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Forest of Doors

Fourth Edition
www.forestofdoors.com
Editor
Adrian McLeer

Illustrations By
Jennifer Breeden

Special Thanks To
Mike Boaz, Charles Kelly, Corey Dixon, Matthew Malis, Joie Martin, John Nunn, Nigel ORear, Erin Prater, Ryan Seto, Christopher Tang, & all of our Players

All text and images 2011 Forest of Doors, LLC. All rights reserved. Reproduction of any resources or material is strictly forbidden without the express written permission from Forest of Doors, LLC.

This is the Forest of Doors, the nexus of worlds. Welcome, wanderer, to a place of infinite secrets. All that you knowall the knowledge of your homelandis but a small thing compared to the possibilities that lie before you. Here, you may forge a new destiny for yourself, find untold riches, or uncover arcane mysteries that have long been forgotten. Ah, but there is danger here too, traveler; the forest is no place for the weak...and secrets have claws. The door has opened. Do you step through?

The Basics
Forest of Doors is a live-combat fantasy LARP in which you play a denizen of one of eight distinct Homeworlds. In each of these worlds, magical gates have recently started to appear, leading to the strange and unknown world of the Forest of Doors. Your characters will be among the first to explore this new world and all the possibilities that it represents. In essence, FoD is a multi-genre game with a vast array of character possibilities. Our setting and rules system promote a game that is fundamentally heroic in nature, and character cooperation will be necessary for survival in this unknownand dangerous frontier.

Table of Contents
Chapter 1 - Getting Started What is Forest of Doors? Safety Basic System Chapter 2 - Settings The Forest of Doors Dark Mountains The Desert of Brass The Empire of Perfect Unity Enchanted Glade Goblin City The Realm of Castles The Rock of Storms Undersea Chapter 3 -Your Character Character Creation Choosing Traits Choosing Skills Mastery & Prowess Character History Character Advancement Brownie Points Chapter 4 -Traits Physical Traits Mental Traits Spiritual Traits Chapter 5 - Skill System & General Skills System Homeworld Skills Craft Craft Specialties & Production Diplomacy Healing Mercantile Performance Scholarship Survival Tinkering Tinkering Production 1 4 7 Chapter 6 - Combat & Combat Skills System Weapon Guidelines Armor Guidelines Sword Bow Axe Mace Polearm Thrown Close Weapons Shield Combat Maneuvers Advanced Styles Chapter 7 - Magic & Magical Skills System Currents of Deepspirit Dooms of Light and Shadow Mysteries of Flame and Iron The Naming of Things Runes of the Stormfather Thirteen Harmonious Changes Woodsong and Moonsecret Occult Skill Chapter 8 - Game Concepts Taglines Conditions & Misc. Effects Death and Dying Downtime Actions Props and Phys Reps Investigation Encounter Tags Chapter 9 - Policies Character Retirement Sportsmanship and Cheating Legal Information Non-Combatants & Minors Discussion of Sexual Misconduct Chapter 10 - Resources FAQ Weapon Construction Guide Larp Essentials Contact Information 97 98 99 102 103 103 104 104 105 105 106 106 122

9 10 11 12 13 14 15 16 17

18 21 22 23 23 24 25

127 134 145 156 168 179 190 201 213

27 33 39

46 47 50 53 68 70 76 79 82 85 89 92

217 224 229 229 230 231 232

233 233 235 236 237

238 246 249 250

Chapter 1
Part 1:

Getting Started

What is Forest of Doors?


Forest of Doors is a live combat, live action roleplaying game, or Boffer LARP. A LARP-for those of you unfamiliar with the hobby-is like a tabletop roleplaying game in some respects, for in both you play a character with their own unique perspective, background, and statistics. Unlike tabletop roleplaying games, however, you actually act out your characters actions, movements, and dialogue, within a LARP. Personal skill is far more important in this kind of game as a result. Making a good impression on someone is not left to a dice roll; your own personal magnetism decides the situation directly.

Our game, like all live-combat LARPS, takes the Action part of Live-Action seriously; we use padded weapons to safely simulate actual combat. There is something primal and affecting about facing off against actual monstrous opponents in the dead of night, knowing that your own skill and nerve is what will decide the outcome; few other styles of roleplaying offer immersion this intense and immediate! Forest of Doors usually runs as a full-weekend event, with one event nearly every month, which means that people end up being in character for very long periods of time. Our game is held at state parks where players can sleep in cabins, tents, or barracks, depending on the nature of the event site itself. Of course, like all boffer LARPs, FoD uses padded weapons and spell packets. The weapons are usually made of lightweight PVC pipe surrounded by protective foam to cushion any blows, and we have specific design requirements to ensure their safety. Magic hurled against foes in combat is represented by cloth packets filled with birdseed, and each packet carries some in-game effect when it hits the enemy. Forest of Doors has been designed for both new players and veteran LARPers. In fact, easing new players into the LARP genre was one of our stated goals in beginning this project. We go out of our way to make sure that every player gets story related to their character, whether it is a 4-year character nearing retirement or a first time character fresh from your imagination.

For Those Who are Already Familiar with Boffer Live Action Roleplaying GamesForest of Doors is something new. We like to think of ourselves as a new generation of LARP, dispensing with some time honored traditions while retaining the core that everyone knows and loves. The boffer weapons are still there. The spell packets are still the same. We still have field battles and feasts. Its going to be familiar, but we do challenge a few long held assumptions. We will keep you guessing. We diverge from traditional thinking in some respects. A good example would be our magic system. We dont use pools of mana that reset daily, nor do we use fire and forget spell slots. There are no levels or circles of magic. In fact, each spell is roughly as powerful (or useful) as any other spell; the power of magic is entirely determined by the skill of the caster. Characters cast magic by receiving charges of magical potential. Charges can be obtained through several ways, but the most common form is through practicing rituals. Each school of magic has its own set of rituals that dictate how and when a character receives a charge. For instance, the fairy magic school (known as Woodsong and Moonsecret) contains rituals that yield charges after the character sleeps for 15 minutes, takes a stroll through the grass, or plays 3 tricks on one person. On the other hand, the magic of the Dark Mountains (known as the Dooms of Light and Shadow) gives people charges for writing descriptions of recent dreams, meditating in thick shadow, or concentrating on their multiplied reflections. Each spell costs a single charge, but the power of a spell depends on the skill, experience, and mental acuity of the caster. Some spells have multiple activations per charge spent, so a single charge can often yield many instances of a single effect. For instance, the Desert of Brasss damage spell, Heart Seeking Shards, allows a caster to throw several packets that each do 1 damage to the targets torso; the number of packets the caster gets depends upon how powerful a caster they are. Another hallmark of our magic system is that there are no duplicate spells. This was very difficult to write since we have 12 spells for each of the 7 worlds, meaning 84 unique spells and 84 unique rituals. Because of thisand the way spells are learned (see Magic, Ch. 7)nearly any character can come into the game with their own unique spell knowledge. Besides magic, Forest of Doors is a bit unique in that we have what is, fundamentally, an attribute system. All characters are granted three Traits (out of nine) at character creation that give them innate abilities. This means that starting characters, even if they possess no skills (they will, incidentally), will still have several useful capabilities under their belt. Strong characters can perform feats of strength once per day and use heavy equipment; Agile characters can dodge an attack once per day and use offhand weaponry; Charismatic characters are able to charm their way out of difficulties and are especially good at social skills; Attuned characters have the ability to detect magic automatically, and they can resist a magical effect once per day...and the list goes on. Characters can

3 increase their three traits to higher levels, and they may even purchase a single additional trait, though it is limited to level 1. In addition to the abilities granted by Traits, we allow every character to use nearly every weapon in the game. If a character is fighting and has their weapon broken by some effect, they can stop and pick up any weapon around them if they want and wield it against their attackers. Note, however, that characters who purchase skills for weapons receive abilities that make them much more capable combatants than unskilled novices. As far as background settings are concerned, we offer a lot of potential choice, each one either a completely original setting, or a classic fantasy trope given a fresh look. We offer the traditional feudal European-style world (Realm of Castles) for those who want the high romance, politics, and easy-to-find-costuming of traditional knights-and-dragons style fantasy. We have the Desert of Brass, which takes as its inspiration mythical Arabia. We also have settings which are quite strange, such as the alien and mystical world of Undersea, or the bizarre, steampunk-inspired Goblin City, which is an underground world of stone, flame, and iron. The Empire of Perfect Unity explores the themes of a fantastic version of ancient imperial China, with an emphasis on order and harmony. We want to present a game that is deeply personal in intricate ways. Our ritual system, the actions of our NPCs, and the attention to character history and background will make this one of the most personal games around. We as game masters thrive on small moments of personal roleplaying. Have no fear, though; FoD is not all high-emotion and talky drama: we also love action! Boffer LARPing is a high action genre, and we intend to exploit that to its fullest. Ultimately, like every game, we just want to have a good time with our players.

Part 2:

Safety

Knowing how to heft a shield, swing a sword, or shoot a bow will no doubt come in handy. Knowing how to do all of this safely, of course, is of primary importance.

Lightest Touch Forest of Doors is a boffer LARP, meaning physical combat is acted out in real time, with combatants actually striking each other with padded weapons, running about, and throwing things. Because of this, combat safety is paramount. FoD uses a "lightest touch" system for combat; both players and NPCs may only swing as hard as is necessary to contact their opponent. Excessively hard swings are not permitted, and if a player or NPC is repeatedly warned enough times about the strength of their swings, they will be pulled from combat; in some cases, permanently. In a similar way, spell packets, thrown weapons, and especially bows must be used with as little force as possible to get the job done. FoD uses real bows with padded arrows, and even though the poundage on our missile weapons (30 lbs. for bows, 25 for crossbows) is quite light, they are still dangerous if used without care. In order to use a Bow or Crossbow, a player must be Bow Certified by a qualified marshal. This process only takes a few minutes, during which the marshal will go over safe distance, draw strength, safe targeting, shot choice, etc. Bow certification expires at the end of each season, so archers must take it every year. Bows tend to pose a higher safety risk than other aspects of LARP combat, so we are quite strict about their use. For more detail on weapon construction, see Chapter 10. Legal Target Areas The only legal target areas are the Arms (from just past the wrist to the shoulder), Legs (from ankle to waist), and the Torso (back, side, and front). Hands, feet, groin, neck, and head are all illegal targets; any weapon of any type that strikes someone in one of these places does absolutely nothing. Spell packets, however, take effect wherever they hit, but if they actually take someone out of a fight (because of pain) due to the strength of a throw, then they also do nothing. Note that if you consistently target the head with spell packets, you are going to get pulled from combat. Strengthing As an extension of the "lightest touch" approach, players are not allowed to force an opponent's weapon/shield out of the way by sheer strength. Also, if two combatant's weapons become "locked," they must immediately disengage with as little force as possible. It is permissible to strike an opponent's weapon on purpose, in order to disrupt their line of attack (or what have you), but you may use no more force in doing so than is allowable in striking a player. Physical Contact Foam weapons, padded arrows, and birdseed spell packets are the only things players and

5 NPCs can use to make physical contact with others, in combat. No wrestling, punching, shield bashing, or anything remotely like this is allowed. In fact, players may not "crowd" other players, meaning that one should only get as close to another combatant as is necessary to contact them with your weapon; this means that the wielders of small weapons can get closer than the wielders of larger ones, but only within reason. Now, of course, combat is combat, and people crowd accidentally all the time, but they should move to a safe distance whenever possible. If someone stops moving when you are pressing an attack against them, you must stop moving, as well. Charging NEVER run full speed at an opponent. Our official rule is that you can run at someone up until you get 15 away from them, at which time you must slow to a walking pace. Combat injuries are most often a result of charging and falling, and we are very strict on this rules enforcement. Shield Use There is a particular tendency for the users of larger shields to use them to crowd in on opponents; this is not acceptable. Your weapon determines how close you can get to an opponent, not your shield. Even so, shields are quite powerful in FoD; because we don't allow "machine-gun" attacks, full-strength swings, raking, or headshots, a shield functions more like a forcefield. As such, you cannot crouch behind a shield such that you reduce or eliminate the exposure of legal target areas (a venerable concept in LARP circles known as "turtling"). Attack Speed FoD is not a speed game, where you ignore defense in order to put up damage numbers on someone, "machine-gunning" as fast as you can. In fact, we have a "one attack per second rule," which means exactly that: you may swing your weapon (to attack) no faster than once per second. Of course, in the heat of combat, adrenaline runs high and people move fast, but if you notice your attacks starting to speed up to unacceptable levels, then slow them down. A good rule of thumb is to make attacks at a slow enough speed that you could say an intelligible tagline before you hit. Although we do allow and encourage the use of two weapon combat, this option does not, in any way, negate the one second rule. The one second rule does not apply to feints and other maneuverings; it only applies to actual attacks. Frankly, fights that have a slightly slower pace, with attention paid to attack distance, speed, and force, are just inherently more tactical than a berserk free for all. But make no mistake; things are going to get as chaotic, frenetic, and scary as combat should be, in any case. Weapon Safety FoD uses melee weapons constructed out of PVC pipe or fiberglass kite spar, which is then padded with 5/8" thick, closed-cell foam pipe insulation, with the addition of a 2" open-cell thrusting tip. The pommels of weapons must be covered in 5/8" closed cell foam that extends past the core by at least 1/2", and Close Weapons, which are used for

6 Subdual, must have an additional 1" of open-cell padding. Thrown weapons must be constructed entirely from closed cell and/or open cell foam; they also may not have any sharp, hard, or narrow edges or points. Arrow construction is detailed in Chapter 10. "Flat blade" and Latex weapons are not expressly forbidden in FoD, but we will take them on a case by case basis, for weapons constructed with these two methods tend to vary wildly in safety and quality. Latex swords, in particular, are notorious for having unsafe thrusting tips (European LARPs use Latex weapons almost exclusively and they generally disallow thrusting: we dont), so keep this in mind. All weapons must be safety checked by a marshal before each and every event, with no exceptions. Anyone found using an unsafe weapon will have it immediately removed from combat; repeated infractions will result in being pulled from combat and being officially warned. Holds If you hear HOLD! called, immediately stop what you are doing and take to one knee. This call means that a safety issue has come up, an important clarification needs to be made, or a special, plot-based event is going to happen. Any player is authorized to call a hold if they think a safety issue is at hand. Do note that players should avoid calling them excessively, however. Holds are ended after all issues are resolved, with a designated party loudly and slowly calling 3, 2, 1, LAY ON! As a point of advice, using hold as an in-game command is not a very good idea, for this can lead to confusion. Stop! or Wait! are better options. Out of Play If a person is wearing a white headband or if they have a weapon/clenched fist resting on their forehead, they are out of play. Those who are in play cannot see or interact with people who are out of play, and most certainly cannot attack them. Players should only go out of play for very good reasons, such as trips to the bathroom or to track down plot for important rules/game questions. Medic A medic call demands an immediate Hold, and represents a REAL medical emergency. Do not call for a Healer (as this is an in-game term) if a real emergency is at hand, and vice-versa. Orange Headbands Characters wearing bright orange headbands are Non-Combatants; you may not engage them in combat, as a result. Please see chapter 10 for our Non-Combatant policy.

Part 3:

Basic System

Combat is a fact of life in the Forest of Doors, as it is in most of the eight Gateworlds. It is easy enough to pick up a weapon and start wading into battle; it is difficult, however, to do it such that you survive the attempt.

Damage and Wounds Forest of Doors uses a wound location system along with a simple point system derived from vitality, armor, and/or protective spells. Essentially, a character totals their level of Resilience (armor + protection + vitality) to arrive at a number of hits they can normally take. Any attack that hits a legal location takes off points of Resilience equal to its damage. If a character is struck by an attack that does more damage than their remaining Resilience, they take a wound to the location that is hit. Most weapon attacks will do only 1 damage, which will give you a sense of the scale of points we are talking about; it is quite unusual for a character to have more than single-digit Resilience, to be more specific. A wounded arm is unusable, a wounded leg means you must take to your knees and can only move by crawling, and a wounded torso means you are Critical (dying). A wounded limb that is hit again causes the character to take a Torso wound directly, as do three limb wounds in any combination. Weapon Use and Types Except in the case of Heavy and Giant Weapons, which require the Strong trait in order to use, and Thrown Weapons, which require level 1 in the appropriate skill to employ, any character can use any weapon. All weapons do the same amount of damage for normal attacks (1 point). A good rule of thumb is that if no "tagline" is called, the damage is 1. We allow both striking and thrusting with most weapons in FoD, with the following exceptions: Spears are thrusting only; Axes, Maces, Clubs, and Hammers are striking only. A Staff can be used to strike or thrust, and can also be used one handed, though only for defense in the latter case. No shield besides a strap-on buckler can be wielded while using a staff, nor can any offhand weapon be used with one. When attacking, "hafted" weapons (Maces, Hammers, Axes, Spears, Halberds) must strike their targets with the head of their weapon; haft hits do not count as legal attacks.

8 Prowess Combat skills grant characters the ability to do extra damage, parry incoming attacks, and many other special techniques. For each level a character has in their highest combat skill, they have that much Prowess available. Prowess is automatically refreshed after 10 minutes of rest (i.e. no combat, no running, and no spellcasting). Though Prowess is based upon a characters highest combat skill, the abilities available to them are dependent upon the weapon(s) they are currently using, except with Dodge, which may be used regardless. Each ability, when used, costs a variable amount of Prowess. A universal rule, which applies to magical attack taglines AND combat abilities, is that only one tagline can be called with any attack. In essence, we avoid "stacking" effects in FoD wherever possible.

Chapter 2

Settings

Forest of Doors, at its heart, is a multi-genre game. Although the central settingthe Forest of Doors itselfis of primary importance, the eight homeworlds are very influential. Presented here is a breakdown and description of all the settings, but note that the actual Setting Packets (each offering extensive background and style details) are given out to players after they create characters from a particular world. Please see our Contact Page in Chapter 10: Resources, for where you may direct questions along these lines. The Doors As a new character, you will likely come into play through one of the various and unpredictable Doors which have recently started appearing in the homeworlds. The mechanics of the doors are a complete mystery to everyone, as is their frequency of appearance and general reliability. Doors can simply be actual, physical doorways out in the forest, or they can be invisible portals which appear under overhanging branches, or they may be a tunnel into the ground, or found in the arc of a waterfall, etc. Do note, that although we imagine that many characters will have the initial goal of getting back home, this is not too terribly difficult to achieve. To be blunt, though, the game is the Forest, not the eight worlds, so it would be a good idea to think of a motivation to stay in the Forest of Doors. The answer to the question, Why would my character stay here? is, of course, Why would your character stay here? We have confidence that the mysteries of the Forest will be rich enough to keep your character (and you!) interested in staying in this strange world. Without further ado, here are the listings for the homeworlds themselves:

10

The Dark Mountains


What is known of the Dark Mountains is that they are a massive chain of craggy peaks upon which the sun never rises. The terrain in this terrible land is harsh and forbidding, and the valleys between the mountains are the only habitable places. Civilization does exist in this world, but it is a civilization controlled entirely by the six Dark Lords who wield sorceries of terrifying power. The Dark Lords have divided the mountains amongst themselves, and in their own demesnes, their power is absolute. Each lord has the ability, through various fell means, to coax life and sustenance from the sunless land: sustenance for which their subjects pay a terrible cost of blood and fear. Each of the Lords sits in their stone keep, brooding and plotting against their brethren, while dreaming of new cruelties to inflict upon their land. The people of the Dark Mountains are largely complacent, as they depend on the Dark Lords for their very lives. Dissention is punished with swift and brutal death at the hands of the Dark Lords silver-masked enforcers, known as Praetors. Flanked by cadres of walking dead, the Praetors word is law amongst the illiterate and fearful peasantry. Recently, however, a glimmer of hope has flickered across the land, as one of the Praetors returned from beyond the mountains, speaking of a place of light and hope. This Praetor has cast off his servitude, drawing to himself rebels who call themselves the Seekers of Dawn. "Even in darkness," these rebels say, "the stars remember light." In the Dark Mountains, magic is illegal for all except the Dark Lords and their Praetors. The Dooms of Light and Shadow, as the style of the world is known, focuses on the interplay between light and dark; six of its spells manipulate shadow, while the others turn towards the light. The rituals of this discipline generally involve abstraction, such as meditating in darkness or light, reciting the aspects of the Dark Lords, recording dreams, or contemplating reflections. The Dark Mountains are cruel, and people who claim descent from this world are gifted survivalists. Travel from one settlement to another can turn into a deadly proposition under the starless and unending night. Every child is expected to know the basics of Survival, and thus characters from the Dark Mountains receive a reduced cost for this skill. Bodies are treated with the utmost care in this terrible place, for as the living serve their Lords in life, so they will serve them after death. The Dark Lords and the Seekers alike employ skilled physicians, and even peasants are expected to be able to staunch bleeding if it becomes necessary. Thus, characters from the Dark Mountains receive a reduced cost for Healing. In addition, the rebelsforced to use whatever weapons they have at handhave developed a cunning fighting school based around the staff, called the Hidden Justice Style.

11

The Desert of Brass


The Thirty-Three great Djinnsspirit beings of vast elemental powercreated the Desert of Brass as an immense expanse of windblown sand, surrounded on all sides by an ocean that flows off of the very edge of the world. Here is a land where the sun does not set; instead it transforms itself into the moon at the fall of night. Island chains surround the borders of the desert continent, and nautical explorers constantly seek out new treasures, despite the strange beasts that roam these places. Humans in the Desert of Brass live in wondrous cities powered by arcane might and mechanical ingenuity. Positions of power in their society are given over to magic users, and all leaders are expected to be scholars first and foremost. Everyone can read in this civilized land, and most of its citizens live in comfort and safety. Merchants travel the world, explorers seek new locations, and magicians quest for power, but, despite all of this, many feel that the world has grown stale and complacent, and that humanity has nothing to learn anymore. The magicians of the Desert of Brass practice a style known as the Naming of Things, for the Djinn gave mankind the ability to name the things of the world, setting them into form. The magic is focused on the subtleties of knowledge, truth, and history. However, this school has more obvious sorcerous effects such as the bringing of disease, transformation into wind, and prophesying the future. The rituals of the Naming of Things focus on recitation, scholarly argument, and intricate patterns. In a place where everyone is well educated, even common folk have their own pet theories and areas of research. Thus, citizens of the Desert of Brass receive a reduced cost for Scholarship. Metal is very common in the Desert (including the mythical Sky-Metal which falls at the whim of the Great Djinn), and machines of all types abound. Citizens of the Desert of Brass receive reduced cost for Tinkering, as a result. Finally, its warriors have developed an esoteric combat form that focuses on throwing knives and elegant, flowing movements, known as Sky-Cutting Style.

