildmaster often appears in the Western Realms disguised as an adventurer and that many would-be assassins have discovered the guild by killing someone in sight of the Guildmaster himself. 29

King Thoraks Rangers


The Human Rangers of the Western Realms represent the rule of law in the lands outside the cities. Most of the local towns and villages are too small to raise militias and so it falls to the Rangers to patrol the area and prevent anarchy. Normally operating alone, or in small groups, the Rangers seek to help the law-abiding people of the realms and work against the less pleasant groups who spring up here. Should they encounter forces too strong for their small patrols to deal with, they will often hire groups of adventurers to carry out specific tasks, though they are just as likely to call in military or religious units should the need arise.

The Royal Elven Rangers


The Elven Rangers are a close-knit organisations which developed out of a group known as Schannows Renegades. King Ilthanus realised that their woodland skill would be better employed working for the Elven Kingdom and so asked Schannow to use his group as the core for a new Elven Ranger organisation. Following its success under Schannow and later Teminoe, the Elven Rangers have gone from strength to strength, patrolling the Western Realms to keep the woods and forests free from the evils that seek to overrun them.

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Skills and Skill Tables


Every character starts off their adventuring career with the same four skills: 1 Hand Short: Pole Weapon: Treat Wounds: Able to use any weapon under 28 inches long (eg: daggers, short swords etc): we believe that anyone can use a knife. Able to use a quarterstaff or spear as anyone can pick up and use a big stick. Able to apply a strip of cloth to a wound: a tourniquet stops a wound from bleeding and therefore from getting worse. Anyone can tie a knot in a piece of cloth. Able to speak Realms Common (i.e. English) unless you choose otherwise. You may also speak your own racial language (e.g. Elven, Dwarven, Drowish etc).

Speak Common:

To make your character an individual we give you 6 skill points to spend in the character class of your choice. You will earn between 1 and 4 skill per adventure (based on how well you do) to spend in a similar way. Read and Write Common Magic Elven Dwarven Barbarian

Able to read and write the common (human) language (i.e. English). Able to read and write magical script, essential for mages hoping to learn new spells or create magical scrolls. Able to read and write the Elven language. Able to read and write the Dwarven language. Able to read and write the language of Barbarians.

If you have paid the skill to be able to read a language, you also have the ability to speak it. Be aware that there are many other forms of language: if you wish to be able to read or speak one not listed here, please consult a Referee about the skill cost of being able to do so. Weapon Skills 1 Hand Long 2 Handed Either Handed Use Shield Open Handed Bow Crossbow Thrown Weapon Through

Able to use a long single-handed weapon of no more than 42. Able to use a two-handed weapon. Able to use 2 single-handed weapons, each of less than 42. Able to use a shield. Able to do single damage unarmed (can increase damage with weapon mastery and/or strength up to triple). Able to use a bow. Able to use a crossbow. Able to use thrown weapons (daggers, hatchets, rocks etc.) Able to call Through with nominated weapon in nominated hand (e.g. dagger, right hand). Has a 2 penalty to damage when using this skill (so someone who could otherwise call triple can only call single through with this skill). Only the following weapons can be nominated to call through: Dagger, Short Sword, Bow, Crossbow or Thrown Weapon.

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Statistic Increases Improve Strength Improve Toughness Weapon Mastery hand). Improve Dexterity

All races may add +1 damage with 2 Handed weapons and Open Handed skill. Humans may also add +1 damage with 1 Hand Long. Adds one hit point to each location (see Toughness) Adds +1 damage with chosen weapon in nominated hand (e.g. dagger, right Adds one hit point to each location (see Dexterity)

After taking any of the above statistic increases you must take any other skill (not including Improve Constitution) before you can take another statistic increase. Improve Constitution Healing Discern Nature of Wound Discern Life Make Potion Life Location Miriavore All Heal Make Lembas Adds one point to total life points (or two if you are an Elf).

Able to identify all wounds as to their seriousness and stability (Touch). Able to determine the current number of life points of the subject along with their maximum and whether this total is currently stable (Touch). Able to make 3 Cure Life potions per adventure. Able to make 3 Cure Wound potions per adventure. Able to make 3 doses of Miriavore per adventure Able to make 1 potion per adventure that cures up to 10 points of Life or Location (must have Make Location Potion and Make Life Potion first). Able to bake a loaf of Elven Lembas bread that can cure up to 10 points of Life or Location. This bread can be consumed by multiple people and the effect is divided accordingly however unlike a potion it cannot be fed to an unconscious person. Able to make 3 herbal bandages before every adventure, each healing 1 point of damage (this can be increased using the Advanced Healing skill). Able to make and apply herbal bandages curing +1 point of damage (i.e. 2 points for the first time). This skill is may be stacked and is usually used in conjunction with the skill Make Herbal Bandage.

Make Herbal Bandage Advanced Healing

Knowledge Find Tracks Recognise Evil aligned. Magic Undead Disease 1. Religion Lie Sense Magic Identify potion Identify poison poisoned. Evaluate treasure

Able to identify and follow tracks (ability improves each time taken). (Good aligned only) Able to tell if a creatures or object within 20 is evilly Able to recognise a magical aura within 1 and possibly what type of magic is present. Also able to recognise and identify a magical creature within 20. Able to recognise and identify undead creatures within 20. Able to recognise diseased creatures within 20 and identify the disease within Able to identify clerics and faiths after one minute of studying. (Bards only) Able to recognise when someone is lying. Able to sense the direction of magical sources and the strength of the aura. Able to identify potion by sight and taste. Able to identify poison by sight and smell. May also tell if someone is Able to accurately judge the value of treasure and gems.