12

The Empire of Perfect Unity


The Empire of Perfect Unity is a grand civilization bound together by the desire for order and harmony: a vast domain defined by a massive, towering wall that runs in an unbroken line across its entire northern border. To the South of the wall, in the Empire proper, everyone lives according teachings of the legendary Philosopher, Wong Fei. The teachings of this revered scholar demand conformity and social responsibility above all things. Indeed, social order within the Empire is rigidly enforced by warrior-judges known as Justicars, who also station members of their elite orderthe Stone Lionsat the gates of the wall itself. Those who don't fit in, and especially those who challenge the established order directly, are simply cast out. North of the wall lies barbarians who reject the philosophy and rule of the Empire. These informally structured settlements are inhabited by exiles and the descendants of those who left the Empire. In recent years, a rebel group known as the Red Hand invaded the Empire and fomented a successfulthough ultimately briefrebellion. Incredibly, the pretender the rebels crowned as Empress eventually accepted the wisdom of the Philosopher, abdicating her bloody throne in favor of the old order. Now, the Empire has returned to its old ways with renewed fervor. Wong Fei is said to have pioneered the Thirteen Harmonious Changes, as the magic of the Empire is known. For those outside the Empire, the Changes themselves can be learned in any order, but within the Empire only specifically licensed individuals are allowed to use magic, and even then they must learn the spells in a specific order, depending upon their status, else they face exile. The Empire's magic focuses on preservation, protection, and order, and is grounded on fundamentally humanist principles (as are the teachings of the Philosopher). The rituals of the Harmonious Changes focus on quiet contemplation, the creation of organized systems, artistic expression according to culturally acceptable standards, and, fundamentally, law. The people of the Empire of Perfect Unity reject conflict and seek doctrine over freedom. Every citizen knows the works of the Philosopher, and every person is knowledgeable about the pastat least the accepted accounting of the past as taught in the Empire's many schools. As a result, characters from the Empire of Perfect Unity receive reduced cost for Scholarship. Furthermore, the people of the Empire focus their lives on fitting into a system and making that system work for them. The citizenry instinctively understands the flow of organized economics and bureaucracy, and thus they receive a reduced cost on Mercantile. Warriors from the Empire of Perfect Unity use an ancient long sword techniqueperhaps older than the empire itselfknown as the Scholar's Sword Style, which focuses on deceptive counterstrikes and effortless, almost dancelike movements.

13

The Enchanted Glade


The Enchanted Glade is a wondrous and magical land, surrounded by green forests and clear streams, and it is the place where Fairies make their home. Fairies come in all shapes and sizes, from the littlest Pixies who live in the Tiny Thicket, to the towering Brownies, each large enough to ride a Hedgehog (though that would be quite rude, of course, as hedgehogs are the most polite and dignified of creatures). Fairies spend most of their day doing Fairy things, like dancing with voles, hiding under mushrooms, and catching dew in nets of spidersilk. Sometimes, a most mischievous Fairy will taunt the Angry Old Badger, hoping to draw him from his Run, while a clever fairy might trick Foolish Toad out of his sugar cakes, which he selfishly guards. The most serious of Fairies, almost all of them Brownies, live in the Big Tree, which is the center of the Enchanted Glade. Everyone else, however, makes their homes in trees and under toadstools, in the grass caves of the Sand Flats, or in huts along the Misty Pond. Most of the little ones who live in the inner glade know each otheror know of each other though there are strange Wild Fairies who live out in the great grasslands and don't come into the forest much. Yes, Fairies live uncomplicated lives of whimsy and fancy: as Gentle Glasswing says, "Fairies live forever, but only care about Today." Or, at least, Fairies used to lead uncomplicated lives...until the Rats came. Deep in the southern woods, one fateful night, a great army of horrible, chittering rats came to attack the Fairies of the Enchanted Glade. Though they were driven back, the Rats make periodic forays into the Glade, seeking to capture little ones for their terrible Rat King. No Fairy taken by the Rats has ever been seen again. Fairy magic is known as Woodsong and Moonsecret, by those few who bother to name it. This magic school is fanciful, focused on luck, healing, fascination, sleep, and trickery. It is not particularly well suited for combat or destruction, but still has some dangerous effects. Fairy rituals are based on singing, playing in the forest, and making tricks. If you asked a Fairy what their rituals were, however, you'd likely get a strange look, for most fairy magicians do them as a matter of everyday life...at least in the Enchanted Glade. All fairies, even the grumpiest, have great compassion for other living things, thus receiving a reduced cost in Healing. Fairies love to sing songs, dance, and play, and receive a reduced cost for Performance as a result. Fairies, as a whole, have never focused on violence or warfare, so the Enchanted Glade has no advanced fighting style. Players portraying Fairies must wear glitter and their choice of either costume wings or prosthetic "elf" ears. Fairies also have a unique mechanic for dealing with character death, as they tend to simply wake up somewhere else shortly after being destroyed, though things are a bit different for them in the Forest of Doors.

14

Goblin City
The Goblin City is a great cavern that houses millions of greenish, pointy-eared folk. It is a rocky, sunless place where buildings and roads are all that can be seen. The cavern is spherical, with gravity pulling objects away from the center. Great machines give the city life and produce strange finished goods for the consumption of the city. Most every Goblin is employed by the owners of these machines, and each is paid a wage for their attention to the great engines. Coal and iron are ubiquitous in the caverns below, fueling an ever-expanding industry that chokes the city with smoke. Goblin culture is cynical and urban. Their clothes are mostly manufactured, and they have buttons to fasten their clothes to their bodies. Their machines can churn out thousands of identical products every day, and they live off of highly processed foods which are placed into metal cans that keep them from spoiling. For all their advancement, though, strange creatures known as Gremlins continuously attack the city in the hopes of silencing its great machines. Adding to the chaos, gangs and organized crime abound in the citys slums. Goblin magicians practice a school known as the Mysteries of Flame and Iron. Casters can throw living flame, conjure metal weapons, create walls of magical fire, and repair or break items. It is a style fully focused on the physical world, with effects usually tending towards rapid, explosive change. The rituals focus on destruction, fire, crafting, order, and sacrifice. Goblins hold personal labor as sacred, and they are taught upon reaching maturity the joys of craftsmanship and hard work. Almost all Goblins, from the lowest thug to the most erudite Industriarch, produces finished goods. Thus, all Goblins receive reduced cost on Craft. Goblins also excel at the creation and maintenance of machinery, with most of them toiling throughout the day upon it. Thus, Goblins receive a reduced cost for Tinkering. Some Goblins practice a double dagger style of fighting, known as Twin Fang Style, that focuses on speed and defense. Players portraying Goblins must have green veins of makeup drawn on their skin, and they must wear prosthetic ears. Goblins are innately resistant to toxins, and as a result reduce the power of any Poison that affects them by 2.

15

The Realm of Castles


The Realm of Castles is a dense, primordial forest broken intermittently by the holdings of the great nobility. These alabaster fortresses are ruled over by virtuous and beautiful Queens and their just and honorable Knights. Cities exist around these castles and safe roads pass through the wilderness, stopping at hostels and monasteries. However, beyond the civilized places lies a colossal blanket of mist that obscures the old borders of the Realm. Inside the mist lie terrible beasts, such as Griffons, Ogres, Manticores, Wyverns, and the eternally feared Dragons. Although women rule the Realm of Castles, men are expected to be great warriors to fight against the monsters of the wastes. Women are expected to be natural leaders, and citizens of the Realm believe that women are more suited to the task of ordering society. In ancient legend, the Unicorn that created humanity created men as a defender for womankind. Man was given as a gift for the first womans victory over monsters that menaced the Unicorn. The Realm of Castles has no magic style. Instead, alchemy and force of arms have flourished as a substitute. The Order of the Horn, a monastic order that focuses on good works, is the keeper of alchemical knowledge in the Realm of Castles. The Order of the Horn seeks to emulate the Unicorn by performing good works for the people of the Realm. Although they are both chaste and peaceful, they excel and brewing beer and spend evenings drinking the latest draught. Characters that are Attuned are rare in the Realm of Castles, but are not unknown. Such people are often treated as witches or wise men for their obvious connection to an unseen world. The people of the Realm of Castles are politically minded. The nobility spend evenings at parties and convocations called by powerful Queens, where power ebbs and flows. Even peasants are constantly aware of the political situation in their own Queens Holds. Therefore, characters from the Realm of Castles receive reduced cost for Diplomacy. The performing arts flourish throughout the Realm of Castles; jesters, acrobats, preachers, and musicians abound, and thus characters from the Realm of Castles receive Performance at reduced cost. Many people in the Realm of Castles serve in the military or have served in the military. Because of the ease of receiving military training, characters from the Realm of Castles receive a reduced cost for the Sword skill. Finally, there are two powerful and distinct styles of fighting that developed in the Realm. Double Soldier style uses the great sword to cleave through foes. The Noble Paladin style of combat uses a shield and a mace to fight back the monsters of the mists.

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The Rock of Storms


The Rock of Storms is a harsh, windswept archipelago in the middle of a ceaselessly stormy ocean. Thunder crashes at all hours of the day, and the cold wind cuts to a mans core. The land is never warmed by the sun and every day of life has to be pulled from the jaws of a hostile and barren landscape. It is told that the world was once ruled over by a virtuous empire, but a great king broke his sacred oath to protect the land, turning it into the horrible, storm-blasted place that it is today. The inhabitants today eke out an existence where they can within island-based clans. Although the clans may squabble, no clan can afford to make war on another, and thus they settle their differences through ritual combat, boasting games, or ceremonial trials. Honor and reputation are all that separates man from beast in this savage land, so warriors cling tightly to both. Demonic creatures stalk the islands, and the leaders of each clan are called to do battle against them, lest they repeat the mistakes of the kings of old. The penalty for weakness in the Rock of Storms is, frequently, death. The Runes of the Stormfather is the magic of the Rock of Storms, and it is practiced primarily by Skeirns, or warrior shamans. Its focus is combat and survival, with spells that heal, strengthen, or ward the flesh. Several spells require the caster to attack others in melee or draw a rune on a person or object. It invigorates fellow warriors as well as drains foes of their own physical prowess. Rituals for this style incorporate protection, matters of honor, prideful boasting, and ritualized combat. The Rock of Storms is a harsh environment where the weak perish and the strong live on. It is no place for fools or those who rely on the comforts of civilization. Thus, all characters from the Rock of Storms receive a reduced cost for the Survival skill. People from the Rock of Storms honor those with the skill to create lasting, useful items. Weapon smiths are regarded with great reverence. Thus, all characters from the Rock of Storms receive Craft at reduced cost. The greatest warriors become Wurm-Slayers, and practice a perilous style of fighting which uses twin battle axes.

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Undersea
Undersea is a world entirely encapsulated by an endless ocean. It teems with strange underwater plants and colossal versions of ordinary sea creatures. The plants of Undersea are submarine versions of plants found in other worlds. The worlds center, where most living things are found, is dominated by a whirlpool of impossibly large scale. Here, Apsara live amongst the currents in cities made to float through the whirlpool. Spirits aid the Apsara in their daily lives, giving them a life of leisure and pleasure. Apsara hold these spirits in high regard and entertain them in exchange for their labor. The Apsara themselves are tranquil folk with little emotional turmoil. Although their civilization perches upon a whirlpool that will one day destroy each of its cities in turn, they remain resolute in their pursuit of personal growth and gratification. They have no government proper, instead opting for rule by consensus. Most Apsara devote their lives to personal pleasures, art, philosophy, learning, or other deeply involved passion. Apsara have streaks of blue and silver on their skin and they prefer to wear flowing clothing. Apsara magic, known as the Currents of Deepspirit, is obsessed with spirits and the cycles that govern creation and destruction. Their style focuses extensively with spirits, both through charming them, healing them, damaging them, or bribing them. Casters can even briefly turn themselves into spirit-like beings. Its most dangerous spells instantly wound opponents or inflict them with lethal poison. The rituals focus on water, cycles of being, social interaction, and negotiation with spirits. Apsara eschew personal labor and instead attempt to make deals for whatever things they need. Apsara are shrewd in these negotiations, for every Apsara bargains with spirits on a daily basis. Thus, Apsara receive a reduced cost for Mercantile. Also, the Apsara excel at personal interaction. Their livelihoods often depend on their ability to impress, and thus Apsara receive a reduced cost for purchasing Diplomacy. Martial Apsara, called out to deal with giant sea creatures and angry spirits, practice the Blithe Lancer combat style, which uses the spear and buckler. Players portraying Apsara must wear streaks of blue and silver makeup. Older Apsara have small fish-like scales, and makeup which reflects this. Apsara breathe both air and water and seem perfectly at home on the land. As well, all Apsara are naturally hale, and if affected by Disease they reduce its power by 2.

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Chapter 2

Your Character
As a player in the Forest of Doors, you must, of course, have a character. A character in a LARP is a "role" in the sense that an actor's part in a movie or play is a role (hence "roleplaying"), except that there is no script to go by. Instead, characters have histories, personalities, and motivations that are unique to them, as created by you, the player.

Because forest of doors is a Live-Action Roleplaying Game, characters are also represented by a set of statistics and traits. A character in the Forest of Doors has traits and abilities to simulate things that they can do in this fictional world, as distinct from what you, as a player, can do. For instance, characters can wound other characters, conjure magical effects, or know things that the player does not. The rules, in a sense, are there to allow characters to do heroic and powerful things that their players cannot, either for safety reasons or because they arent possible in the real world. The steps of character creation are relatively simple. First, you must come up with a concept for what the character will be. Second, you choose Traits that fit the characters natural capabilities. Thirdly, you choose the skills that the character is capable of. Fourthly, you calculate your characters Mastery (magical power) and Prowess (combat power). Lastly, you create a history for the character to flesh it out and give you a distinct role to play in the game.

Step 1: Character Concept and Home World


In this step, you choose what you want to play and what world your character hails from.

Character Concepts
A character concept is the central idea for what you would like to portray in game, and it should be something that can be summed up fairly easily. Remarkably good characters can develop from very simple, concise concepts such as Merchant or from something as complex and multi-layered as Faithless Imperial Executioner." Your concept will govern how your character acts, what their abilities will be, and what stories they will get involved in. To a great degree, your concept will define your experience once you are in game, so it is important to put a lot of thought into it.

19 There isnt a specific measure of what makes a good character concept, but there are a few common threads that separate the good from the bad. Good character concepts fit the player; they draw on the players skill, interests, and capabilities. A character that requires skills a player doesnt have will never be as successful as a character that draws on a players capabilities. A player who cannot memorize a spells verbal incantation shouldnt be a magic user, nor should a player who cannot dance play a belly dancer. More importantly, if the character doesnt represent anything the player is interested in portraying, then boredom will ensue. It is important to remember that your character should be someone you can play for a long period of time. Character concepts based around single jokes, gimmicks, or tricks should be reconsidered. These things often lose their appeal after a few games, leaving the player bored and everyone else underwhelmed. It really goes without saying, but your character concept should be solidly rooted in the setting. Although Forest of Doors is a game that welcomes many different styles of fantasy roleplaying, there are a lot of things that are simply inappropriate. All characters must be from one of the eight home worlds, as an example. A character doesnt have to be a typical person from a particular world, of course, but they have to be from there. Frankly, a character that is appropriate to the setting will likely find more adventure, story, and roleplaying opportunities than character that is out of place in the setting. Concepts that involve the character having already lived a life of adventure or nearing the end of their life are not appropriate. The reason why characters are given the traits and abilities they have is because they are talented individuals beginning their grand adventure. Characters who were veterans, great leaders, elder magicians, or other concepts which involve being old and/or powerful should be avoided. In time, characters can become these things, but it is inappropriate for characters to start this way. It may be clich, but it is especially true in FoD that the journey is more important than the destination. Certain concepts are expressly forbidden. No player character is allowed to have traveled to any other world during their life, nor can they have met people who have traveled to (or are from) other worlds. The characters adventure into the Forest of Doors is considered their first travel into another world. The gates to the Forest of Doors only began to open six months prior to the start of the first game, and there are no direct doors between the home worlds. On a related note, this is why the magic styles of other worlds are expressly forbidden to characters at character creation. Player characters in the Forest of Doors must also be heroic, although not necessarily perfect. Characters that are distinctly evil are not really appropriate for this game. Your concept does not have to be a virtuous follower of the straight and narrow, however. The world works in shades of grey, and player characters need be no different. Lots of petty criminals, lowlifes, and shady figures seek the Forest of Doors as a refuge, and these types are acceptable player characters. Characters that cross over into outright evil, however, should be avoided. Characters who become too corrupt will face prohibitive ingame consequences; as well, because of our focus on heroic fantasy, players are simply

20 going to need each other to survive. Just because we frown on PvP violence does not mean things will be easy! If you just want to fight against player characters, we suggest you ask to become a full-time NPC. To put all this really simply, Falstaff = Good concept, Iago = Bad concept.

Home World
Your characters home world will have a profound effect on them in terms of cultural assumptions, personality traits, and their reaction to their new situation. It will also, from a purely systematic perspective, alter how many character points they spend on certain skills and which style of magic they can begin the game with. Most concepts will clearly be more appropriate for a particular setting, but if you have trouble deciding on which world your character will be from, just choose the one that you find most interesting. The costume you want to wear (or can tolerate wearing), your character's philosophy, and the magic style (if any) you want to practice should all be considered. Note that characters from some of the worlds do have specific makeup requirements, though these are balanced by certain advantages and resistances. Fairies, when slain, simply return to life having forgotten the circumstances of their own death. Goblins, hailing from a polluted world of industry, reduce the power of any Poison effect against them by 2. The flesh and organs of Apsara share in the incorruptibility that spirits possess, and thus reduce the power of all Disease effect against them by 2. These reductions make Apsara and Goblins immune to Disease and Poisons (respectively) with a power of 2 or less. Home World The Enchanted Glade (Fairies) The Goblin City (Goblins) Undersea (Apsara) Makeup Requirement Advantage

Glitter + Pointed Ears or Automatic resurrection Prosthetic Wings Green veined skin + Pointed Poison Reduction 2 Ears Blue and Silver Patterned Disease Reduction 2 Skin

Common Character Names


This is a selection of names and naming conventions common to each of the worlds. Feel free to create a name that is different from those listed below, but note that inappropriate or out-of-setting names will not be accepted. Dark Mountains Male: Cassius, Emil, Florin, Marius, Octavian, Quentian, Sorin, Urban, Victor, Vlad Female: Andrea, Antonia, Aurelia, Claudia, Fausta, Ioana, Justina, Secunda, Valeria, Viviana

21 Desert of Brass Male: Abbas, Abdul, Abu, Aziz, Dawud, Fahim, Farouk, Gofar, Haji, Hassan, Hosni, Hussein, Jabar, Jamal, Kamal, Khan, Nasser, Omar, Rasheid, Saeed, Sharik, Usman, or Zulfakar Female: Adara, Aya, Badra, Farah, Ghydah, Hannah, Intisar, Jallah, Kalilah, Lama, Maha, Mariam, Munirah, Nadia, Naja, Nasira, Numa, Rana, Rihanna, Ruwaydah, Sammah, Talibah, Umaydah, or Yasira Empire of Perfect Unity Male: Bo, Chan, Chen, Chung, Ho, Hsin, Jin, Li, Manchu, Ming, Shen, Shing, Sun, Wang, Wen, Yuan Female: An, Bo, Chow, Chyou, Genji, Guan-yin, Heng, Hua, Jin, Jun, Lian, Lien, Mee, Mingmei, Sun, Tao Goblin City Male: Albert, Alexander, Bruno, Dietrich, Edmund, Gerhardt, Hans, Hermann, Heinrich, Johan, Mathias, Michael, Otto, Sigmund, Tobias, Viktor, Wilhelm Female: Abigail, Beatrix, Claudia, Edda, Gabriel, Hilda, Ingrid, Isabelle, Katarina, Magdalene, Nina, Rebekka, Salome, Sibelle, Ursula, Veronika Realm of Castles Female: Anne, Diane, Laurente, Florymonde, Charlotte, Isabeau, Louise, Rachel, Barbe, Anthoinette Male: Charles, Guillaume, Marc, Simon, Bernard, Raoul, Quentin, Isaac, Emory, Pierre Rock of Storms Male: Agnar, Bjorn, Eirik, Glum, Harald, Kol, Leif, Magnus, Osvald, Sven Female: Arnora, Dalla, Gunnhild, Helga, Ingrid, Matilda, Runa, Sigrid, Thora, Yrsa Undersea Male: Apsarvati, Havati, Gnavati, Artivati, Vathrivati, Uvati, Jhorvati, Sastharvati, Swavati, Ghormivati Female: Oorvasi, Matravasi, Buvasi, Amparvasi, Lavasi, Jhintorvasi, Kalvasi, Agnivasi, Rhashavasi, Parmavasi

Step 2: Traits
(Note: Forest of Doors uses point-based character advancement, along with a unified Trait and Skill system. Simply put, characters will earn character points at the end of every event, and these can be used to increase their abilities directly). In this step, you choose three Traits that fit your character. Traits are the natural attributes of your character, and they each grant a number of abilities. All of them have activated powers that can be used once per day, as well as

22 passive abilities that are always "on." Increasing a Trait multiple times allows you to use activated powers (called Feats) more than once per day, while also increasing its passive bonuses. Traits are divided into Mental Traits (Learned, Perceptive, Willful), Physical Traits (Agile, Strong, Tough), and Spiritual Traits (Attuned, Charismatic, Empathic). Descriptions and explanations of the Traits can be found in Chapter 3. Every character begins the game with three different Traits of their choice. Later, either after an event or later in the character creation process, these first three Traits can be increased by spending character points on them. Should you desire it, you can also buy a single level in a fourth Trait during these times. This bonus Trait cannot be increased beyond its basic level, however.

Step 3: Skills
In this step, you get 30 character points to spend on Skills or Traits. Skills are divided into three types: Combat Skills, General Skills, and Magic Skills. Combat Skills give characters special abilities they can use with a specific weapon type. Although every character can pick up and wield most weapons, only a character who has a Combat Skill for a specific weapon can do combat maneuvers with it. General Skills give characters abilities related to a specific discipline, such as Craft or Diplomacy. Magic Skills are divided between the seven schools of magic (one for each world that uses it), which give access to spells and rituals, and Occult, which grants more generalized magical abilities. Descriptions and explanations of the Skills can be found in Chapter 4. All Skills have a buy-in cost, which is simply the cost to purchase it at level 1. This initial cost can be higher or lower depending on the complexity of the Skill, ranging from 5-20 CP. Characters receive reduced (-5) buy-in costs for certain Skills depending on their home world: See Chapter 5: General Skills for details on this. All Skills progress at the same rate beyond level 1. Specifically, you simply multiply the skill's current level by 5 to arrive at the cost to increase it to the next level. For example, Level 2 in any Skill costs 5 character points and level 3 costs 10 character points. Skills can be increased as high as the player wishes, as long as they have the character points to spend. Because Skill costs are the same price at character creation as they are in game, players should not feel pressured, during this stage, to buy every Skill they think they need; as their character matures, they can always branch out. Traits may also be increased at this stage of character creation, though they are much more expensive than Skills: you must spend 15 x the Trait's current level in CP to gain the next one (Trait 2 = 15cp, Trait 3 = 30cp, etc.). Like skills, Traits are not explicitly limited in how high they may be increased, but anything over level 3 in a Trait is quite unusual.

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Finally, you may also buy a fourth Trait (known as a Bonus Trait) for 20 character points, but this Trait can never be raised beyond level 1, as it represents your character training themselves in an area in which they have no natural ability. We recommend you attend a few events before deciding on a bonus trait...you only get one, after all.

Step 4: Mastery and Prowess


In this step, you calculate your Prowess (which allows you to perform combat maneuvers) and Mastery (which rates the power of your spells). If your character has no Combat or Magic Skills, then you can skip this entirely.

Prowess
Prowess is spent to fuel combat maneuvers. A characters maximum Prowess is equal to their highest Combat Skill plus their level in the Strong trait, if any. Characters begin each game with their maximum amount of Prowess, but it is also restored after 10 minutes of rest. This means characters can begin most encounters with a full pool of Prowess to draw upon.

Mastery
Mastery is a measure of a characters magical power. Every spells strength is governed by the casters Mastery. For instance, the spell Heart Seeking Shards (from The Naming of Things school) gives the caster their Mastery in packets that do 1 damage when they hit a target. A character with a Mastery of 4 would have four packets every time they spent a Charge on this spell (more on the Charge system later). Mastery is equal to the characters highest School of Magic, plus any levels they have in the Willful trait. Also, the Occult Skill grants an additional point of Mastery at levels 1, 3, and 5. For more detail on the spells available please see the Chapter 7: Magic.

Step 5: Character History


Every character has a history. Even though each world may have a different accounting of time, no character is without a story of some sort. A character history will help to give a sense of depth, as you will be able to speak of where you are from in game, and what your life was like before you came to the Forest of Doors. A history also sets the tone for your characters current circumstances; even if they are no longer in their home world, the events of their past will likely have an affect on their new life. To put it bluntly, your character history will often dictate some of the story lines you can get involved in. Take some time and write a character history, but remember that brevity is the soul of wit: one page should be enough. We recommend that you read the Setting Packet for the world your character comes from before setting your history down. This will give you a

24 detailed background on the world, allowing you to hook yourself into storylines already present in the setting. Also, as if writing the background wasnt reward enough in itself, we offer additional character points upon its completion. After the end of the event in which we receive, and approve, your character history, you receive an additional 5 character points.

Character Creation Quick Reference


Character Concept: come up with a concept for your character, and decide on which realm they will be from. Character Traits: choose three traits for your character Skills: purchase your skills o Weapon Skills have varying buy in costs which can be found in Ch. 6 o General skills have a buy in costs of 10 points, unless it is a skill your home realm has an affinity with, in which case it cost 5 points o A starting character can only have a magic skill from their home realm, the first level of which costs 10 character points o Each level of a skill above its second costs 5 character points times the current level Prowess: A characters total Prowess is equal to their Highest Combat Skill + any levels of the Strong Trait they have Mastery: A characters total Mastery is equal to the level of their highest school of magic + any levels of the Willful Traits they have + any bonuses they receive from the Occult Skill Character History: write a brief character history.

Character Advancement
Every event you attend will earn your character 10 CP, regardless of the length of the event. After particularly harrowing events, or those which involve the resolution of MAJOR plot points, you may earn even more. Earned Character Points are treated in the same manner as starting CP: they can be spent on skills and traits at their listed rates. Expenditures are submitted on our web-based post-event form, up to two weeks after an event.

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Brownie Points
Players who perform services that help the game receive Brownie Points. Brownie Points can be redeemed for discounts on events and for limited in-character perks. Players can obtain Brownie Points by purchasing requested items for the game, performing extra time as a monster/NPC, doing some extra cleanup, or creating props. Players Earn Brownie Points at the Following Rates: 1 per hour of labor performed for the game. This includes tidying sites after events over and above cleaning up after themselves, creating props, and performing other services for the game. A director or marshal needs to be present to document the service performed. 1 per $10 spent on materials requested by plot. This includes props, prop making material, tags, and other sundry items requested by the game. Receipts must be included. We of course accept donations gladly, but we give out brownie only for requested materials. 3 per day of monstering. This means monstering a 1 day event yields 3 Brownie Points, a 2 day event yields 6 Brownie Points, and a 3 day event yields 9 Brownie Points. Monstering players may opt out of earning brownie in exchange for event coupons at a rate of one event coupon per day of the event spent monstering. Event coupons may be redeemed to give a free day of play for an event. In order to earn Event Coupons, the player must Monster for the entirety of the event. 1 per 3 hours of required monstering. Although 3 hours of monster time is required of all players at 3 day events, we still offer Brownie Points to those who perform it. For each additional hour the player monsters beyond what is required, they get an additional Brownie Point, up to a maximum of 3 Brownie per day of the event. Players May Redeem Earned Brownie Points For: 5 additional character points, per character, at any time. These points are offered at a rate of 3 Brownie for 1 CP. 1 bonus CP, at the end of any event, for 3 Brownie. If a player misses a game completely they may purchase up to 4 Character Points in this manner. Players cannot purchase Character Points for more than 1 missed event in a row. A single downtime action for 3 Brownie Points. This functions exactly like any other downtime action. Players may only purchase one downtime action per event. A suite of downtime actions for 5 Brownie points, for any missed event. A free day of play for 5 Brownie. This discount can only be applied to a single day of play and cannot be used more than once at a single event.

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Chapter 4

Traits

Traits are natural attributes which gift your character with various special abilities; every character gets three traits of their choosing during character creation. Each trait has a number of "times per day" activated abilities, as well as passive abilities that are always in effect. The traits are split into three groups, with three traits in each group, and are listed below. Like Skills, Traits may be increased by spending Character Points, but while Skills increase gradually in cost (5x current level), Traits become quite expensive, quite quickly (15x current level). At higher levels, however, Traits grant extremely powerful, character defining abilities. Although characters may increase their traits freely, with no theoretical upward limits, they may not readily purchase new traits. The only exception to this rule is that a character may, once and once only, buy level 1 in a single Trait of their choice. This Bonus Trait costs 20 CP, and may never be increased beyond level 1; it represents a character dedicating themselves to development in an area in which they have no native talent. We recommend that players wait a while to buy this trait, as it is a significant step in your characters development and cannot be undone. Physical Traits Strong Tough Agile Mental Traits Learned Perceptive Willful Spiritual Traits Attuned Empathic Charismatic

Power and explosive speed Health, endurance, and physical resistance Dexterity, balance, and grace

Knowledge, insight, and understanding Awareness, intuition, and quick thinking Resolve, control, and sense of self

Magical resonance and sensitivity Emotional and spiritual connection Personal magnetism, presence, and charm

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Physical Traits Strong


Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Prowess = Trait Level + Highest Combat Skill Feat of Strength: 1/day, Capable Feat of Strength: 2/day, Hand-and-a-Half Feat of Strength: 3/day, Heavy Arm Greater Feats of Strength, Mighty Heroic Feats of Strength, Titanic Legendary Power

Prowess : A character's base Prowess level is equal to their level in this trait, plus the level of their highest combat skill. Feats of Strength : By focusing their physical power, a character may spend a feat of strength to... ...call a Power Strike 2 for 1 melee/thrown attack. ..."lift" and "carry" a body at full speed. ...attempt to hold a barrier closed against several foes ...attempt to break a simple lock, called as a loud 3-second count. ...break free of Bind, Shackle, or Slow effect with a 3-second count. ...resist a Knockdown effect, or instantly remove the effect from another. Unless stated otherwise, Feats of Strength abilities are called as "Feat of Strength." Feat of Strength-based Power Strikes do 2 damage or use the highest PS the character may call with the weapon they are wielding. Heavy Weapons and other Power Strike enhancers all modify this ability, as normal. Breaking a Bind, Shackle, or Slow effect is called as "Strength 1, Strength 2, Strength 3," over the course of 3 seconds. It takes 3 FoStrength delivered within 1 minute to break most simple locks. Capable : A character with this ability may use heavy armor and weapons, as well as large shields. Hand-and-a-Half : This ability allows a character to use heavy weapons in one hand, without restriction, though they lose their bonus Power Strike damage while doing so. Heavy Arm : This ability extends the power of Hand-and-a-Half, allowing a character to use heavy weapons in one hand without losing their bonus to Power Strikes.

28 Greater Feats of Strength : This ability increases both the scope and the power of all feats of strength called by those who possess it. A character with this ability improves their Feats of Strength such that they may spend one to... ...call a Mighty Blow for 1 melee/thrown attack. ...call a Parry with a melee weapon. ...apply a standard break effect to a handheld object, after 3 seconds of concentration. ...hold a door against several foes, even if they call Basic Feats of Strength. ...break a Simple Lock or attempt to break a Complex Lock with a loud 3-second count A Mighty Blow does twice a character's normal Power Strike damage and may not be Parried or Deflected. Complex Locks can be broken by spending 3 Greater feats within 1 minute. Mighty : This ability permanently adds 1 to the damage of all melee and thrown Power Strikes the character calls. Also, a character may break Bind, Shackle, and Slow effects after 3 seconds of struggling, and they may pick up and run at full speed with a body, without spending a feat for either. These "free" feat effects must be called as normal; they just do not use up a FoStrength while doing so. Mighty characters, finally, are immune to Disarm, but not Greater Disarm maneuvers, calling No Effect when hit with such. Heroic Feats of Strength : This ability further increases both the scope and the power of any feats of strength called by those who possess it. A character with this ability improves their Feats of Strength such that they may spend one to... ...call a Mortal Blow for 1 melee/thrown attack. ...call a Weapon Break with any melee weapon. ...Fully restore Prowess after 1 minute of concentration. ...hold a door against several foes, even if they call Greater Feats of Strength ...break a Simple or Complex Lock with a loud 3-second count ...attempt to break a Superior or Mad Tinkers lock with a loud 3-second count Superior and Mad Tinkers locks may be broken by spending 3 or 6 Heroic Feats, respectively. Titanic : Characters with this ability permanently add 1 to the damage of all melee and thrown Power Strikes they call; this ability is explicitly cumulative with the bonus from Mighty. As well, Titanic characters become entirely immune to Prowess Drain, Strength Drain, Knockdown, Bind, Shackle, and Slow effects (calling No Effect when hit with such). Legendary Power : This potent ability allows the character to restore their Feats of Strength after 10 minutes of standard rest. In addition, any thrown and melee Power Strikes they spend prowess to call are automatically converted to Mighty Blows, doubling their damage and preventing them from being Parried or Deflected. Mighty Blows called in this fashion only cost 1 prowess, of course.

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Tough
Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Vitality = Trait Level Feat of Toughness: 1/day, Hale Feat of Toughness: 2/day, Tenacious Feat of Toughness: 3/day, Steadfast Greater Feats of Toughness, Oxheart Heroic Feats of Toughness, Indomitable Legendary Fortitude

Vitality : A character's innate Vitality (how much damage they can take naturally, added to Armor and Magical Protection to get total Resilience) is equal to their level in this trait. Feats of Toughness : By focusing their physical resistance, a character may spend a feat of Toughness to... ...resist a Poison or Disease effect. ...increase their healing rate after being Stabilized. Unless stated otherwise, a Feat of Toughness ability is simply called as "Feat of Toughness." The increased healing from using a feat lasts until the character is fully healed of their injuries or they take another wound. Hale : This ability simply doubles the amount of time a character can survive the Poison and Disease conditions, meaning they will die in two hours instead of one. Tenacious : Characters with this ability will remain critical for ten minutes before dying, rather than five. Steadfast : With this ability, a characters native toughness is increased such that it takes the wounding of all four limbs to cause a torso wound directly, instead of three. Remember, however, that a second hit on an already-wounded limb will directly cause a Torso wound, regardless of this or other abilities. Steadfast characters are also immune to Subdue as per the first level Perceptive ability, Hidden Sense. Greater Feats of Toughness : This ability increases both the scope and the power of any feats of toughness called by those who possess it; they have improved them to such an extent that they may spend one to...

30 ...ignore the effects of current limb wounds until healed or wounded again. ...resist a Quick Venom or Plague effect. Limb wounds that are ignored with Greater Feats of Toughness do not hinder a character's actions in any way. This ability may not be used if a character takes 4 limb wounds, however, as they instantly take a Torso Wound in that case. Oxheart : With this ability, a Tough character permanently gains a level of enhanced healing. Note that this will stack with the healing enhancement from using a basic feat of toughness. Heroic Feats of Toughness : This ability further increases both the scope and the power of any feats of toughness called by those who possess it; they have improved them to such an extent that they may spend one to... ...call Threshold against any effect that does 3 damage or less (Threshold 3) ...spontaneously stabilize themselves at any time while Critical ...completely restore Vitality after 3 seconds of concentration. Note that the Vitality restoration does not restore Magical Protection or Armor values. Indomitable : Characters with this ability completely ignore the debilitating effects of limb wounds. They may use wounded limbs without restriction, and even if all four of them are injured, the character will not go Critical. HOWEVER, do note that any hit on a wounded limb will still cause a torso wound immediately. Indomitable characters are also entirely immune to Poison and Disease conditions, calling No Effect when hit with such. Poison and Disease Strikes will still do full damage, but they will never cause their conditions. Legendary Fortitude : This potent ability allows the character to restore their Feats of Toughness after 10 minutes of standard rest. In addition, they become entirely Immune to Plague and Quick Venom conditions. Finally, a character with this ability automatically stabilizes after 5 minutes of suffering the Critical condition: they will never die from bleeding out. Killing Blows and Killing Strikes are unaffected.

31

Agile
Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Feat of Agility: 1/day, Coordination Feat of Agility: 2/day, Ambidexterity Feat of Agility: 3/day, Finesse Greater Feats of Agility, Surefoot Heroic Feats of Agility, Dervish Legendary Grace

Feats of Agility : By focusing their native dexterity, a character can spend a feat of agility to... ...use a single Dodge effect, as per the combat ability. ...regain lost footing in physical challenges. ...ignore an accidental step into a circle or magical wall Using a Feat of Agility is called as "Feat of Agility," or simply "Agility." In the case of "physical challenges" like jumping stones, a character must normally land entirely within the boundaries of the "stone" in order to keep their feet. With a feat of agility, they may very quicklyreposition themselves after jumping, if such is not the case. Using a feat to ignore a misstep into a wall or circle will not allow the character to pass through such barriers, only to reposition themselves without taking effects. Coordination : Characters with this ability may wield two melee weapons at once. One of these weapons may be no longer than a shortsword (33). Ambidexterity : Improves on the ability of Coordination, extending the usable length of a secondary weapon to that of a longsword (46). Finesse : This ability allows characters to use their natural agility in combat in place of brute force. Their base Prowess becomes their level in the Agile trait -1, or their level in the Strong trait, whichever number is higher. Finesse also grants the character the Evade ability, as per the combat maneuver of the same name. Greater Feats of Agility : This ability increases both the scope and the power of any feats of agility called by those who possess it; they have improved them to such an extent that they may spend one to...

32 ...call a free True Strike 2, or better, with any kind of weapon. ...become Hasted, as the Woodsong spell, Joy Takes Flight, with 3 extra dodge effects ("Greater Agility: Haste, Haste, Haste..."). A True Strike does base damage equal to a character's normal Power Strike damage in the weapon they are using, with 2 being the minimum. True Strikes may not be defended against with any combat maneuver, nor can they be resisted through other effects. The only way to defend against a True Strike is to actually defend against it mundanely. As soon as the Hasted condition ends, its unused free dodges are lost. Surefoot : This ability allows a character to regain footingjust like the final two basic feat abilitieswithout actually spending a Feat of Agility. Otherwise, treat these situations just as if they have used the feat. Surefooted characters also gain the Dodge ability as per the combat maneuver of the same name. Heroic Feats of Agility : This ability further increases both the scope and the power of any feats of agility called by those who possess it; they have improved them to such an extent that they may spend one to... ...call a free Mortal Blow with any kind of weapon. ...fully restore Prowess after 1 minute of concentration. Dervish : This ability simply grants a +1 damage bonus to any Power Strikes called while wielding two melee weapons. As well, Dervishes gain Mobility, as per the combat ability of the same name. Legendary Grace : This potent ability allows a character to restore their Feats of Agility after 10 minutes of standard rest. In addition, if any attack maneuver they spend Prowess on is defended against with a called ability (e.g. a defensive maneuver, Threshold, or a reduction/resist/negation effect), a character with Legendary Grace immediately restores all prowess spent on the foiled attack. Mundane defenses will not trigger this effect.

33

Mental Traits Learned


Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Skill Affinity: Scholarship, Mercantile, Tinkering Feat of Learning: 1/day, Acumen Feat of Learning: 2/day, Efficiency Feat of Learning: 3/day, Deep Knowledge Greater Feats of Learning, Brilliance Heroic Feats of Learning, True Deliberation Legendary Wisdom

Skill Affinity : For every level in this trait, a character adds 1 to their Research, Expertise, and Tinkering Production levels. Feats of Learning : By focusing their memory and understanding, a character can spend a feat of learning to... ...gain specific insight during an Investigation. ...activate any ritual with 1 minute of concentration ("Learned: Ritual Name"). Rituals activated by Feats of Learning, no matter what their normal form, do not require any expenditure of resources; this feat ability allows the character to precisely visualize the process of their ritual to such a degree that it activates spontaneously. Acumen : This ability grants a learned character an extra downtime action which may only be used for Mercantile, Scholarship, and Tinkering purposes. Efficiency : This ability grants a +1 derived ability bonus to any skill-related downtime actions taken by the character, assuming that ALL actions used involve one skill and one skill only. Efficient characters need not use all of their available actions, but the ones they do use must be for the same purpose. This ability is not usable during in-game production periods. A player must explicitly say they are using this ability in their post-event form, or else they do not get the bonus.

34 Deep Knowledge : With this ability, a learned character may immediately increase, by one level, a specialty they already have in a skill, to a maximum level of 3. Deep Knowledge need not be declared immediately; the character may choose their bonus specialty as they would a normal specialty, when applicable. Greater Feats of Learning : This ability increases both the scope and the power of any feats of learning called by those who possess it; they have improved them to such an extent that they may spend one to... ...count as two normal feats of learning when used during investigations. ...instantly activate a single ritual ("Greater Learning: Ritual Name"). Brilliance : A character with this ability defies conventional notions of education and self-improvement. Brilliant characters may pick ONE level 7+ ability, in any skill, that they have passed up in favor of the other choice. The character then gains this ability. Brilliance, like Deep Knowledge, does not require that the character choose the ability immediately. As well, Brilliant characters do not need formal training to acquire skills which need such (advanced weapon styles and magic); they are natural learners and can pick up even exotic skills more or less automatically, as long as they meet the prerequisites. Heroic Feats of Learning : This ability further increases both the scope and the power of any feats of learning called by those who possess it; they have improved them to such an extent that they may spend one to... ...count as three normal feats of learning, when used during investigations ...instantly activate up to two rituals ("Heroic Learning: Ritual Name 1, Ritual Name 2") True Deliberation : When undertaking tasks requiring an extensive amount of time and involving unknown complications, a character with this ability has a far greater chance of success. On any downtime action involving random chance, Deliberation will greatly increase the odds of getting a favorable result. This ability works for ANY skill, as long as it has downtime applications, as above. Legendary Wisdom : This potent ability allows a character to restore their Feats of Learning after 10 minutes of standard Rest. In addition, due to their profound understanding of all aspects of life, characters with this ability may use their Learned level as the basis for all derived skill abilities, including Mastery and Prowess.

35

Perceptive
Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Skill Affinity: Craft, Healing, Survival Feat of Perception: 1/day, Hidden Sense Feat of Perception: 2/day, Vigilant Feat of Perception: 3/day, Multifarious Greater Feats of Perception, Eagle Eye Heroic Feats of Perception, One Shot Legendary Insight

Skill Affinity : For every level in this trait, a character adds 1 to their Craft Production, Treatment, and Exploration. Feats of Perception : By focusing their intuition and awareness, a character can spend a feat of perception to... ...reveal a Concealed person or object. ...detect poison in food, drink, or on an item. ...get a description of mundanely obscured monsters or characters. ...gain general insight during an Investigation Please see the Survival skill (ch. 5) for a detailed breakdown of Concealment. "Mundanely obscured" simply means far away or otherwise hard to make out figures, and the feat ability will grant a perceptive character a robust description on anything in such a condition. Complete darkness, however, is impenetrable to even this ability; at least some form must be made out. Characters use the feat in this way by calling "Perceptive: what do I see?", and the monster/npc/animal MUST give a useful response. Hidden Sense : This ability causes the character to feel slightly ill at ease if there are characters around them that are hidden by Concealment or Invisibility; they may not draw attention to the location of the concealed, for they just have a weird feeling in the general area. In addition, characters with this ability are immune to Subdual, calling No Effect when hit with such. Vigilant : Characters with this ability have an nearly preternatural sense of the unknown. While part of a group about to resolve an Encounter Tag, Vigilant characters may declare, at the marshals discretion, a free Investigation directly involving the nature of the pending encounter. This investigation does not count towards normal investigation limits for any of its participants. As well, characters with this ability may receive spontaneous intuitions from marshals before a significant event occurs, both in game and during downtime, and Vigilant encounter tags are obviously only available to characters with this ability.