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Magic User Skills Create Scroll Level 1 Level 2 Level 3 Lore Level 1 Level 2

Able to create a scroll of a known 1 point spell before each adventure played, written in magic runes (requires Read and Write Magic to create or use scrolls). Able to create a scroll of a known 2 point spell before each adventure played, written in magic runes (requires Read and Write Magic to create or use scrolls). Able to create a scroll of a known 3 point spell before each adventure played, written in magic runes (requires Read and Write Magic to create or use scrolls). May have learnt certain facts concerning major artefacts, important places, landmarks, people or groups at Referees discretion. As above but more in-depth knowledge possible and may have learnt certain facts concerning places and landmarks from further away, more common items, minor groups and less famous people. As above, but also concerning obscure objects, groups, places and people. Able to strike a target accurately in the chest area with a ranged spell within 20. Without this skill you cannot cast Bolts or Strikes and can only cast Darts and Missiles a maximum of 10. May select location with a ranged spell within 20. Allows the casting of spells of level 3 and above without the use of spell components through the use of a power focus (which must be an item of high quality).

Level 3 Accuracy

Improved Accuracy Focus

Other Skills Mend Armour

Commune with Deity Consume Alcohol Gorge Make MC Weapons

Make Magical Weapon

Able to repair armour restoring its hit points. Repairing armour takes around 5 minutes and requires appropriate phys reps. Each time the armour is mended during an adventure it loses 1 hit point of protective value to a minimum of one. Able to commune with deity, ancestor or tribal spirit. (Dwarves only) May consume alcohol to add become immune to mind affecting spells and add +1 to damage (for 1 encounter) at Referees Discretion. (Halflings only) May gorge to heal their life force to full and add +1 to each location (for 1 encounter) at Referees Discretion. (Dwarves Only) May make master crafted weapons of one desired type (eg: long-sword, 2 handed axe, crossbow etc) for half the standard cost to cover materials. May be taken multiple times, each time choose another weapon type. (Dwarves only ) May make a +0 Magical weapon. A Dwarf has the option to stack this skill. For example: as Make Magical Weapon costs 8 skill, 16 points could be expended to make a +1 magical weapon. The most skill that can ever be expended in this way is 32 points which would make a +3 magic quad weapon! Dwarves are sometimes able to expend more skill during the forging process to give their weapon different properties: speak to a Referee if you are interested in this.

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Specialist Skills 15 Point Skills Combat Discipline

Frenzy

Smite

Teach Magic Prayer

Call of the Wild

Ever Ready

True Sight

(Warriors only) Can fight even when on 1 life or poisoned or diseased. Also, if under physical attack, may attempt to fight through extreme pain (including the spell Wracking Pain) rather than drop to the floor, however this must be roleplayed. (Barbarians only) As Rage but may shrug off all but the most powerful blows (special calls such as Sever or Shatter). However, after 5 minutes (or when there are no enemies left to fight) any injuries must be calculated and the character takes the consequences (often death if the character has taken huge amounts of damage). (Knights and Paladins only) For 1 power point the knight can empower a single blow to magically do twice its normal damage. Therefore if the knight could normally call Triple he could call Magic Six with a single blow. This should only be used in times of greatest need and against suitable enemies. (Mages and Bards only) Able to teach any spells known by the caster to other Mages and Bards. (Clerics only) Character can ask for specific help from his patron deity. The effectiveness of this skill greatly depends on the circumstance, is totally at the referees discretion and the characters prayers may not be answered. Must have Commune with Deity first. (Druids only) In times of need the character can ask Gaia (or one of the other nature deities) for help. Depending on monster availability this could summon creatures to aid the character or perhaps cause the environment itself to become more hostile to the characters enemies. (Scouts, Rogues and Assassins only) The character is always alert of his situation and so his dexterity bonuses count even if he is caught from behind (though not if he is otherwise prone). (Bard only) Enables the character to see through deceptions that would fool most people. This means that if you suspect something is not what it seems to be, with concentration you may be able to see what is really present.

Rangers can choose to learn either Combat Discipline or Ever Ready (but not both) 20 Point Skills Hero (Warriors, Barbarians, Knights only) Immune to Fear. Has learnt how to fight in such a way that he can also resist Ogre and Troll Strength. Master of the Outlands (Scouts only) The character is never lost and can safely find his way in the wild. Creatures native to the Outlands will recognise the character as a kindred spirit and may not be as hostile as they would normally be. Master Thief (Rogues only) Once per day while in contact with another person the character can call a 15 second time freeze in order to search that person. The thief may not move his feet during this time, only his hands and the victim should be relatively relaxed. If during the Time Freeze the referee feels this search was not carried out with extreme care then the ref may call time in prematurely! Be sensible with this skill: searching an external pouch from behind might be possible but tugging an amulet from their neck in full view probably wont be. Master Assassin (Assassins only) Immune to Poison, access to additional skills (see referee). Chief Bard Gains the two level 6 Bard Only spells and access to level 4-6 magics. Archmage/High Priest/ May grow white beard, forget of his spells and become a doddering old fart with High Druid a silly hat. May also gain access to Greater Magics. Rangers can choose to learn either Hero or Master of the Outlands (but not both)

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