36

Multifarious : A character with this ability gains a +1 bonus to each skill-based downtime action they take, though only if each action involves a completely different skill. If the character uses more than one action for the same purpose, this bonus is inapplicable. At least two distinct actions must be used in order for any to receive the bonus. This ability is not usable during in-game production periods. A player must explicitly say they are using this ability in their post-event form, or else they do not get the bonus. Greater Feats of Perception : This ability increases both the scope and the power of any feats of perception called by those who possess it; they have improved them to such an extent that they may spend one to... ...gain general insight during investigations as if they had spent two regular feats. ...reveal a Greatly Concealed character or item. ...ignore a Greater Subdue effect. ...call a True Strike with any Missile weapon. A True Strike does base damage equal to a character's normal Power Strike damage in the weapon they are using, with 2 being the minimum. True Strikes may not be defended against with any combat maneuver, nor can they be resisted through other effects. The only way to defend against a True Strike is to actually defend against it mundanely. Eagle Eye : A character with this ability may reveal concealed (but not Greatly Concealed) targets without spending a feat at all. All other rules for reveals still apply. As well, they may get a description of mundanely obscured monsters and characters without spending a feat, in the same way. Finally, Eagle-Eyed characters get a +1 damage bonus to all missile-based Power Strikes they call. Heroic Feats of Perception : This ability further increases both the scope and the power of any feats of perception called by those who possess it; they have improved them to such an extent that they may spend one to... ...gain general insight during investigations as if they had spent three regular feats. ...reveal an Invisible character. ...call a Mortal Blow with any Missile weapon. One Shot: A character with this ability may call all of their missile-based Power Strikes (from Bows, Crossbows, Sling Shots, and Railcasters) as True Strikes, at no additional Prowess cost. Legendary Insight : This ability allows a character to restore their Feats of Perception after 10 minutes of standard rest. In addition, they become completely immune to the Blindness and Caged conditions and they reduce the effect/damage level of all traps they set off to 1, where applicable. Finally, those with Legendary Insight gain Medium as per the first level Empathic ability and Uncanny as per the first level Attuned ability.

37

Willful
Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Mastery = Trait Level + Highest Spell School Feat of Will: 1/day, Focused Feat of Will: 2/day, Stoic Feat of Will: 3/day, Grim Greater Feats of Will, Ascetic Discipline Heroic Feats of Will, Mind Fortress Legendary Resolve

Mastery : A character's base Mastery is equal to their level in this trait, plus the level of their highest spell school. Feats of Will : By using pure concentration, a character can spend a feat of will to... ...resist a Mental effect. ...resist a Blindness or Stillness effect. Focused : Characters with this ability reduce the time they must suffer through Blindness and Stillness to 30 minutes. Stoic : Characters with this ability are able to remain conscious while Critical; they may not move from where they lay, but they can communicate in a normal tone of voice and observe everything around them. No physical actions can be taken in this state. Grim : This ability simply adds 1 to the characters maximum Vitality, through sheer force of will. As well, Grim characters, if dead, will have their soul remain with their body for 10 minutes, instead of 5. Greater Feats of Will : This ability increases both the scope and the power of any feats of will called by those who possess it; they have improved them to such an extent that they may spend one to... ...force a spell, casting it at +3 Mastery. ...immediately recover from a Hallucination or Intoxication effect ...resist a Paralysis or Caged effect Forcing a spell is called as Greater Will: (spell verbal), and may only be used on castings which incorporate Mastery in some fashion.

38 Ascetic Discipline : Characters with this ability have gained such a focused contemplativeness that they may quietly meditate for 10 minutes in order to activate ANY ritual they know, instead of taking the normal steps. This counts just as if the ritual was completed naturally, and they gain the charge as such. Even rituals which require physical components may be activated in this way, with no restriction. As well, Ascetics have near perfect control over the vocal components of spells; any verbal that they flub does not deplete a use or charge, where applicable. Heroic Feats of Will : This ability further increases both the scope and the power of any feats of will called by those who possess it; they have improved them to such an extent that they may spend one to... ...increase healing rate after being stabilized (called as a basic Feat of Toughness) ...break free of Bind, Shackle, and Slow effects (called as a basic Feat of Strength) ...resist any single magical effect. (called as a basic Feat of Attunement) ...force others to listen for 1 minute. (called as a basic Feat of Charisma) Mind Fortress : A character with this ability is practically invulnerable to outside influence, becoming entirely immune to all Mental effects, Blindness, Stillness, and Will Drain. The character must call No Effect when targeted by such. A character with this ability, as well, can never be compelled to tell the truth, nor have their emotions revealed, even with magical effects. Legendary Resolve : This potent ability allows a character to restore their Feats of Will after 10 minutes of standard Rest. In addition, characters with this ability may cast each spell they know, once per day, without spending a charge of any kind. Finally, the souls of those with Legendary Resolve will remain with their body for up to 1 hour after death, instead of 10 minutes, and they automatically manifest a Boon effect if they pass on after this time.

39

Spiritual Traits Attuned


Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Skill Affinity: Occult Feat of Attunement: 1/day, Uncanny Feat of Attunement: 2/day, Prophetic Feat of Attunement: 3/day, Esoteric Greater Feats of Attunement, Wellspring Heroic Feats of Attunement, Supernal Legendary Mystery

Feats of Attunement : By focusing on their natural ties to magical forces, a character can use a feat of attunement to... ...resist any one magical effect. (called as Attuned!) ...immediately cast any spell the caster knows ...immediately reduce the activation cost of an Artifact by 1 charge, for 5 minutes Unless stated otherwise, using a feat of attunement is called as Attuned! or Feat of Attunement! Spells cast with this ability must be called as Attuned! followed by the regular verbal. The reduced cost for artifact activation does apply to other users, though only for 5 minutes, and this ability will not stack with itself; in any case, the minimum cost is 1 charge. Artifacts without charge requirements are unaffected by the feat. Uncanny: Attuned characters are naturally sensitive to the forces of magic and can detect its presence on items, people, and locations at will; this ability will reveal the immediate presence and general potency of enchantments on a target without the user having to declare a formal Investigation (though of course they will need a Marshals presence). As well, characters with this ability may actively use it to divine larger changes in ambient magical forces as a downtime action. The success/detail/relevance of the later ability is dependent upon the characters Attuned level, though ritualistic use of objects or places of power may enhance their success. Note that Uncanny visions cannot be directed in any way, nor can they be focused on a particular topic, however Prophetic: Characters with this ability gain an additional downtime action usable only for Uncanny divinations. As well, they may actively use it once per event to perform a ritual of their own devising in order to gain similarthough more powerful and

40 immediate insight in game. This ritual requires at least 10 minutes to perform and a marshal must be present during its entire duration. Esoteric : Characters with this ability are infused with mystical forces to such an extent that they gain a permanent +1 to their Mastery. Greater Feats of Attunement : This ability increases both the scope and the power of any feats of attunement called by those who possess it; they have improved them to such an extent that they may spend one to... ...Force their Artifice ability, counting as +3 for 5 minutes. ...call Invoke Force Lance 5 as a packet-delivered damaging effect. ...reduce the activation cost of an Artifact by 2 charges, for 5 minutes. Wellspring : Characters with this ability are so suffused with magical energy that they double the time duration of all helpful enchantments cast upon them. In addition, they may receive spiritual Tokens without draining the power of the spirit in question. Finally, while in a Place of Power, characters with this ability gain a +3 bonus to their Mastery. Heroic Feats of Attunement : This ability further increases both the scope and the power of any feats of attunement called by those who possess it; they have improved them to such an extent that they may spend one to... ...reflect a hostile magical effect back at its caster (called as True Reflection). ...call Invoke Force Lance 10 as a packet-delivered damaging effect. ...call an Arcane Might resist against a spell or effect cast using that same tagline. ...reduce the activation cost of an Artifact by 3 charges, for 5 minutes. True Reflected spells function in much the same way as the Mirror Magic effect from the Dooms of Light and Shadow ward, save that the attuned character does NOT suffer the effects at all. Supernal : Characters with this ability have their entire being suffused with magic, enabling them to spend the feats of any of their other traits as Feats of Attunement of any level. In addition, while in a Place of Power, their Wellspring mastery bonus increases to +6. Legendary Mystery : This potent ability allows a character to restore their Feats of Attunement after 10 minutes of standard rest. In addition, all packet-based effects that successfully target them have their Mastery/damage level reduced to 1 (called as reduce!). Magical effects that do not use the above (fear, fascination, rebuke, etc.) are unaffected. Arcane Might effects are not reduced by Legendary Mystery.

41

Empathic
Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Synergy Bonus = Trait Level Feat of Empathy: 1/day, Medium Feat of Empathy: 2/day, Rapport Feat of Empathy: 3/day, Harmony Greater Feats of Empathy, Pure of Heart Heroic Feats of Empathy, Pure of Spirit Legendary Affinity

Synergy : A character with this ability may help others directly with downtime actions, adding their Empathic level to the Derived Ability of the skill being used for that specific action. Each Synergy action takes up a normal downtime slot, and the Empath must have at least level 1 in the Skill that is being used in order to grant their bonus. Only Empaths may directly help others with skill-based downtime actions. Feats of Empathy : By focusing their emotional and spiritual affinity, a character can use a feat of empathy to... ...calm an animal or group of animals ...immediately Stabilize a Critical character with 3 seconds of soothing speech ...increase the healing rate of an already Stable character (3 seconds of speech) All empathic feat effects, at any level, which require 3 seconds of speaking also require that those words be heartfelt, earnest, and full of emotion. Medium : Characters with this ability may see, and freely converse with, immaterial beings. Rapport : This ability reflects an Empaths innate resonance with the products of emotional expression. Whenever someone with Rapport actively responds to an Inspired Performance or other Inspiration effect of any type, they may restore one extra expended feat. Harmony : Characters with this ability get a free downtime action slot usable only for Synergy actions. Greater Feats of Empathy : This ability increases both the scope and the power of any feats of empathy called by those who possess it; they have improved them to such an extent that they may spend one to...

42 ...double a character's Poison/Disease death count (3 seconds of speaking) ...halve a character's Blindness or Stillness suffering time (3 seconds of speaking) ...double a souls passing time (3 seconds of speaking) ...grant a Mental Resist to another (3 seconds of speaking) The Mental Resist a Greater Feat of Empathy grants is treated as an enchantment, meaning that it will not stack with other enchantment-based Mental Resists. Pure of Heart : Characters with this ability may increase the healing rate of a Stabilized character without using a feat at all. Otherwise, the ability is used as if they have spent a basic feat. In addition, a character with this ability can declare one other characterwith their express permissionas Bonded to them. Whenever one of the Bonded pair is in trouble, the other may well receive intuitions concerning them. Bonded characters can interact with each others abilities in ways that will be FOIP. The bond is permanent until one of the pair dies permanently or an extremely traumatic event severs it. Heroic Feats of Empathy : This ability further increases both the scope and the power of any feats of empathy called by those who possess it; they have improved them to such an extent that they may spend one to... ...force a spirit within 15 to materialize, as an irresistible effect, and to remain so for 5 minutes (Heroic Empathy: Reveal!) ...grant a magic resist to another (3 seconds of speaking). ...resist any magical effect called by a spirit or Accursed creature of any kind. The Magical Resist a Heroic Feat of Empathy grants is treated as an enchantment, meaning it will not stack with other enchantment-based magic resists. Pure of Spirit : Characters with this ability are so in-tune with spiritual forces that they may affect immaterial creatures and wandering souls as if they were material beings. Any series of actions taken in this way must be prefaced with Pure of Spirit, so that the player of the spirit being knows that they are being correctly targeted. As well, characters with this ability add 2 to the damage of all Power Strikes called against the Accursed or against Spirits of any sort. Finally, Pure of Spirit allows Empaths to calm animals, as the basic feat, without actually using a feat at all. Legendary Affinity : This potent ability allows a character to restore their Feats of Empathy after 10 minutes of standard rest. In addition, the Empath is considered to be under the effects of Know the Spirit Ways, The Dark Lords Fetters, and Glasswings gentle Mein at all times; in order to indicate such, they must call Affinity in the presence of the relevant types of beings with whom they wish to interact favorably. They do not need the physical manifestations of such spells, but are otherwise constrained in exactly the same ways. If the character actually knows any of the above spells, taking this ability will allow them to replace them with another spell pick(s).

43

Charismatic
Level 1 2 3 4 5 6 Cost 15 CP 30 CP 45 CP 60 CP 75 CP Abilities Skill Affinity: Diplomacy, Performance Feat of Charisma: 1/day, Leadership Feat of Charisma: 2/day, Cosmopolitan Feat of Charisma: 3/day, Retainer Greater Feats of Charisma, Patron Heroic Feats of Charisma, Sovereignty Legendary Charm

Skill Affinity : For every level in this trait, a character adds 1 to their Influence and Renown. Feats of Charisma : By focusing their innate charm, a character can use a feat of charisma to... ...force any number of people or intelligent monsters to listen to their words, as a Mental effect, for at least 1 minute ...immediately talk someone within 15' out of an adverse mental condition, with but a few words (3 seconds of speaking). Any character, spirit, or intelligent creature who hears a Charismatic call their feat ("Feat of Charisma" or "Charismatic") must stop what they are doing and listen to them for at least 1 minute, as a Mental effect, even if they mean the speaker direct harm. NPCs will likely take this ability use into account when dealing with the character, afterwards. This effect is dispelled if the speaker flees or attacks anyone during its duration. The second ability is called as "Charismatic Sense," and must be directed at a character suffering a mental condition within 15' of the user. This use of the feat must be immediately followed by a few quick words (3 sec.), after which the target is cured of all mental conditions. During the short speech, the target must stop what they are doing so that they can pay attention to the speaker. Leadership : Characters with this ability may optionally undertake ANY downtime action as a charismatic leader, as long as it has a social component. Doing so will magnify the action's positive effects, if it is a success...or its negative ones, if a failure. Only those with this ability, in addition, can truly lead in-game factions involving NPCs, as a mechanical requirement.

44 Cosmopolitan : This ability grants a character an additional downtime action slot, usable only for Diplomacy, Performance, and Retainer actions (see below). Retainer : Due to their undeniable charisma, characters with this ability gain a loyal retainer whose influence requires no manipulation. This Retainer will likely show up in game from time to time, but the real focus of this ability is to have an NPC who acts just as a character dictates during downtime actions. A Retainer can be chosen from a character's background, from one of the NPCs in game with whom they have had dealings (subject to plot approval), or wholly through downtime interactions with offscreen personas. Mechanically, Retainers will have roughly 50% of their leaders CP, and can be directedto some degreeto focus their learning on certain skills and traits. If a retainer is lost, this ability allows the character to find another through roleplaying opportunities. For every downtime action slot a character dedicates to a "Retainer Action," they can have that NPC do just about anything a regular character can do with a normal downtime action, while using the NPC's abilities instead: mercantile speculation, crafting, tinkering, performance, etc. At most, however, a Retainer can be directed in 3 actions per downtime session. Greater Feats of Charisma : This ability increases both the scope and the power of any feats of charisma called by those who possess it; they have improved them to such an extent that they may spend one to... ...force any number of people or intelligent monsters to listen to their words, for at least 5 minutes, as a mental effect. ...immediately talk all allies in hearing range out of all adverse mental conditions, as the lesser effect ("Greater Charismatic Sense"). ...decisively sway an ambivalent NPC to their side, with at least 1 minutes conversation. Patron : This ability allows a character to declare a powerful NPC as their patron, who will then frequently give the player gifts, assistance, and information during downtime sessions...in return for loyalty. If a patron is lost, this ability allows the character to find another through roleplaying opportunities. Heroic Feats of Charisma : This ability further increases both the scope and the power of any feats of charisma called by those who possess it; they have improved them to such an extent that they may spend one to... ...prevent any in earshot of the character from attacking them for 1 hour, as an ongoing mental effect, subject to the charismatic breaking the peace; requires no speech from the character except the feat call itself ("Heroic Charisma!"). During the duration of this effect, those under it function as if they were suffering a mental condition, which means they can be "cured" of it through other feats of charisma, magic, etc.

45 Sovereignty : A character with this ability has such native charisma that they inspire nearfanatical devotion in their followers. Any Diplomacy or Performance downtime action undertaken as a Leader (see above) is done with a +6 bonus. As well, the character's retainer becomes much more focused and dedicated; the NPC now has a base of roughly 75% of their sovereign's total CP. Legendary Charm : This ability allows a character to restore their Feats of Charisma after 10 minutes of standard rest. In addition, Legendary Charm grants complete immunity to all Mental effects as a permanent ability, and it adds 1 to the number of feats restored by Inspirations, in much the same way as Rapport (the effects stack).

46

Chapter 5 Skill System and General Skills


Part 1: Skill System Forest of Doors uses a point-based character advancement scheme; there are no overarching levels or classes, and characters are rated entirely by their Traits and Skills. If you want to try your hand at combat, pick up some combat skills; if you want to do magic, learn magic. Although our trait system allows you to create a character who is well-suited to a particular type of activity, it is entirely possible to branch off in new directions, if you want to. Derived Abilities All General skills have an ability (an ability is anything in bold text on the right side of a skill table) which increases in level as the skill does, and which is modified by certain specific traits. For instance, Mercantile has the Expertise ability, which measures a characters facility in manipulating markets and brokering deals; the higher this number, the more money a proactive merchant can make. Expertise is directly increased by a characters Learned trait level, meaning a particularly bright merchant has a leg up on someone relying only on their skill. Although Combat skills and Magical skills have slightly different mechanics for gaining their derived abilities (Prowess and Mastery), their dynamic is similar. Please see the Combat (ch. 6) and Magic (ch. 7) sections for details.

47 Increasing Skills Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost variable 5 10 15 20 25 30 35 40 45 50 55 Every level a character buys in a skill, up to 6, will grant them a boost to their derived ability, as above, but they will also receive specific abilities unique to that skill. Beyond level 6, however, a character faces a choice between two abilities; they must pick one and only onebefore they may move on in the skill. The cost to increase skills is 5x their current level in Character Points, as indicated by the table to the left. Skills are not capped at level 12, but what lies at levels beyond this is strictly FOIP (Find Out In Play). Characters do not need to be trained by other characters to buy into or increase most skills. Learning more than one magic school, additional Literacies, or any Advanced Combat Style, are the exceptions, however.

Homeworld Affinities Denizens of each of the eight worlds have particular cultural knacks for certain general skills, meaning that they reduce, by 5, the CP cost for purchasing level 1 in two of them. Note that after this initial purchase, the cost to increase a skill is the same for everyone, regardless of their world of origin. Homeworld Goblin City Realm of Castles Dark Mountains Enchanted Glade Desert of Brass Undersea Empire of Perfect Unity Rock of Storms General Skill Affinities (5 CP for level 1) Craft Tinkering Diplomacy Performance Healing Survival Healing Performance Scholarship Tinkering Diplomacy Mercantile Scholarship Mercantile Craft Survival

Specialties Many General skills allow a character to pick what is known as a Specialty at every even level. These abilities have different mechanics attached to them based on the skill, but in all cases, a character may not have more than 3 Specialties in one area, however that might be defined. Note that a character does not have to pick their specialty immediately upon attaining a level in the relevant skill; they may hold on to it until they decide what to specialize in.

48 Part 2: General Skills What follows is a series of thumbnail descriptions of General Skills. Complete skill listings follow this section. Craft The craft skill governs the creation of useful items, materials, and saleable products. All crafters, whatever their eventual specialties, are able to perform basic repair and maintenance, and may also create simple, household goods. Craft is a broad discipline, covering perhaps the largest area of any of the skills, and is mostly defined by its specialties. Each level of a particular specialty allows a character to make a range of items, and with increasing levels in a specialty, the most powerful/expensive/useful items become available. Diplomacy Diplomacy gives a character greater control over their social actions and allows them to influence the world around them. Characters with Diplomacy can censor themselves, act politely in strange situations, and quickly adapt to customs unfamiliar to them. Diplomacy's most far reaching ability, however, is behind-the-scenes influence and manipulation. Specialties in this skill are defined as different areas of influence that characters have (homeworld factions, most commonly). Aggressive use of Diplomacy will almost assuredly result in in-play political entanglements. Healing The Healing skill, as can be expected, is used to aid the injured and the sick. With a minimal amount of attendance, a healer can stitch up the wounded, preventing them from dying. With more complicated techniques, they can heal a wounded character in very little time. At higher levels, characters can cure increasingly virulent infectious diseases and siphon deadly poisons from the afflicted. Expert healers are able to coax a patient back from the very edge of death itself. Mercantile Mercantile allows a character to engage in trade and commerce. Characters with Mercantile are skilled in running businesses, speculating in markets, and finding contacts for goods and services. Characters with this skill will receive an income every game. All specialties in this skill cover specific types of commercial ventures and business contacts Performance Bards, minstrels, dancers, and storytellers are all practitioners of the Performance skill, which can be used to inspire, entertain, and embolden allies. In addition, skilled performers can develop great renown, as their reputations spread far and wide. Performers have the ability to shift the tide of an entire battle, if skilled enough.

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Scholarship This skill governs research, lore, language, and intellectual acumen. Scholarship is primarily used during downtime actions, allowing a character to gain important information about whatever subject they wish to research. Every even level, a character can declare a scholarly specialty which increases their effective skill level by 2 for the purposes of research along those lines. Scholarship also allows characters to read and write in languages other than their native tongue and Gatespeak. Inventing new abilities and items is generally the province of Scholarship, regardless of which skills are directly tied to these innovations. Survival Survival is the skill for hunters, trackers, and wilderness folk. It allows characters to find hidden pathways and encounters in the wilderness. Skilled survivalists can harvest ingame items off of the bodies of fallen game. Survival specialties allow a character to increase their ability in exploration and tracking, with regards to a specific type of quarry, environment, or condition. True masters of the wilderness learn stealth to such a degree that they can remain hidden almost anywhere. Tinkering Tinkering is a broad skill, and it governs the creation, maintenance, and dismantling of machines. It allows characters to create locks, traps, and fantastic devices for various arcane purposes. Though this skill bears some similarity to Craft, Tinkering is fundamentally intellectual in its pursuit, though Tinkers are good at such practical matters as trap disarming and lockpicking.

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Craft
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Craft Production = Skill Level + Perceptive Trait General Craft, Basic Repair Specialty 1 Intermediate Repair Specialty 2 Advanced Repair Specialty 3 Spark of Creation or Jack of All Trades Specialty 4 or Signature Work Spark of Creation or Jack of All Trades Specialty 5 or Master's Eye Spark of Creation or Jack of All Trades Specialty 6 or Effortless Effort

General Craft : The character can create everyday items (such as kitchenware, tools, rough containers, decorations, or quaint works of art). Although players can bring in any appropriate props they wish to the game, as a general rule, they are assumed to have no monetary value unless they are tagged as items, which this ability enables. Certain basic items required for the use of various abilities (repair, aid) are created with General Craft, as well. Basic/Intermediate/Advanced Repair : With this ability, a character can restore any Broken item to its normal condition with 10 minutes of uninterrupted work. Most prominently, this can be used to return armor to its full value if it has been damaged, or to restore weapons/shields to usability. All uses of Repair require a Repair Kit, and crafters must roleplay out the process of repair to the same extent healers would when applying their own abilities. Armor may be repaired while being worn, but this still requires the use of phys-reps as above. Weapons and shields cannot be wielded while being repaired. Broken SQ items do not have their resists (or other similar abilities) restored when fixed; a crafter must take an extra repair session, at their normal repair time, for each Resist they wish to restore. Intermediate Repair reduces the time to repair or maintain an item down to 5 minutes, as well as allowing a crafter to remake Shattered items for half of their production and monetary costs (rounding down) as normal production actions. Note that the increased costs of SQ items are still used as the basis for their repair costs. A crafter must have at least one specialty in the items type in order to repair it if it is in the shattered condition.

51 Advanced Repair reduces the time to repair an item down to 1 minute and also allows a character to fix shattered superior quality/masterwork items at the cost of normal items of their type, assuming they have at least one specialty that applies. Craft Specialties : Every even level of Craft grants a specialty, and specialties are really the heart of the Craft skill. Particular specialties determine exactly what type of items a character can make. With multiple specialties in the same category, a crafter can make truly powerful and valuable items. The most common specialties are Alchemy (the creation of potions that grant various effects), Gardening (raising herbs and plants of various utility), Armorcraft (the creation of armor and shields), Artistry (the creation of valuable works of art), Jewelcraft (the creation of jewelry of all sorts), and Weaponcraft (the creation of weapons). A unique specialty, Lumencraft, allows characters to turn the magical currency of the Forest of Doors into esoteric but useful items. Lumencraft must, however, be learned in play, for the denizens of the home worlds have never studied Lumens, much less how to manipulate them. Note that all the previous specialties are not the only ones: we encourage people to invent their own or discover new ones in play. Spark of Creation: Once per game year, for every time this ability is purchased, a crafter may enter into a state of prolific, creative fervor. This burst of inspiration may be used to grant a +6 bonus to the characters Craft Production ability, which lasts for one in-game production action and the following downtime session. Alternately, it can be used to make a one-of-a-kind item otherwise impossible to create. Spark of Creation is explicitly stackable with itself and may be called more than once per session/item if the character has more than one use. Jack of All Trades : This ability allows a crafter to understand the basic principles of EVERY craft specialty, allowing them to use their native creativity and skill with great flexibility. Upon choosing JoAT, a character can thereafter make any crafted item requiring only 1 Specialty, though the production cost for this is doubled (monetary/item cost is the same). Each time this ability is chosen, Jacks of All Trades can make items requiring 1 more level of specialty. A crafter with 3 levels of JoAT, then, can make every possible crafted item...though always at 2x normal production. Similarly, Masterwork/SQ item attributes cost twice as much. JoAT can also be used to repair Shattered items just as if they had a level in the specialty itself, as per Advanced Repair; the cost multiplier does not apply to repair actions. Signature Work: A character with this ability has an unparalleled knack for making a certain specific item or style of object that falls under one of their craft specialties. Any such item that they make will be enhanced in some fashion, and all will bear the distinctive mark of their maker (crafter must sign card and give an actual mark on it and the phys rep). For most craft specialties, the crafter must choose one individual item as their signature work, though other specialties allow broader types of signature items (i.e.

52 A weaponcrafter can choose a dagger or longsword or some other specific weapon; whereas an armorsmith can choose plate armor, chain armor, etc.): Weaponcraft: Individual Weapon Armorcraft : Armor material or individual shield/helm type Gardening: Individual garden type Lumencraft : Individual item Jewelcraft : Jewelry type and style Artistry : Specific medium Most weapons and armor chosen as signature items will count as base-level Superior Quality when they are made, whereas actual Superior Quality versions of these will be significantly more likely to receive bonus abilities. Lumencraft and Alchemical items will be individually enhanced in a significant fashion, the details of which will be revealed on downtime to any inquiring character of Craft 6+ with the appropriate specialties. Jewelcraft and Artistry based signature works will automatically receive abilities as baseline Masterwork and Exquisite items, in a fashion similar to armor and weapons. Any odd or miscellaneous item chosen as a signature work will have abilities that may be discovered, as above. Scholars, of course, can make inquiries about signature items and their creation, though this of course takes downtime research. Masters Eye : This ability reflects a master crafters intense attention to detail regarding the objects of their craft. When Investigating an object/item/work in the presence of a marshal, and if said item could have potentially been made with any of their craft specialties (not JoAT), a character with Masters Eye may invoke it, which explicitly functions as if they had just called both a Feat of Learning and a Feat of Perception on the object. If they have two specialties in the item's type instead of one, these are upgraded to Greater Feats. A full complement of three specialties increases both feats to Heroic level. Such an invocation is called as Masters Eye/Greater Master's Eye/Heroic Master's Eye. Note that magical items will still yield many secrets under a Masters Eye; this ability grants +1 to a characters Artifice ability (see Occult) per appropriate specialty when dealing with these. In a similar fashion, Master's eye adds a +1 bonus to a character's Research (see Scholarship).

Effortless Effort : This ability is the mark of true grandmaster crafter; those who possess it perfom the basic demands of their craft with great efficiency and speed, and they make the most difficult projects seem effortless. Functionally, Effortless Effort gives a crafter an extra downtime action and in-game production period usable for only craft purposes. In addition, any downtime craft action they take that involves an element of randomness becomes significantly more likely to generate a good result.

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Craft Production
General Rules More than any other skill, Craft depends upon its specialties. While other skills specialties grant bonuses (however significant) to relevant actions, craft specialties are required to make any but the simplest of items. Beginning craftsmen can make simple household items and tools without too much trouble, but anything more complex or special, such as weapons, armor, jewelry, etc., requires at least one leveland in some cases moreof a particular specialty. Note: Crafters get 1 specialty every even level, and may choose the same specialty multiple times. All crafted items have a Cost, which equals the amount of Twists needed to make the item as well as its Production cost. These funds are submitted at the beginning of each game and during the one production period allowed during an event. A character will normally get 3 downtime actions between events, and each action they dedicate to Craft grants them their full Craft Production value to make things (Skill + Perceptive = Craft Production). If a character wants to use more than one DA for Craft, they simply add the production values of these actions together, using the total Production for all the crafting that their specialties allow. Extra Craft Production points, if left over, may not be used for Tinkering or any other purpose but Craft. All crafters are able to make items within the General Craft ability, which covers most simple, household objects, tools, and decorative items. These tagged objects represent the general sort of handiness that crafty folks have, and although all characters are free to bring with them whatever appropriate props they wish, they are assumed to be of no value unless they are tagged as items. Tagged objects, outside whatever immediate utility they have (some abilities require them), can be sold or used in rituals at their owners whim.

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General Craft Items


General Craft Kitchenware Simple Tools Rough Container Small Rustic Craftwork Healers Kit Large Rustic Craftwork Repair Kit (see below) Heavy Chest Heavy Door Simple Structure Specialty Tools Complex Structure Cost 1 1 1 1 2 2 2 4 4 6 6 12 Notes Required for Healing Required for Repair +3 feats to break +3 feats to break -

Repair Kit : In order to fix or maintain items, a crafter must employ a Repair Kit, which is a tagged item created by the Craft skill. Repair kits may be as elaborate as the crafter wishes, but at the bare minimum should consist of at least two of the following items as Phys-reps: Small Hammer Pliers Chisel Tongs Awl File Clamp Etc

If you have any item that is not on the list, and want to know if it is appropriate, just send an email to one of the directors or PM one of us on the forums. Multiples of the same item type is fine as long as they have different configurations. Avoid modern looking hand tools; the rusty old things you might find laying around in the garage are probably more appropriate. As a final reminder: if you dont have a Repair Kit and the appropriate phys reps, you cannot repair items, period!

Full Craft Specialties: Weaponcraft, Armorcraft, Gardening, Jewelcraft, Artistry, Alchemy, Lumencraft Note that the above specialties are most explicitly not the only ones allowable in game. Characters who want to explore other aspects of crafting are free to experiment, and they may come up with their own specialties with plot approval. In a similar vein, not all that is possible even with codified specialties is known.

55 Weaponcraft This specialty involves the creation of weapons of all types. At higher levels of specialization, a weaponcrafter is able to construct larger, more complex weaponry. An expert Weaponcrafter may make Superior versions of weapons with an array of special abilities. See Ch. 6: Combat for weapon safety and construction guidelines. Weaponcraft Specialty 1 Dagger Hatchet Sap Thrown Weapon Short Club Short Mace Short Hammer Short Axe Sling Shot Short Sword Staff Specialty 2 War Mace War Hammer Battle Axe Spear Long Sword Cudgel Maul Great Mace Great Axe Halberd Bow Great Sword Greatstaff Specialty 3 Giant Cudgel Titan Hammer Dire Mace Monster Axe Giant Sword Superior Quality Weapons* Cost 2 2 2 2 3 3 3 3 4 4 4 5 5 5 5 6 6 7 7 7 7 7 8 9 11 12 12 12 13 +10 Production x5 Twists Notes Missile Weapon** 2-handed Light Weapon Heavy Weapon Heavy Weapon Heavy Weapon Heavy Weapon Heavy Weapon Missile Weapon Heavy Weapon Giant Weapon Giant Weapon Giant Weapon Giant Weapon Giant Weapon Giant Weapon Variable

56 *Creates weapons with variable abilities. Upon gaining their 3rd specialty, a Weaponcrafter will receive a packet of info detailing what effects are possible. **Uses Thrown skill but does not require Thrown Proficiency. +1 damage to any Power Strikes called with it. Ammo may be blocked as a thrown weapon, but not thrown itself. Armorcraft This specialty exclusively deals in the creation of armor and shields of all types and materials. Higher levels allow the creation of heavier and more protective armor. Superior Quality armor, as with SQ weapons, may have various special abilities known only to expert crafters. Armorcraft Specialty 1 Light Armor 1 Light Armor 2 Light Armor 3 Buckler Small Shield Specialty 2 Heavy Armor 4 Heavy Armor 5 Helm Large Shield Specialty 3 Superior Quality Armor* Cost Notes

4 5 6 3 5

7 8 6 6

Subdue Immunity -

+10 Production Variable x5 Twists *Creates armor pieces with variable abilities. Upon gaining their 3rd specialty, an Armorer will receive a packet of info detailing what effects are possible. Gardening This craft specialty allows a character to "craft" gardens, which can consistently produce specific herbs and food items during downtime actions and in-game production periods. All gardens require samples of their appropriate herbs, as well as a small monetary cost, to produce or maintain. Although a gardener need not phys-rep a garden during an event, they must do so if they want to harvest herbs from it during that event's in-game production period; only one of their gardens may be phys-repped in this way. Such ingame gardens should be relatively small, fenced in, and contain several of its appropriate herb/food phys reps. If any of its herbs are stolen or if the garden itself is damaged, the garden cannot be used in game for that event. In order to produce herbs from a garden, the gardener must spend a downtime/in-game action, paying the garden's normal twist cost in maintenance for each action; no craft production is used for this, as the garden has already been planted. At the next event, or

57 during the same event if harvested during in-game production, the character will receive tags for the herbs/food. A garden will produce more herbs for a given action based on the character's Craft Production ability, though there is an element of randomness to this. Note, however, that gardening is a much more reliable way of producing herbs than foraging, due to the amount of effort involved. Gardens can be made to produce herbs during the downtime session in which they are planted, as there is ample time between events for them to grow. Garden Requirements/ Production Description

Specialty 1 Vegetable Garden (various)* Common Herb Garden

1 Twist / 2 Production 1 Twist / 3 Production 2 Common Herbs of the same type

Produces up to 3 types of vegetables. Produces 1 type of common Herb.

Specialty 2 Uncommon Herb Garden Curiosity Garden*

Wholesome Healer's Garden*

2 Twists/ 6 Production 2 Uncommon Herbs of the same type 2 Twists / 8 Production 1 Merryglow 1 Witchcall 1 Foolberry 2 Twists / 10 Production 1 Pied Yeoman 1 Mothstem 1 Witchcall

Produces 1 type of uncommon herb.

Produces an assortment of strange herbs, as well as edible mushrooms

Produces an assortment of healing herbs, as well as edible greens.

Specialty 3 Royal Garden

3 Twists / 12 Production Produces a large amount of 1 Sunflame extremely versatile herbs. 1 Easeleaf 1 King's Frond Darkling Patch 3 Twists / 14 Production Produces very strange and dubious 1 Nightcloak Mushroom ingredients. 1 Grim Coachman 1 old finger bone Mandrake Crche 3 Twists / 18 Production Produces Mandrake roots. Quite 2 Mandragora Roots dangerous and unpredictable. *produce is represented with item tags; no phys rep is required for this.

58 Jewelcraft This specialty governs the creation of fine jewelry as well as gemcutting and gem setting. Jewelry tends to have significantly higher monetary value and production requirements than the average craft specialty; treasures are difficult to create. Wondrous jewelry is so perfectly beautiful and intricate that it can have a variety of special, in-game effects.

Jewelcraft Specialty 1 Plain Gemcutting Simple Ring Simple Bracelet Simple Necklace Specialty 2 Superior Gemcutting Fine Ring Fine Bracelet Fine Necklace + Gem Setting

Cost

Notes/Result

Uncut Plain (2)* 4 5 6

Plain Gem (4) -

Uncut Superior (4) 6 8 10 5 + Item + Gem

Superior Gem (8) Gemmed Item

Uncut Flawless (8) Flawless Gem (16) 8 11 14 18/21/24 grants SQ abilities x2 Monetary cost *The number in the parenthesis is the base cost of these types of gems, but note that cutting gems doesn't cost anything but the uncut gem and production. **Similar to SQ Weapons & Armor, grants variable abilities. Upon gaining their 3rd specialty and formerly requesting it as a downtime action, Jewelcrafters will receive a packet of info detailing what effects are possible.

Specialty 3 Flawless Gemcutting Exquisite Ring Exquisite Bracelet Exquisite Necklace Craft Wondrous Jewelry**

59 Artistry This specialty represents all the various visual arts, including painting, sculpting, and the like. Note that like everything else, art must be represented in-game. A talented artist is a sought after commodity in many of the 8 worlds, and art pieces tend to command high prices. Art objects have differing production and monetary costs; raw materials are cheap, but inspiration is very dear. Prolific artists, as well, tend to garner reputations very quickly. Masterwork art can inspire and fascinate, engaging its viewers emotions and intellects in a profound way, and must be made from the finest of materials. Artistry Production Cost/ Twist Cost Notes

Specialty 1 Rough Work Novice Work Specialty 2 Accomplished Work Expert Work Specialty 3 Brilliant Work Master Work**

4/2 9/2

10 / 3 15 / 3

16 / 4 21 / variable

grants SQ abilities

**Similar to other SQ crafted items, grants variable abilities. Upon gaining their 3rd specialty, Artisans may request a packet of info detailing what effects are possible. Alchemy This discipline is a versatile craft specialty with many useful applications. Although most homeworlds have their own take on alchemyincluding delivery methodsthe specialty itself is fairly universal. Characters can choose to make their formulas with any method allowed by that formula. Using a formula must be accompanied by some interaction with its phys-rep, and a character must possess phys-reps for each formula they have (with some exceptions) on their person. Though alchemists can simply spend money to fund their craft, certain special ingredients can be used to entirely replace the monetary cost; these, of course, vary by formula. Some of the most powerful formulations require their ingredient in addition to the cost, rather than as substitute. Liquid is the most common formula method, and it ranges in type from tonics and potions, to thick, alchemical flux. Liquids are represented by colored-coded clay vials rather than tags. Potions are used by taking out a bottle, breaking of the top, and drinking from it. Liquids applied to the surfaces of items or characters must be broken, after which the character must spend at least 1 minute applying the substance before itis considered active.

60 Liquid Healing Dose Antivenom Panacea Poison Draught 2 Tonic Hallucinogen Invigorative Poison Draught 4 Venom Draught 8 Black Cordial Miracle Cure Colors and Representation (solid red) (solid yellow) (solid blue) (solid green) (blue top/yellow bottom) (red top/green bottom) (red top/yellow bottom) (green top/yellow bottom) (green, black highlights) (black, silver highlights) (silver, red highlights)

Paste is an alchemical salve; represented by makeup or, in the case of contact poison, petroleum jelly, and frequently used by people from the Rock of Storms (they call it Woad). Although a character need only have one source of the salve (one container of makeup), they must apply it to the skin every time they want to use an alchemical formula made in this way. After applying for at least 1 minute, and usually as simple, parallel lines, the user must tear the item tag, which then activates the formula. Note : players must keep torn tags and broken phys reps until they can dispose of them in trash containers. Littering must be avoided. Tablets are formulas in convenient pill form, and they are represented in game by clay tablets color-coded as per liquids, above. Tablets are small, convenient, and a bit more difficult to make: they are +1 Production cost per item (monetary cost is normal). Used most often in the Goblin City, where enterprising alchemists give them a variety of baroque names, a character must break a tablet in half and roleplay eating it for it to take effect. Unconscious characters may be force fed, but care must be taken to prevent choking. The alchemists of Undersea also use tablets, what with Liquids and Paste being useless underwater.

61 Formula Specialty 1 Phosphor Healing Dose Antivenom Panacea Distillation (Spirits) Poison Draught 2 Treated Bandages Cost Types Notes

1 2 2 2 2 3 4

L L,P,T L,P,T L,P,T L (bottle) L,P Bandage

Creates a light (green glowstick) Stabilizes Reduces poison by 2 Reduces disease by 2 Intoxicates user: 1 hour Poison 2 touch/ingest or Poison Strike 2 +Heal Rate when used to stabilize; Treatment 4 required.

Specialty 2 Tonic Hallucinogen Universal Poultice Invigorative Poison Draught 4 Bloodfire Woad Specialty 3 Venom Draught 8 Black Cordial Miracle Cure Essential Alchemy

4 5 6 6 7 8

L L,P,T Herbal Wrap L,T L,P P

Grants a resist to persistent conditions


Hallucinating; may not rest or perform rituals. Immune to Mental conditions: 1 hour

Doubles Treatment for one application. Restores 3 Prowess and 3 Vitality Poison 4 touch/ingest or Poison Strike 4 See Below

16 16 18 18+

L L L Variable

Quick Venom 8 touch/ingest, or Venom Strike 8. See Below. See Below See Below See Below

Bloodfire Woad: After applying this substance liberally and visibly, the user feels a burgeoning sense of rage and fearlessness. At any time during its active duration (1 hour), the user can succumb to its influence, going into a battle fury and immediately restoring all of their Prowess and natural Vitality. As well, they become entirely immune to Mental effects for the duration of the fury. While in a battle fury, they MUST attack anyone whom they perceive to be their enemy, without hesitation or retreat. When 5 minutes have passed, or if they are rendered unconscious somehow, they collapse and become Critical. Succumbing to the paste a second time within one day will instead kill the character outright and immediately pass their soul onward (preventing Coax Life), after the fury fades. Note that the woad wears off after an hour with no ill effect if the user chooses not to succumb to it.

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Material Requirement : Red Maiden's Blossom Venom Draught 8: This lethal concoction inflicts Quick Venom at level 8 (see Chapter 8: Game Concepts) on touch or ingestion. May also be applied on a weapon in order to call a Venom Strike 8. Black Cordial : The drinker chooses to either immediately restore a Feat of Attunement, or to gain 3 Perfect Charges (as allowed by the Occult skill, though Channeling is not required). The incredible potency of the potion, however, inflicts the drinker with a Greater Ingested Poison. Material Requirement : Nightcloak Mushroom Miracle Cure : Completely heals target of all wounds, persistent conditions, and mental effects. Material Requirement : Mandragora Root Essential Alchemy : This dangerous alchemical technique is shrouded in mystery. Only by discovering its lost formulations or researching them directly may it be mastered.

Lumencraft
This craft specialty is different from other craft specialties in that each of the items it can create is actually constructed from Lumens themselves through a process of focused willpower and dexterous manipulation. As such, they all take specific numbers and denominations of Lumens to make. If a lumencrafted items cost is 1 twist and 1 spiral, as an example, you must put exactly those lumens in your production folder; substituting lumens of equal or greater value will not work. Due to its mysterious nature, the Lumencraft specialty may not be taken during character creation; a character must be present at one full event before picking up this specialty. Unless stated otherwise, all lumencrafted items may be used 3 times before they become inactive. As a production action, lumencrafters may fully reactivate an item by imbuing it with more lumens, allowing it 3 more uses. This reactivation cost is differentand a good deal cheaperthan actually making a new item, though the production value is the same. Lumencrafted items have specific, highly unusual phys reps that reflect the nature of what they are made from. Please contact us if you have any questions about their construction. Most lumencrafted items may be used by anyone as a simple act of will and a trivial physical action. Quite a few items, however, require levels in a specific derived attribute, the possession of particular abilities, or other kinds of strange conditions.

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Lumencraft Specialty 1 Light Wand Binding Cord Razor Cube Essence Needle Red Silkenskin Specialty 2 Purity Drop Claw Suture Dreaming Ring Spring Tendril Memory Crystal Touchstone

Prod.

Cost / Recharge

Notes

1 2 2 3 4

2t / 1t* 4t / 2t 5t / 2t 6t / 3t 1S / 3t

light source resist binding sharpens weapon +2 to Artifice +heal or stabilize

5 6 7 7 8 10

1S / 5t 1S + 2t / 6t 1S + 4t / 7t 1S + 5t / 7t 1S + 6t / 8t 2S / 1S

cures poison / grants resists heals limb wounds gives prophetic dreams picks locks restores FoLearning drops circles / grants resists

Specialty 3 Spell Focus 20 Essence Orb 22 Blue Silkenskin 24 Vortex 30 *(t = Twist, S = Spiral, K = Knot)

1K / 1S + 10t 1 K + 5t / 22t 1K + 1S / 2S +4t 10K / ???

doubles mastery for 1 casting grants Perfect Charges instant healing unknown purpose

Lumencrafted item descriptions Specialty 1


Light Wand Production Value: 1 Crafting Cost: 2 Twists Reactivation Cost: 1 Twist Phys Rep: A green, chemical glowstick seated in a red, spiraled wand Activating a single use of this item means the user can place a lit glowstick in the end of the wand, using it at their discretion until the light fades. If an electric glowstick is used, it lasts for one event or until turned off, whichever comes first.

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Binding Cord Production Value: 2 Crafting Cost: 4 Twists Reactivation Cost: 2 Twists Phys Rep: A thread terminating into a red Twistlike form at both ends By temporarily wrapping this item around someones wrist and concentrating for 3 seconds, the recipient then has a single resist against Disarming, Binding, Shackling, or Slowing effects, which lasts for 1 event or until used. Alternately, it can be similarly activated on a weapon or shield to grant the item a standard resist against Break/Shatter/Destroy effects for one event or until used. Both of these uses are standard enchantments and do not stack with similar abilities.

Razor Cube Production Value: 2 Crafting Cost: 5 Twists Reactivation Cost: 2 Twists Phys Rep: A red cube with a Twists tail protruding from one corner By sharpening a bladed melee or thrown weapon with a razor cube for 1 full minute, it allows the wielder to call a free Power Strike 3 (or 4, if a Heavy Weapon) on a single attack. This additional Power Strike remains on the weapon for one event, or until used, and may be called at will by the user. Note that weapons may only have 1 such sharpening effect at any time.

Essence Needle Production Value: 3 Crafting Cost: 6 Twists Reactivation Cost: 3 Twists Phys Rep: A chopstick with a red, Twistlike form attached to the base Upon touching this to an object and Invoking it after 3 seconds of concentration (Invoke Essence Needle), it grants its user Artifice 2. This bonus applies only to the touched artifact and only for the user of the wand, and the effect lasts for 5 minutes. If the user actually possesses Occult, then the Essence Needle simply adds 2 to their Artifice level for the purpose described above.

Red Silkenskin Production Value: 4 Creation Cost: 1 Spiral Reactivation Cost: 3 Twists

65 Phys Rep: A large Red spiral or flattened Twist shape attached to a swatch of red silk or micro-fiber cloth (chamois). When a Red Silkenskin is touched to a Critical individual after 3 seconds of concentration (saying Silkenskin), this item then Stabilizes them. Alternately, if used on an already stable patient, it reduces their healing time by 1 degree as a normal healing enhancement. Requires Treatment 2 to use.

Specialty 2
Purity Drop Production Value: 5 Creation Cost: 1 Spiral Reactivation Cost: 5 Twists Phys Rep: A very small green vessel whose base is a Spiral By slowly drinking from this item over the course of 3 seconds, a character reduces the potency of any Poison or Quick Venom they are suffering by 10. Alternately, this item can be similarly used to purify an object coated in contact Poison or Quick Venom, to remove any adulterants in food or drink, or to simply give someone a Poison resist. Note that like all resists, the Poison resist granted by this item cannot be stacked with itself or other sources of the same.

Claw Suture Production Value: 6 Crafting Cost: 1 Spiral 2 Twists Reactivation Cost: 6 Twists Phys Rep: A thick green cord or wire attached to a serrated, Spiral-like shape. This item, under mostly its own accord, will magically stitch up a single limb wound. In order to invoke its effects, the user must concentrate for 3 seconds, touch the needle to the limb in question, and make several quick stitching motions as if they were using healing phys reps. After this, the patients limb is completely healed. The patient must already be stable for this to take effect, and the user of this item must have Treatment 6 in order to activate and control it. In addition, even when expended of its uses, a Claw Suture will function as a full Healing Kit, allowing the user to employ it in applications of Aid or Treatment. Note that the latter ability still requires Treatment 6.

Dreaming Ring Production Value: 7 Crafting Cost: 1 Spiral, 4 Twists Reactivation Cost: 7 Twists

66 Phys Rep: A green ring with a small Spiral on top By sleeping with this ring on their finger, the character will experience vivid, powerful dreams that may offer prophetic visions of the future. A dreaming ring is only usable once an event, and activating it more than once during that time does nothing at all. This item requires Medium or Uncanny to use to its full potential; otherwise, it only grants normal dreams of vivid intensity.

Spring Tendril Production Value: 7 Creation Cost: 1 Spiral, 5 Twists Reactivation Cost: 7 Twists Phys Rep: A green, two-pronged appendage with a twisted guitar string or wire at the end of each prong By concentrating for 3 seconds and then attaching a Spring Tendril to a lock, a character automatically reduces its complexity by 1. Note that this will instantly open a Simple lock of all types, reduce a Complex lock to Simple, and make a Superior lock Complex. This item has no effect on Mad Tinkers locks. Spring tendrils can only be used by those with the Basic Devices ability, and only one may be used on a lock at a time. The reduced complexity applies for as long as the tendril remains attached to the lock. Even when depleted of its uses, a Spring Tendril counts as a full set of Tinkers Tools and can be used freely as such.

Memory Crystal Production Value: 8 Crafting Cost: 1 Spiral, 6 Twists Reactivation Cost: 8 Twists Phys Rep: A crystal wrapped with an elongated, green, spiral-like shape By pressing a Memory Crystal to their forehead and concentrating for 3 seconds, a character receives enhanced mental focus and a greater general understanding. As such, they restore an expended Feat of Learning as if it were an Inspiration. Memory crystals are useless to those who do not possess the Learned trait. Touchstone Production Value: 10 Creation Cost: 2 Spirals Reactivation Cost: 1 Spiral Phys Rep: A small stone encased in two green, Spiraled forms which lock it into place By gently touching a person with this item and saying Touchstone, the user instantly removes all Mental conditions on their target. Alternately, by concentrating for 3 seconds while touching someone with this object, the recipient gains a standard Magic Resist.

67 Finally, by touching this item to a circle or wall it will drop the effect instantly, expending a use of the stone (called as Touchstone!).

Specialty 3
Spell Focus Production Value: 20 Creation Cost: 1 Knot Reactivation Cost: 1 Spiral, 10 Twists Phys Rep: Two large, Knotlike forms bound together When a character activates a Spell Focus after 3 seconds of concentration, the very next spell they cast is cast at double Mastery. This enchantment remains until the caster casts a spell, they go Unconscious or Critical, or until the next sunset.

Essence Orb Production Value: 22 Creation Cost: 1 Knot, 5 Twists Reactivation Cost: 22 Twists Phys Rep: A blue orb that rests on a Knot. When a character Channels from an Essence Orb (as a standard Channeling 3 sec. count), they gain their full allotment of Perfect charges and deplete a use of this item. Blue Silkenskin Production Value: 24 Creation Cost: 1 Knot, 1 Spiral Reactivation Cost: 2 Spirals, 4 Twists Phys Rep: A large, blue, Knotlike form attached to a swatch of blue silk or micro-fiber cloth. When a Blue Silkenskin is touched to an individual and the user concentrates for 3 seconds, (saying Blue Silkenskin), this item then instantly heals them of all wounds. Requires Treatment 9 to use. This item may be used to perform Coax Life without depleting an activation, or even if it has no activations left. This latter ability still requires Treatment 9 in addition to Coax Life. Note that Blue Silkenskins have no effect on Persistent Conditions; they only heal wounds. Vortex Production Value: 30 Creation Cost: 10 Knots Reactivation Cost: ??? Phys Rep: A large black orb encased in black, twisted spirals. This mysterious item radiates very strong magical energy and has an unknown purpose.

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Diplomacy
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Influence = Skill Level + Charismatic Trait Etiquette: 1/day Specialty 1 Etiquette: 2/day Specialty 2 Etiquette: 3/day Specialty 3 Etiquette: +1/day or Grand Conspiracy Specialty 4 or Perfect Decorum Etiquette: +1/day or Grand Conspiracy Specialty 5 or Eyes of the Court Etiquette: +1/day or Grand Conspiracy Specialty 6 or Master of Shadows

Influence : By spending downtime actions, a character can attempt to influence various factions and groups, so as to manipulate political and social situations. Characters with the Charismatic Trait add 1 to their influence actions for each level of Charismatic they possess. The success or failure of influence is based upon the situation in question, the person making the action, and, of course, the character's level of influence. Note that attempting to influence groups with which the character has had little or no contact is not likely to be successful. Finally, Influence is not used in a vacuum, and meddling in political or economic affairs will frequently entangle the character in intrigue. Specialties : Every even level of Diplomacy grants a specialty, which allows a character to exert greater influence over a specific group or faction. Whenever the character makes an Influence action involving the specified group of people, the character adds 2 to their Influence. Common Diplomacy specialties are the nobility or peasantry of a particular world, the culture surrounding a specific profession, a political faction, a specific tribe, or an academic society. As with all skill specialties, Diplomatic specialties may be taken up to 3 times in the same area. Etiquette : Etiquette allows characters to retroactively edit the last few seconds of their speech, up to once per day for each time it is gained. If a character accidentally says something offensive, or something they say gets a reaction they don't want, they can call "Etiquette!" to cover themselves, which instantly negates anything said in their last statement. Instead of what was originally said (which becomes out of play, effectively), other characters present hear meaningless pleasantries or simple silence, neither of which can be interpreted as offensive nor significant. Note that actual yelling, screaming, crying, or other intense emotional outbursts cannot be removed by uses of this ability; only relatively normal speech is affected.

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Alternately, characters can use Etiquette when they encounter a social situation that is unfamiliar to them, including first meetings with strange beings or participation in unfamiliar rituals. The character calls "Etiquette?", and a marshal or qualified player explains to the character what the proper or expected action would be in that situation. Both the tagline and the response are out of game. Grand Conspiracy : Once per season (game year) for every time it is chosen, characters with this ability are able to formulate and carry out a plan of diplomatic legerdemain so audacious that it seems impossible. Without using this ability, such a plan would no doubt collapse into absurdity. With it, however, a cunning diplomat can quickly realize a lifetime of manipulation in only a few weeks. Functionally, a player declares that they are using Grand Conspiracy for a particular downtime session. Assuming all of their Diplomatic actions that session are valid lines of influence and directly related to one another, the conspirator will almost certainly be successful in all of them, no matter how difficult. Note that the fallout from such sweeping manipulations will likely be profound. Perfect Decorum : Characters with this ability are unflappable under any circumstance and always seem to know just what to say in any situation. Perfect Decorum simply allows a character to use their Feats of Charisma, Empathy, Learning, or Perception as extra uses of Etiquette (called as "<feat name> Etiquette"). Eyes of the Court : This ability marks a Diplomat who always has the channels of information open. During the single downtime period available at events, a character with Eyes of the Court will receive up-to-date information covering all the areas of their diplomatic specialties. This will allow them to actduring the game or in downtimes with swift precision. A use of Eyes of the Court will almost always generate an in-game result during the same event. Master of Shadows : A diplomat with this ability has become so subtle and secretive that they are able to lead a hidden, shadowy organization whose members work in total isolation, to what end only the Master of Shadows ultimately knows. A character with Master of Shadows, even if they make a miscalculation with their influence actions, will never be implicated or singled out; they have willing and unwilling scapegoats for that. Functionally, a character with this ability has a network of agents throughout all the relevant factions governed by their specialties; they may declare actions among these disparate groups as working in unison to a single end, with no restrictions and little chance of discovery. A Master of Shadows can rule a nation without anyone knowing that they are the true power behind the throne.

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Healing
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Treatment = Skill Level + Perceptive Trait Basic Examination, Basic Aid Lesser Thanatology Improved Examination, Improved Aid Greater Thanatology Advanced Examination, Advanced Aid Coax Life Esoteric Healing or Ars Thanatos Battle Chirurgery or Inner Wisdom Esoteric Healing or Ars Thanatos Perfect Aid or Salubrious Regimen Esoteric Healing or Ars Thanatos Forbidden Medicine or Beacon of Health

Healers Kits : In order to apply any kind of Aid or Treatment, a healer must employ a Healers Kit, which is a tagged item created by the Craft skill. Healers kits may be as elaborate as the healer wishes, but at the bare minimum should consist of at least two of the following items as Phys-reps (note that most large drugstores have several of these items): Bandages/Gauze Probe Forceps Retractor Suture Needle & Thread Bleeder/Lancet Clamp Basic Examination : With this ability, a healer can determine if a character is suffering from a number of conditions, allowing them to begin treatment or aid. Examination starts by the healer approaching a patient, laying hands on (or over) them, and saying "Healing: Examination." After this, the Healer may ask a number of simple diagnostic questions (with at least a second's pause between receiving an answer and asking a new one) relating to the patient's condition, in whichever order they wish. Improved Examination and Advanced Examination simply expand upon the questions a Healer can ask, according to the following table:

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Examination Questions Basic Examination Are you alive? Are you Critical? Where are you wounded? Are you Intoxicated? Are you Hallucinating? Improved Examination Do you suffer from (Persistent Condition), and if so at what level? Advanced Examination What enchantments are you under? What are your Physical Traits? Are you corrupted? Basic Aid : After determining if a patient is Critical, a healer can use this ability to Stabilize them after a minute of care, during which time they must employ their Healing Kit. As soon as this process begins, the patient's bleed out clock stops. If the Healer is interrupted during this minute, however, the process is aborted and the patient begins to bleed out again, resuming their old count. After Basic Aid has been successfully applied, the patient awakens. They are then considered Stable and will fully heal from all of their injuries, including wounded limbs, in one hour. Stabilized characters will go Critical again (with a new death count) upon moving at anything faster than a slow crawl (or aided walk), after casting a spell/activating a spell effect, being struck with a weapon or hostile spell, fighting, or after using a skill or physical feat. A healer must have the use of at least one arm in order to apply Aid or Treatment of any kind. Improved Aid functions just as Basic Aid, but provides a level of enhanced healing, allowing the patient to fully heal in 30 minutes. Advanced Aid, similarly, adds two levels of enhanced healing, reducing healing time to 15 minutes. A patient cannot benefit from multiple applications of aid; only the best level of enhanced healing they get from this skill is what is used. This does mean that a character stabilized by Basic Aid can subsequently be attended to by a healer possessing Improved or Advanced Aid, which "replaces" the less efficient application. Other sources of enhanced healing (most notably magic or a Feats of Empathy) can stack with Aid, but the highest total healing enhancement a character can have with these basic abilities results in a 5 minute recovery time, regardless (1 hour, 30 minutes, 15 minutes, and 5 minutes is the progression).

72 Limb wounds are taken care of in just the same manner as critical injuries; if left untreated, they do not heal at all; with Basic Aid they take 1 hour to heal to usability and so forth. Once treated, limb wounds will not worsen, though they remain unusable for the duration. All of a character's wounds are assumed to be treated if Aid is applied to them, and they will all heal at the same rate. Healers may apply Aid to themselves, but only to heal limb wounds, of course, and they must have at least one usable arm. Treatment : After an initial Examination, and assuming their patient is Stable, a healer can treat any persistent conditions they have (Poison, Disease, Blindness, Stillness, Quick Venom, Plague, Paralysis, Caging). A healer can begin Treatment even if they are not able to determine if the patient is suffering from conditions. This process begins by the healer saying "Healing: Treatment X" (where X is their skill level + their level in Perceptive) and then "using" their Healing Kit. After 1 minute of constant attention, all persistent conditions on the patient which are of a power equal to or less than the Healer's treatment level are cured outright. Treatment has no effect on any condition higher than its level. Healers may Treat themselves freely, assuming they have the use of at least one arm. Most specialized healing items, beyond standard alchemical formulas and a basic Healers kit, require certain levels of Treatment in order to be employed. Lesser/Greater Thanatology : When Investigating a dead body, accursed creature, or various forensic items or locations, a healer with Lesser Thanatology automatically gets a free Feat of Learning and Perception applied to the task. Greater Thanatology improves both of these to Greater Feats. Each level of Thanatology allows a healer to investigate one more applicable target per day, over and above the one investigation all characters are allowed (see Ch. 8: Game Concepts). Coax Life : An expert healer can bring a recently slain character back from the edge of death. This ability may not be applied to those who have died from lethal persistent conditions (Poison, Disease, Quick Venom, or Plague), or to someone who was so afflicted when they died through other means. Similarly, a body that has been Mutilated (dismembered or defaced) may not receive a Coax Life. Finally, if the patients soul has already passed out of the body, which normally happens 5 minutes after death, Coax Life will be of no help and alternative means of bringing the character back must be considered. Once the Coax Life process begins, the count for the spirit to leave the body ceases. Coax Life takes 5 minutes of intense treatment (started as "Healing: Coax Life"), and can only be performed with an item specifically designed for the technique, such as a Rejuvenator (Tinkering: unlimited uses), a Miracle Cure (Alchemy specialty: 1 use only), or certain Lumencrafted items. A use of Esoteric Healing may be expended to activate Coax Life, without need of a phys rep other than the normal healing item it requires (see main entry). After this treatment is successful, the patient returns from the brink of death. Once back, the character will is considered to be in the Stable condition and will fully heal in 1 hour: no enhanced healing can reduce this duration.

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Esoteric Healing : This strange healing ability allows an advanced healer to greatly improve any magical, alchemical, or otherwise arcane source of healing, up to a number of times per day equal to the number of times it is chosen as an ability. The healer must be the caster of the spell or administrator of the healing item for this ability to work. Essentially, Esoteric Healing is activated (called as Esoteric Healing) when the healer uses an item/spell which stabilizes, enhances healing rate, or cures conditions. Activating an instance of Esoteric Healing causes... ...any effect which only stabilizes a character to also provide the maximal level of enhanced healing (5 minutes). ...any effect which enhances healing rate to instead instantly heal the patient of all wounds. They need not be stable for this effect to function. ...any effect which cures/reduces a persistent condition, regardless of type, to instead cure all persistent conditions on the patient, immediately. ...any effect which somehow does any combination of the above to provide each appropriate form of improved healing. Finally, note that mundane healing cannot be enhanced by this ability, nor can Feats of Empathy. Ars Thanatos : This ability improves upon the basic study of death (Thanatology), allowing a healer to prepare corpses with one minute of work, increasing the time it takes for the targets soul to pass on to 1 hour and granting them a Boon if they do pass on. This ability may also be used to perform funeral rites on the body of a long departed soul, laying them to a peaceful rest. A character may expend a use of Ars Thanatos in order to double the final effectiveness of all other abilities called, by anyone, during a Thanatology investigation (only one instance of Ars Thanatos may be used in this way per investigation). There are rumored to be other, darker uses for Ars Thanatos, though it is up to players to unearth these. The death arts are taxing and somber, and may only be performed once per day for every time this ability is chosen. Battle Chirurgery : This ability allows a healer to stabilize a character with amazing speed. As a result, they may perform Aid with a mere 3 seconds of attention, rather than 1 minute. Also, they need not ask any examination questions before making the attempt (though they can if they want to), nor use any phys-reps other than their own hands. If the patient receiving Battle Chirurgery happens to not be critical, then nothing happens. A

74 character treated with this ability is fully healed in 1 hour, but they may subsequently receive improved/advanced/perfect aid to minimize their healing rate, as normal. Inner Wisdom : The principles of Healing, though primarily geared towards helping others, do allow an introspective character to attend to their own health and well-being. Indeed, knowing the secrets of the body can lead to a kind of self-actualization for those healers with an ascetic frame of mind. Functionally, Inner Wisdom permanently endows a healer with three levels of naturally enhanced healing, meaning that, once stabilized, their wounds will heal in 5 minutes rather than 1 hour. Inner Wisdom also generates a free Heroic Feat of Learning when the healer formally Investigates their own internal state. Perfect Aid : This ability simply follows the progression for Aid, Improved Aid, and Advanced Aid to its logical conclusion. As such, a healer who performs Perfect Aid (which still takes 1 minute and the appropriate phys-reps) upon a patient reduces their healing time to 5 minutes. As well, any patient who has received Perfect Aid plus some source of enhanced healing (Feat of Empathy, magic, alchemy, naturally rapid healing), breaks the normal healing limit and reduces their healing time to 1 minute. Salubrious Regimen : In a manner similar to Inner Wisdom, though using much more energetic techniques, this abilityif applied vigilantlywill greatly increase personal fitness and health. A character with Salubrious Regimen must, in order to activate it, perform 10 minutes of exercise such as sparring, running, calisthenics, or whatever energetic activity would be appropriate for their world (actual combat does not count). After this, they must rest for a full 10 minutes. Once Salubrious Regimen is completed, the character immediately gains 1 additional level in both the Strong and Tough traits for the remainder of the day (until the next sunset). For all purposes, treat these enhanced levels as if they were the natural values of the character, including any prowess/vitality increases. Though this ability will not grant a character any current feats of Strength or Toughness, it will boost the maximum number of such feats, where applicable. The 10 minutes of rest is treated as a normal rest period, and thus a character will come out of the regimen with full prowess and vitality at their enhanced levels. Note that this ability may be activated as often as the character needs, though the bonuses it confers are not, of course, cumulative. Once per day, a healer with this ability may direct others through its required steps. Any such participant, assuming they perform the steps just as the healer directs, will be granted an additional point of maximum Vitality for the remainder of the day. The maximum number of participants that may join in is equal to the healers Treatment level, and the healer derives no benefit for themselves when directing a Salubrious Regimen for others. If the healer is interrupted while directing the regimen, they may perform it again: only a completed group regimen counts for the 1/day limit. The vitality boost is treated as a natural bonus and may stack with enchantments that provide the same effect.

75 A character who is suffering from a Persistent Condition, Intoxication, or Hallucination, or who is healing from injury of any kind, may not perform or participate in a Salubrious Regimen. Note also that the concentration required for this regimen prevents anyone from performing magical rituals during its duration. Finally, a character who undergoes a Coax Life, or is otherwise returned from the dead, loses any current bonuses derived from this ability. Forbidden Medicine : This strange and frightening ability is the result of a cumulative understanding of the possible, with regards to the nature of living beings of all types, to untried medical procedures, and to the ultimate cycles of life and death. A character who chooses the path of forbidden medicine has developed their mastery of the healing arts to such an extent that all the secrets of life itself must seem only just out of reach to them. Theoriesmany perhaps impossiblewill suggest themselves to an enlightened healer; there is little they can do to stop them coming, in fact. Whatever applications these wild theories and experiments might suggest, however, are left up to the character to find out in play or during scholarly research. Besides its mysterious, find-out-in-play abilities, Forbidden Medicine explicitly adds a characters Treatment level to their Research ability for all Scholarship actions dedicated to the healing arts. Beacon of Health : Through constant attention to their own physical health, along with long-running, self-administered treatments, a character who masters this ability will remain hale and vigorous throughout the course of their life. Effectively, Beacon of Health renders a character completely immune to ALL Persistent Conditions (which at the moment covers Poison, Disease, Blindness, Stillness, Quick Venom, Plague, Caging, and Paralysis), calling No Effect when hit with such. Note that conditions that arent classified as Persistent, such as intoxication, hallucination, or any mental effect, are unaffected by this ability.

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Mercantile
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Expertise = Skill Level + Learned Trait Paltry Venture Specialty 1 Moderate Venture Specialty 2 Substantial Venture Specialty 3 Child of Fortune or Perfect Collector Specialty 4 or Dealmaker Child of Fortune or Perfect Collector Specialty 5 or Monopolist Child of Fortune or Perfect Collector Specialty 6 or Invisible Hand

Expertise : This ability measures a merchant's facility in buying, selling, trading, investing, managing, and making business contacts. Expertise is equal to a character's skill level in Mercantile plus any levels they have in the Learned Trait. All downtime actions that use the Mercantile skill will involve Expertise in some way. At the beginning of every game, a character receives a number of Twists equal to their Expertise rating, representing their general income and profits. Paltry/Moderate/Substantial Venture : This set of abilities allows a merchant to invest money in market speculations, make business contacts, and manage concerns. Each successive Venture ability increases the amount that may be invested, the importance and power of the contacts that may be made, and the size of the businesses that may be managed. Speculations In order to speculate in a market, a merchant must decide on the amount of money they wish to risk in that speculation on a per-action basis. This amount is limited to 10 twists per action for Paltry Ventures, 20 for Moderate, and 30 for Substantial. The speculator must note what kind of investment they are making: Risky, Average, or Conservative. At the next game they will get their return on these investmentsin the form of debt or profitduring start-of-game production. Debts may be paid off immediately before game or later using downtime actions, but if they are left unpaid they will be compounded, and large debts will almost certainly lead to in-game repercussions.

77 Successful speculations depend upon base Expertise, any specialties that apply to the markets involved, any Tip used to enhance success, and the risk level of each investment. Contacts In order to make a business contact, the merchant must simply dedicate one or more downtime actions to pursuing it. Contacts can take more than one game to develop, and when they do they will likely appear in game to seek out the merchant in person or through a representative. The importance of the contacts that may be made is limited by Venture ability. Success, however, depends on Expertise, specialties, the characters general relationship to the potential contact, and any money they wish to spend to grease the wheels. Although a merchant may spend as much money as they like on bribery in this regard, the amount that will have an actual effect is limited as per the speculation limits above. Money used for bribery is handled as per a speculation debt. Concerns In order to manage a concern (business or organization), a character must spend downtime actions just like other ventures. Most concerns require at least one successful action per event on the managers part in order to run smoothly, but additional actions can enhance profits and reveal opportunities, and will contribute to the concerns overall size and scope. The size of the concern that can be managed is directly limited by venture ability. Money can be invested in a concern, but the amount of usable capital is limited exactly as contact or speculation actions, and payment is handled in the same fashion. Specialties : Specialties in Mercantile are defined as specific market, contact, and business types. When performing venture actions, a character adds 2 to their Expertise for each specialty they have in it. Child of Fortune : This ability allows a character to seize opportunity when they find it. Once per season (game year), the merchant can enter into a period of intensely profitable wheeling and dealing. For one entire downtime session, the character functionally gains a +6 to their Expertise. In addition, Mercantile actions that would be normally impossibleregardless of expertisebecome possible while under the affects of this ability, such as taking over a powerful, established firm in a short time period, or creating an entirely new market from whole cloth. Perfect Collector : This ability allows a merchant to find and purchase almost any rare, priceless item. Once per season (game year), the merchant may spend a downtime action as a perfect collector, for which they declare that they are seeking to buy some piece of rare art, a powerful artifact, or a historical relic. This action is almost guaranteed to be successful as long as the item itself is not ridiculously out-of-bounds, and a contact will appear in play at the next game to negotiate the deal. The more specific the merchant makes their demand, the better, though something will always materialize. Dealmaker : A character with this ability can buy and sell almost anything. As a mercantile action, the character can directly purchase and/or sell up to a number of

78 discrete items equal to their Expertise. Multiple actions can be dedicated to Dealmaker per session. Note that characters normally are not able to buy and sell items during downtime sessions, without this ability. The types of items guaranteed to be purchasable are those limited to the listed Craft and Tinkering production tables. All tagged items in the characters possession, however, are saleable with this ability. Dealmaker items are purchased and sold at double their production cost in Twists. Finally, Dealmakers can find out the base value of items for which the cost is unknown or believed unknowable, though it takes a single downtime action dedicated to figuring this out, per item. Monopolist : Upon choosing this ability, the character comes into their own as the controlling figure in all the markets related to their specialties. Functionally, this means that market speculations and Concern management in those areas are much more likely to generate a positive result. Invisible Hand : With this ability, a master merchant will be able to freely turn their great wealth to ever more flexible ends. By spending money finding the finest facilities, associates, materials, and opportunities, they may enhance their competence in all other skilled arenas. Per downtime session, every 3 twists a character spends will add 1 to the derived abilities of all their general skills, save Mercantile. The highest bonus they may receive with this ability is limited to their Expertise, meaning that 3 x Expertise is the largest amount that may be usably spent. A merchant may also use this ability to enhance the abilities of others, though the cost for doing so increases to 6 twists per point, and the recipient must acknowledge that they are gaining such a benefit in their post-event form. The bonus they may receive is limited to the lesser value between the merchants expertise and their own derived ability level. When enhancing a merchants own abilities, Invisible Hand does not cost a downtime action. It takes one action per person aided, however, when used on others. Regardless of the target, this ability is useless on those without at least some level in the skill that is being enhanced.

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Performance
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Renown = Skill Level + Charismatic Trait Inspiration: 1/Day Long Performance Inspiration: 2/Day Grand Performance Inspiration: 3/Day Unique Performance Inspiration: +1/Day or Legendary Performance Muse or Pure Expression Inspiration: +1/Day or Legendary Performance Muse or Audience of One Inspiration: +1/Day or Legendary Performance Muse or Cult of Personality

Renown : As a performer increases in skill, they will develop a distinctive style and reputation. All downtime performance actions will increase a characters general fame, which in turn increases the likelihood that non-player characters will recognize the performer and that they will be sought out by those seeking help, learning, or simple entertainment. Characters can use their Renown on downtime actions to declare when, where, and how they are performing, to various unpredictable results based on their skill and level of fame. Gaining fame titles takes progressively more downtime actions, such that only dedicated performers have a chance to reach the highest levels. Fame Titles Well Known Local Celebrity Quite Famous Storied Entertainer Living Legend Known in All Worlds Inspiration : Performers are masters of Song (Singing and Playing Instruments), Oratory (Speech and Storytelling), or Revelry (Dance, Jesting, and Acting), and they may use their skill to do more than just entertain. Once per day for every odd level they have in this ability, they may truly give their all with a performance. Functionally, in order to activate an inspired performance, the performer must sing, speak, or dance for at least 1

80 minute, after which they loudly call out "Inspired Performance!" Any genuine ally who attends to this performance and decides they really like it (even if they just want its mechanical benefits), must clearly indicate such by applause, laughter, or other outpourings of approval; if such approval is not given by a particular character, the effect is not granted to that character. Upon taking inspiration from a performance, an audience member may restore one expended Feat of their choice. Characters that possess the Empathic ability, Rapport, restore an additional feat whenever they respond to an Inspired Performance of any kind. Performers get no direct mechanical benefit from their own performances. Long Performance : This ability allows characters to improve the benefits of their inspiration effects when used with an extended performance. After performing for at least 5 minutesinstead of 1the performer then calls "Long Performance!" The results of such a performance are effectively doubled; anyone who resonates with it may restore 2 Feats of their choice. A Long Performance still only uses up 1 inspiration slot. Long Performances often take the form of a couple of songs, a dance or three, or a nicelydeveloped story. Grand Performance : Functions exactly like Long Performance, except that it takes a full 15 minutes of performing and restores 3 Feats, respectively. Only 1 inspired performance slot is expended, as with all inspired performance types. Grand Performances are very taxing, representing an epic tale, a whole series of dances, or many songs. Unique Performance : This ability allows a character to undertake a performance with an extremely specific effect; Unique Performances can only be used with a particular performance type. Unique Performances are not generally part of the common "knowledge" of the performing arts; instead, they are the forgotten dances, the forbidden songs, and the bizarre tales of legend. Still, upon gaining this ability a character will receive, at their explicit request, a write-up of a small selection of unique performances that are reasonably common, allowing them to perform such. Beyond these, it is up to the performer to find them in game, discover them while performing on downtime, research them directly with Scholarship actions, or receive instruction from someone knowledgeable in them. The first time a character uses a particular Unique Performance in a given day it does not expend an Inspired Performance slot. Any further use expends an inspired performance as normal. A character may know a maximum number of Unique Performances equal to their Renown. Legendary Performance : Once per season (game year) a performer may summon up reserves of true inspiration such that they are able to give a performance whose power borders on the supernatural. This ability is only usable in the presence of a marshal, and is activated by the performer calling out "Legendary Performance," after which the attending marshal calls a Hold. During this hold, which represents a preternatural lull in

81 the action, the performer must engage in their art to the best of their ability. When Lay On is called, all of the performer's genuine allies are granted spontaneous, renewed vigor, restoring all lost Prowess, Vitality, Feats, and skill-derived per-day abilities. Rituals are not activated nor are Charges gained, however. Muse : A performer with this ability is able to provide sustained periods of enhanced creativity to others. As a downtime action, a character with Muse can declare that they are performing for a particular character. If that character acknowledges this partnership in their downtime form, they then receive a +2 bonus to all of their Derived abilities (Expertise, Research, etc.) for the session. Note that accepting the gift of a Muse does not take a downtime action, itself, though the Muse must spend one to perform. Every additional level of Muse adds another +2 to the above bonus. Pure Expression : This ability represents a performer's gift for tapping into the truest source of inspirationthe soul. Pure Expression allows a performer to spend an Inspiration as a FoCharisma or a FoEmpathy (called as "Pure Expression: Charismatic/Empathic"). As well, characters with this ability restore an additional feat when responding to an inspired performance, as per the Empathic ability, Rapport. Pure Expression and Rapport are cumulative, granting two extra restorations per inspiration to characters possessing both. Audience of One : This ability marks a performer with a particularly introspective style. As a result, they can respond to their own performances just as their audience does. Indeed, they need not have an audience at all, in order to do so, though they must still perform for the required amount of time. Cult of Personality : Some performers have that certain indefinable quality of talent (or ego) that attracts fame and notoriety. Practically speaking, characters that have Cult of Personality functionally double their Renown when using iton downtimeto perform in public. Any bonus they might receive to Renown is similarly doubled in this circumstance. Performers with this ability are almost guaranteed to become well known throughout the worlds. A note for potential performers : One of the cool things about a LARP is that you can showcase abilities you really have, in a very tangible way. To that end, we ask that performers actually have SOME proficiency with the method of performance they use. It tends to strain the immersion of an audience if it is expected that they respond approvingly to someone who is supposed to be a master performer, but who actually has little ability.

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Scholarship
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Research = Skill Level + Learned Trait Bonus Literacy 1, Basic Inquiry Specialty 1 Bonus Literacy 2, Intermediate Inquiry Specialty 2 Bonus Literacy 3, Advanced Inquiry Specialty 3 Epiphany or Polymath Specialty 4 or Gift of Tongues Epiphany or Polymath Specialty 5 or Visionary Epiphany or Polymath Specialty 6 or True Authority

Research : Between events, a scholar can dedicate one or more downtime actions to research a specific topic. The success, amount of information, and accuracy of information is based on the character's level of Research, their Specialties, their access to research materials, and the number of actions they dedicate to it. Bonus Literacy : Although all characters can speak and read Gatespeak, they cannot read the languages of worlds other than their own. Characters with this ability, however, gain just that facility. Characters do not begin play able to read languages from other worlds, and must instead dedicate a single downtime action to learning a language (only one may be learned per downtime session, as a further restriction). Text props will be prominently marked if they are written in another language, and only characters with that language are allowed to read the text (which, of course, will simply be normal English). Basic/Intermediate/Advanced Inquiry : Most characters may participate in only one Investigation per day (Game Concepts: Ch. 8). With Basic Inquiry, a scholar may instead participate in two investigation sessions per game day, and Intermediate Inquiry increases this to three. A scholar with Advanced Inquiry, however, may participate in as many Investigations as they wish and are no longer limited as before. Note that regardless of how many investigations a character may participate in, they may not investigate the same subject more than once per event.

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Specialties : Scholarship Specialties allow the character to focus their studies to greater effect. Whenever the character researches something that falls under their specialty, they add 2 to their effective level of Scholarship for each level of specialty they have. Common specialties include the study of a particular type of spirit; the history of individual worlds; specific ancient magics, animals, and plants; and the nature of the afterlife. These are not the only specialties, however, and we encourage people to invent their own or learn new ones in play. Like all skill specialties, Scholarship specialties will sometimes have in-play applications during Investigation actions. Epiphany : This ability, which is usable only once a season (game year) per times chosen, allows a character to enter into a state of academic fervor, granting them brilliant and swift insight into a research area of their choice. No matter how difficult or arduous the area of study is, the character will be immediately successful in their research. Functionally, a character declares they are using an Epiphany on a particular downtime research action. They will then, at the next game, get the final results of that action. If it is possible to for the research to succeedeven remotelyit will. Note that this ability can resolve what would normally be a seasons-long path of research in but a single downtime action. Polymath : Scholars with this ability are truly gifted. For each time Polymath is chosen, the character permanently adds 2 to the derived ability of every other general skill they know. Derived Abilities: Craft : Craft Production Tinkering : Tinkering Production Diplomacy : Influence Mercantile : Expertise Survival : Exploration Healing : Treatment Performance : Renown Note that the Scholar actually has to have levels in these skills to receive the benefits of Polymath. Gift of Tongues : This ability allows a character to read and write in every known language. As well, when researching lost or arcane tongues, this ability adds 2 to their Research level. Finally, a character with Gift of Tongues may call the ability name when investigating language-based puzzles or mysteries in game, which functions just as if they had called a Heroic Feat of Learning on it. Visionary : This ability reflects a scholar whose intellect is so agile and quick that they are able to follow through with areas of research and lines of intellectual inquiry without a moments notice. During the one production action involved in a gamewhich is normally restricted to Craft and Tinkering Productiona Visionary may declare and

84 attempt to resolve a single research action immediately. Obviously, this will require direct plot attention. During downtime sessions, this ability may cause any action left blank to generate potential Scholarship research lines or unusual ideas, as the Visionary is taken over by inspiration. True Authority : This ability is really just the culmination of a career of research and study. On choosing it, the Scholar in question will become an acknowledged and famous authority on all of the areas of their specialties. Note that their actual research/specialty level is still used in any actions declared for such; however, because of the authority a scholar with this ability wields, they will find access to information much less restricted. Pragmatically, this ability grants a Scholar a kind of influence (as Diplomacy) and renown (as Performance), with regards to intellectual communities. As well, characters with True Authority will not be able to avoid in-game attention concerning all things scholarly.

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Survival
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Exploration = Skill Level + Perceptive Trait Forage Specialty 1 Harvest Game Specialty 2 Concealment Specialty 3 Chosen Prey or True Seeker Specialty 4 or Nature's Path Chosen Prey or True Seeker Specialty 5 or Greater Concealment Chosen Prey or True Seeker Specialty 6 or Snakewise

Exploration : This ability allows a survivalist to track monsters/npcs, as well as to engage in pathfinding (both of these require marshal input). Basic effectiveness is based off of Survival's skill level, plus any levels in the Perceptive trait. Difficulty is determined by a number of factors, including age of the trail, weather conditions, etc. Exploration can also be used to hide a trail, which, again, requires marshal input. Note that no matter how skilled a survivalist a character may be, tracking and pathfinding is simply impossible in some situations. At event sites, Explore Tags (the most common type of Encounter Tag: see Ch. 8 Game Concepts for details on other types) may be found hidden in the wilderness; if you see one of these and have an Explore rating equal to or greater than the value listed, you may read its description and follow through with its instructions. If you dont, it is out of play to you entirely. Specialties do not apply to Explore Tags directly, but once turned in, the marshals may grant further insights based on them. Forage : This ability allows a survivalist to harvest in-game plants, mushrooms, and other ingredients from the land itself. These types of things may be found outside during events or on specific adventures. Only characters with this ability may pick up and identify them; anyone else who does so destroys the item. Also, this ability allows a character to search for items during downtime actions to much greater effect than the unskilled. Do note that searching for items during downtime is a difficult process.

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Specialties : Every even level of Survival grants a Specialty. Specialties allow characters a greater degree of success on Exploration actions to find a specific type of quarry, location, or foraged item. When searching for an applicable target, the characters Exploration level is increased by 2 for every level in its specialty. Harvest Game : This handy ability allows characters to collect skins, food items, and special ingredients off of select monsters or animals. Upon killing (or coming across the corpse of) an animal or monster, the character must search them, saying "Harvest Game." If the creature has anything that is harvestable, they will reply "yes" or "no." If affirmative, the character can then say "Harvesting," and then spend 1 full minute working on the carcass. After this, they get the item and tag (or at least a tag). Note that this kind of searching will also reveal any normal carried items the creature might have. Concealment : With this ability, a character can conceal themselves in the wilderness, in shadow, or somewhere where they are almost entirely covered (like under a table or bed). Characters attempting to conceal themselves must quietly speak a three count (Concealing 1, Concealing 2, Concealing 3), which still must be audible to those close by. If another character hears this count, they can thwart the concealment by simply saying "Reveal," and pointing at the concealing character. If this happens, the concealment fails. If the attempt succeeds, the character crosses their arms across their chest, which is the required gesture for a concealed character. Concealed characters may remain as such for as long as they like, but if they character moves, speaks, slips, falls unconscious (real or in-game) or uncrosses their arms, the effect ends. Perceptive characters who see a Concealed character out of game can spend a FoPerception to immediately Reveal them, breaking the effect. If they dont have a feat left, or dont wish to use one, all that they are left with is the fleeting impression of something not being quite right. They may NOT point out a concealed character to someone else, or even suggest that something is in that direction: they just have a feeling. Chosen Prey : This ability represents a hunters focus on a particular kind of nonhumanoid game (either natural or unnatural), granting them specific knowledge of the strengths and weaknesses of their anatomy. Functionally, this ability grants a survivalist a permanent +2 to all Power Strikes called against that kind of creature, which applies to all weapon types. This ability does not stack with itself and cannot be chosen multiple times for the same prey. Rather, a survivalist simply gets to choose another creature type to which their bonus applies. Note that a survivalist need not have a specialty in their chosen prey to declare them as its target. Note: survivalists can only declare actual animals, monsters, or accursed creatures as the target of this ability; humanoids are not subject to its effects.

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As well, calling chosen prey while searching a creature will increase the odds of receiving a harvestable item from them, and each applicable level of Chosen Prey counts as a free feat of Perception when Investigating the remains. True Seeker : This ability allows a survivalist to perform a feat of nearly impossible Exploration, up to a number of times per season (game year) for every time it is chosen. True Seeker will allow a character to find locations, objects, people, and animals which otherwise would be impossible to track with regular exploration, such as long-forgotten ruins concealed by magic, ancient relics of immense power, and mythical beasts of terrible might. Functionally, a survivalist declares as a downtime action that they are using True Seeker on a particular target/location. The next game, they will be set on the path to find their goal, barring all but the most extreme circumstances. Alternately, a True Seeker may expend a use of this ability to improve their mundane Exploration for the duration of an event (called as True Seeker in the presence of a marshal), gaining an effective +6 bonus for all in-game Exploration purposes until the events end. Natures Path : This ability grants a survivalist a special sort of gentle influence with natural creatures, allowing them a measure of communication with beasts of all types. This ability does NOT duplicate the Woodsong and Moonsecret spell Glasswings Gentle Mien, as it does not allow the survivalist to actually speak with animals. Rather, the character declares Natures Path upon an animal or group of animals they want to influence. Thereafter, the beasts may not attack said character unless directly threatened, and they must take their actions in the best possible light. Creatures that are hostile become neutral when exposed to this ability. Creatures that are neutral become downright friendly in said circumstance. Creatures who are friendly already (a rare occurrence) will remember the character as a friend thereafter. Natures Path may be used at will, but only once on a particular creature/group, per day. The duration of this ability persists until circumstances change, but if a survivalist uses it several times on the same creatureover an extended period during recurring encountersits effects can become permanent. Greater Concealment : This ability is a substantial improvement to normal concealment, and it allows a survivalist to move at slow walk while concealed, assuming they are among shadows, in the woods, skulking behind buildings, or generally making a real effort not to be seen. All other restrictions apply, and the survivalist must maintain the required gesture at all times.

88 In addition, a character with this ability need only say Greater Concealment, instead of taking the normal 3 count, to become hidden. They may still be revealed by someone who hears the tagline or sees them assuming the gesture, however. As well, if a Perceptive character attempts to use a basic feat to reveal someone who is under the effects of this ability, the survivalist may call Greater Concealment in response, meaning that the feat is wasted and the survivalist is unrevealed. A Greater Feat of Perception or better, however, will reveal them as normal. As with normal concealment, Perceptive characters will still feel uneasy around those under the effects of this ability, though this gives them no indication of direction or location.

Snakewise : This unusual ability marks a survivalist who has become so used to the effects of poisons and toxinsnatural or otherwisethat they are now completely immune to such; characters with Snakewise call No Effect when targeted by Poison or Quick Venom. As well, being Snakewise means that a character is expert at using blade poisons actively, so that all Poison or Quick Venom Strikes they use, regardless of source, are called at double damage/effect level. Finally, any downtime foraging a Snakewise character does for the express purpose of finding poison-making herbs or ingredients is much more likely to be successful, and will likely result in more being found, as well.

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Tinkering
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Tinkering Production = Skill Level + Learned Trait Basic Devices Contrivance: 1/Day Intermediate Devices Contrivance: 2/Day Advanced Devices Contrivance: 3/Day Fiendish Inventor or Junkman Contrivance: +1/Day or Shaving the Corners Fiendish Inventor or Sapper Contrivance: +1/Day or Master Builder Fiendish Inventor or Schematic Vision Contrivance: +1/Day or Technomancy

Tinkering Production : Although tinkering is similar to Craft in many ways, it is fundamentally different in its theoretical grounding. Tinkering, in essence, passes for engineering and "science" in FoD, and is thus affected by the Learned trait (gaining a bonus to production and allowing Tinkers to use the bonus downtime action that Learned provides). Also, tinkers are generalists with regards to all manner of machinery, and do not get specialties at all. It must be said, however, that Tinkering is generally more difficult than Craft, and has higher production and monetary costs. Note: Even if a tinker could technically make something with their level of the Devices ability, they might still lack the Production to do so. Basic, Intermediate, Advanced Devices : Every odd level of Tinkering gives a character access to new and strange mechanical devices, which can be created during downtime actions and in-game production periods. Most traps and locks require at least Basic Devices to disable.

90 Contrivance : Through sheer, intuitive understanding of machines and complex devices, a Tinker can, once per day for every even level in this skill, call "Contrivance" to immediately resist the effects of a trap that goes off in their vicinity. Also, Contrivance can be used to immediately reduce the complexity of a simple, complex, or superior lock by 1 for 1 hour (this will pop simple locks and make complex locks simple, etc.). As well, though a Tinker cannot normally pick a lock or remove traps without tools, using this ability will allow them to do so for one device for up to an hour of work on that device alone. Finally, when confronted with strange devices, using this ability will allow a Tinker to activate, use, or deactivate them, depending on the situation. Fiendish Inventor : Once per season (game year), for every time this ability is purchased, a tinker may enter into a state of intense creativity. This burst of inspiration may be used to grant a +6 bonus to the characters Tinkering Production ability, which lasts for one ingame production action and the following downtime session. Alternately, it can be used to make one-of-a-kind devices otherwise impossible to create; the most intricate and powerful machines can only be made by Fiendish Inventors, as a matter of fact. Junkman : A Junkman is a tinker who can apply their skill to just about any assemblage of broken gears, discarded springs, and corroded machinery. With this ability, a tinker can scrap any number of tinkered items (as a single downtime action) they have to gain the full value of its original production cost worth of "junk." Junk can be used in lieu of twistson a 1 for 1 basisto defray the monetary cost involved in making/repairing tinkered items. As well, during every downtime session a Junkman will automatically find junk just lying about, the amount of which depends upon their normal Tinkering Production value. Shaving the Corners : A tinker with this ability is able to extract the most functionality out of devices while using the least complicated and expensive means possible. Functionally, Shaving the Corners simply reduces the production and monetary cost for all tinkered items: Basic Devices are reduced by 1, Intermediate by 2, and Advanced by 3. This reduction also applies to repairing Shattered items, before halving their cost. Sapper : Sappers are specialist tinkers who are able to create customized traps of horrifying effectiveness. They may add characteristics to any trap they can make, which costs extra production and money according to the power of the effect. Here is a brief guide to the most general types of modifications which can be made (other, more bizarre and potent types are FOIP):

91 Characteristic Solid Vicious Magnified Intricate Maddening Precision Assassins Indiscriminate Perfect Cost +5 +5 +5 +5 +10 +10 +10 +10 +15 Effect May be set and triggered twice +5 to damage and/or effect level +5 to effect range/radius Requires Intermediate Devices to disarm Requires Advanced Devices to disarm Takes 2 uses of Contrivance to negate Makes any Poison bearing trap inflict Quick Venom +10 to effect range/radius May be set and triggered any number of times

To make a trap with an enhancement, the tinker simply declares they are doing so for that downtime action, paying the increased cost. A particular enhancement may only be used once per trap, but a trap may bear more than one type of enhancement. Master Builder : Tinkers with this ability are unparalleled at creating a number of specific, signature devices. Functionally, a Master Builder declares 3 non-trap devices they wish to specialize in, once this ability is chosen. Whenever these items are made, they will have enhanced attributes as per a superior quality craft item (and, like them, are FOIP), and they will be unmistakably the work of the Tinker in question (must have the tag signed by the creator, and the item imprinted with their mark). The number and type of superior attributes depends on the tinker's native production value and the type of item itself. Schematic Vision : A true Tinker knows that all things are reflections of the machine. By applying the ordering principles of Tinkering to the world around them, tinkers can gain insights which would escape others of more limited awareness, as well as granting them a sense of profound mental clarity. Functionally, Schematic Vision allows a tinker to expend a use of Contrivance to call a FoPerception , FoLearning, or a FoWill (called as "Contrivance: Willful/Perceptive/Learned"). As well, characters with this ability are adept at researching new schematics for tinkered items. As such, they gain a +6 research bonus to any Scholarship actions dedicated to developing new devices. Technomancy : A tinker with this ability has mastered the strange, forgotten arts which join magic to machine. Technomancers gain a +6 bonus to their Artifice for the purposes of understanding and using magical machinery, and any Scholarship actions dedicated to such are granted a similar Research bonus (this ability does not stack with Schematic Vision). Only Technomancers may repair and maintain broken Technomantic creations, and it follows, then, that they are the only ones who have any hope of creating new ones.

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Tinkering Production
Tinkered items have a Production cost associated with them, which is also exactly equal to the amount of Twists they cost to create. During a downtime session, you get 3 downtime actions, and with each action spent on Tinkering, characters get their full production value to make things. Also, if you dedicate more than one of these actions to Tinkering, you can simply add their production values up so that you can make more complicated items, or just make more items in general. Note that the Learned Trait applies to tinkering, and can grant an additional downtime action in addition to its bonus to production. Leftover Tinkering Production points may not be used for Craft or any other purpose besides Tinkering.

Locks & Lockpicking


While we encourage players to have actual mechanical locks as props for their secured items, they cannot actually be used to lock in-game belongings. An individual lock, in FoD, is instead represented by a length of shoestring or paracord whose ends are tied tightly together. The more complex the lock, the more strings and knots it has. When you make a lock, you get 1 key, and both must be phys-repped. Both the key and the lock phys rep itself must be marked identically with your initials, color codes, numbers, or other methods of making them distinct. Additional keys for a particular lock may be made for 1 Tinkering Production/Twist. It should be obvious, but all locked containers and doors need to have the appropriate knotted strings on them on the outside. Any that do not are simply unlocked. Note that strings may be tied as tightly as is possible (no glue or adhesives can be used, however). Containers/doors/etc. should be tied with the strings so they do not actually stop them from being opened out-of-play; a good place to tie them, instead, is on or under the lock phys-rep itself. Only nylon/poly shoestring, nylon or cotton cord, or paracord is allowed for locks; leather and rope is not acceptable. If you are in doubt as to the acceptability of what you want to use, just run it by us. To pick a lock, a character must have the Devices ability at the appropriate level and use their tinkers tools during the process of untying the phys rep. Strings may not be cut or broken in the process, and a player who is lockpicking must always have tools in hand while they are doing so, even if they work the "lock" with their fingers.

Lock Phys-Rep 1 String (Simple) 2 Strings (Complex) 3 Strings (Superior) Oversized (Mad Tinkers)

Requirement to Pick Basic Devices Intermediate Devices Advanced Devices Advanced Devices + Contrivance

Requirement to Force 3 FoStrength 3 Greater FoS 3 Heroic FoS 6 Heroic FoS

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Forcing Locks
The level of a lock determines how difficult the object it locks is to force open using Feats of Strength. Every single feat used to break a lock must be delivered with a VERY loud 3 second count: "Feat of Strength: Breaking 1, Breaking 2, Breaking 3!" A Greater Feat of Strength counts as 3 basic FoS for the purposes of lock breaking, and a Heroic Feat counts as 3 Greater Feats. This relationship only goes one way, however: Basic Feats are useless on Complex or better locks, and Greater feats are useless on Superior or Mad Tinkers Locks. Any spell, combat maneuver, or special effect that delivers a Break effect counts as 1 Greater FoS for the purposes of forcing a locked container or door. Locked containers/doors that are Heavy (see General Craft) add 3 to the number of whatever kind of feats are usually needed to break the lock. The Mysteries of Flame and Iron spell, Perfected Fortress, similarly adds 3 to the number of feats, and both these effects can stack. A Heavy door or chest with a Mad Tinkers Lock installed and Perfected Fortress cast upon it takes a daunting 12 Heroic Feats of Strength to break. Expect that some locked doors or containers you find in ruins and other weird places may well be unforceable. All Feats of Strength used in forcing a lock must be delivered within one minute to have an effect. If one minute passes and the object is still locked, the number of Feats needed resets. If a door or container is successfully forced, it is considered a Broken item and can be fixed with Basic/Intermediate/Advanced Repair as normal. Doors may not be mundanely locked or barricaded (as in, by using a real lock on cabin doors or by blocking their movement somehow). Holding Doors If someone is attempting to enter a door, you may not hold it closed against them unless you call a Feat of Strength. If you do so, you can hold it closed as long as you maintain contact with the door. If they call one or more FoS in response to yours, they may open the door unless you exceed the number of feats called against you. Essentially, the defender loses in the event of a tie. If a Greater FoS is called, only a Greater or Heroic feat may be used to counter it; no number of basic FoS will have any effect. If a Heroic FoS is called, only a Heroic feat may be used to counter it; no number of basic or Greater FoS will have any effect. You may only use strength to hold an unlocked door closed. If the door is locked, only the lock/door itself will resist attempts at entry, and a Broken door cannot be held closed in any way, shape, or form. Multiple characters may call feats on any side of a contested door; these are treated exactly as if they came from one person.

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Traps & Other Items


Traps are most commonly represented by mousetraps set up with triplines or other means of triggering. It is really up to an individual tinker as to how their traps are constructed, but be aware that safety is paramount, and that electronic, battery powered, or otherwise technological traps are prohibited. All traps must make some kind of noise or other obvious indication that they have triggered, and they must be mechanical in nature (only one triggering mechanism can be used per trap), otherwise they do not take effect. Unlike lockpicking, a character need only have Basic Devices to attempt to remove most traps, but even then, the actual mechanism must be bypassed somehow without it triggering. A trap that is bypassed without triggering may be taken as a tagged item. The following table gives details for locks and traps, as well as other, stranger inventions that a Tinker can make. The cost column represents how much the item costs to make, in both Twists and Tinkering Production points. Repairing a Broken or Shattered tinkered item uses the same rules as does Craft, with the level of devices counting as the number of specialties.

Device Basic Devices Extra Key Misc. Small Device Tinkers Tools Simple Lock Blade Trap Dye Trap Poison Needle Trap Compass Magnifying Lens Crossbow Intermediate Devices Misc. Large Device Complex Lock Poison Gas Trap Fire Trap Lethal Blade Trap Spyglass Timepiece Reservoir Dagger

Cost

Description

1 2 3 3 3 4 5 5 5 7

For existing lock: must have a key to copy Contact Staff Lockpicks, tension wrenches, probes, etc. Double square knot Triggerer takes 5 damage to torso Paints triggerer blue; indelible for 1 day Triggerer suffers Poison 5 Makes a simple, dial compass Simple lens for close work Mechanical Missile Weapon

4 5 8 8 10 10 12
14+Dagg er

Contact Staff Two strings, tied with double square knots All in 5 radius take Poison 5 All in 5 radius take 5 fire damage to torso. Triggerer takes 10 damage to torso. A small brass or steel telescope/binoculars A mechanical pocket watch or small clock. Holds 3 doses of poison, usable at will.

95 Double Crossbow Advanced Devices Superior Lock Misc. Elaborate Device Oblivion Mist Trap Needle Cloud Trap Cruel Viper Trap Railcaster Mad Tinkers Lock Clockwork Eyepiece Astrolabe Rejuvenator
14

Can have two bolts readied and cocked

7 8 12 15 15 17 18 20 22 24

Three strings, tied with double square knots Contact Staff All in 5 suffer Sleep as mental effect: 10 min. All in 5 take Blindness 10 Triggerer takes 10 damage to torso + Poison 10 if causes a wound. Tinkered Pistol. See Below See Below See Below See Below See Below

Railcaster : This device is a specialized weapon that fires charged, iron-doped ceramic slugs using an array of resonance projectors that derive their motive energies through unknown means. Though Railcaster shots do not travel significantly faster than conventional missile weapons, they spontaneously deliver a tremendous amount of kinetic force upon striking any solid target. Railcasters are phys-repped by spring-powered, muzzle-loaded, single-shot, pistol-sized guns that fire ball projectiles made from model magic or closed-cell foam. Note that these weapons have strict phys-rep requirements, so players interested in making or purchasing them should contact staff for the details. In order to fire one of these weapons, a character must have the Basic Devices ability. Functionally, Railcasters call Power Strike 2 with every shot at no Prowess cost, but they have to be calibrated after 6 firings before they are usable again. Calibration requires some level of the Devices ability and takes 10/5/1 minutes of work (Basic/Intermediate/Advanced Devices) during which the user must roleplay fixing the weapon with Tinkers Tools. Railcaster ammunition, for in-game purposes, is easily and quickly manufactured at next to no cost, so users may have as much of it as they like without spending tinkering production, purchasing it, etc. Railcasters are considered Missile weapons and their shots are treated as shots from bows or crossbows, meaning they cannot be blocked with weapons but are freely blocked with shields. Unlike bows and crossbows, however, Railcasters may be fired at targets less than 15 away and players are not required to undergo certification for them. Characters may wield two railcasters at once only if they have the Coordination ability (Agile 1). Mad Tinker's Lock : A fiendishly complex lock that can frustrate even the most dedicated thief. Though constructed of one string with but a single knot in it, the knot itself may be

96 as complex as desired (think Gordian), but may not be larger than one inch in any dimension. Requires Advanced Devices and a use of Contrivance to pick.

Clockwork Eyepiece : A complex and strange device which requires the user to have the Intermediate Devices ability, as well as being natively Perceptive in order to use correctly. The device reveals the "vibrations" in items, beings, or at locations , functionally possessing 3 Feats of Perception that may be used at will when the eyepiece is worn. The delicate springs and membranes of the device wear out quickly and the device must be repaired (as if Shattered) to restore the feats. Astrolabe : This intricate model of the heavens, which requires Advanced Devices to use, can grant a Tinker knowledge of impending celestial events during a specific game. When used on downtime through Scholarship research actions, Astrolabes can be used to predict events at further remove, most notably the time and place of a Doors opening. Though a tinker may use these devices on downtime as often as they like, an astrolabe may be consulted only once during an event by a particular character, and of course requires a Marshal's presence. Rejuvenator : This bizarre device, using strange wires, tubes, actuators, and an obscure form of energy, can somehow instill a recently dead person with renewed life. The process is tricky and involves a great deal of finesse such that only Healers with Coax Life can employ this device effectively.

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Chapter 6

Combat
Part 1: System
Combat is a fact of life in the Forest of Doors, as it is in most of the eight Gateworlds. It is easy enough to pick up a weapon and start wading into battle; it is difficult, however, to do it such that you survive the attempt.

Damage and Wounds Forest of Doors uses a wound location system along with a simple point system derived from natural vitality, armor, and/or protective spells. Essentially, a character totals their level of Resilience (vitality + protection + armor) to arrive at a number of hits they can normally take. Any attack that hits a legal location takes off points of Resilience equal to its damage. If a character is struck by an attack that does more damage than their remaining Resilience, they take a wound to the location that is hit. A wounded arm is unusable, a wounded leg means you can only move by crawling, and a wounded torso means you are Critical (dying). A wounded limb that is wounded again causes the character to take a Torso wound directly, as do three limb wounds in any combination. Weapon Use and Types Except in certain special cases, characters can freely use every basic weapon. All weapons do the same amount of damage for normal attacks (1 point). A good rule of thumb is that if no "tagline" is called, the damage is 1. We allow both striking and thrusting with almost all weapons in FoD, with the following exceptions: Spears are thrusting only; Axes, Maces, Clubs, and Hammers are striking only. A Staff can be used to strike or thrust, and can also be used one handed, though only for defense. No shield besides a strap-on buckler can be wielded while using a staff, nor can any offhand weapon be used with one. When attacking, "hafted" weapons (Maces, Hammers, Axes, Spears, and Halberds) must strike their targets with the head of their weapon: haft hits do not count.

98 Although Thrown weapons can be freely blocked with both weapons and shields, Bow and Crossbow shots may only be blocked by shields. Any accidental arrow or bolt hit on a weapon counts as hitting the arm. Archers should never purposefully aim for weapons, however; doing so is a safety violation. Prowess Combat skills grant characters the ability to do extra damage, defend against incoming attacks, and many other special techniques. For each level a character has in their highest combat skill, they have that much Prowess available. Prowess is automatically refreshed after 10 minutes of rest (i.e. no combat, no running, and no spellcasting). Though Prowess is based upon a characters highest combat skill, the abilities available to them are dependent upon the weapon(s) they are currently using, with some exceptions. All abilities cost from 1 to 3 Prowess. Weapon Taglines A universal rule, which applies to magical attack taglines AND combat abilities, is that only one tagline can be called with any attack. In essence, we avoid "stacking" effects in FoD wherever possible. Weapon strikes are almost always defended against as mundane attacks, regardless of how magical/fantastic the sources of those strikes are. A Poison Strike X, Blindness Strike X Lightning Strike 2, etc. are all defended against as a normal power strike. See Chapter 8: Game Concepts for individual details on these and other tagline effects. Heavy Weapons Weapons that have the Heavy attribute require Strong 1 (Capable) in order to be wielded at all, and usually only with two hands. Heavy weapons add 1 to all Power Strikes called with them and they may not be disarmed or broken through combat maneuvers. At Strong 2, a character may wield heavy weapons with only one hand, though they lose the +1 to Power Strike Damage. At Strong 3, the previous penalty is removed. Giant Weapons Giant weapons represent the upper end of practical melee weapons, over and above Heavy Weapons, and as such are rather difficult to use. Before going to the trouble to get strong enough (in game) to use one, make sure you are strong and fit enough to use one in out of game terms. The phys reps for giant weapons must be carefully constructed from durable ultralight materials, and their construction should only be attempted by players who know how to make large ultralight weapons safely. If you are going to bring in a Giant phys rep, you MUST contact staff about its construction details beforehand. We will be quite strict in passing these weapons, so be well aware of this. All giant weapons receive +2 PS damage INSTEAD of the +1 for Heavy weapons. In addition, they require Strong 3 in order to wield them and are two-handed weapons. With strong 4, they may be wielded 1 handed, though they lose their +2 to PS damage. With strong 5, they retain their full Giant Weapon damage bonus when used 1h. Giant Weapons are treated as Heavy weapons for the purposes of disarm/break effects. Giant

99 weapons, if made as Superior Quality, may have different costs for specific attributes, and there may be additional SQ attributes available only to Giant Weapons. Part 2: Weapon Stats Here are the guidelines and dimensions for acceptable boffer weapons. Note that we reserve the right to accept or reject weapons for safety and/or aesthetic reasons. If you have an alternate construction technique beyond the standard (see Chapter 10: Resources), you must allow us to examine and discuss it with you, before we will sign off on it.

Note : Max Hilt length on most weapons is 2/5 total length.


Skill Close Weapon Dagger Hatchet Sap Short Sword Long Sword Great Sword Giant Sword Short Axe Battle Axe Great Axe Monster Axe Total Length (inches) 12 - 20 14 - 22 12 - 18 21 - 33 34 - 46 48 - 62 72 - 84 21 - 35 36 - 48 50 - 64 74 - 86 Notes Head: 4 - 8" length Subdue with regular strike

Sword

Axe

Polearm

Staff Spear Halberd Greatstaff

60 - 72 48 - 62 60 - 72 84 - 96

Heavy Giant. Blade width no narrower than 2.5 , save at thrusting tip. Head: 6 - 12" length Head: 9 - 18" length Head: 12 - 18" length Giant. Striking surfaces MUST be composed of open cell foam. No exceptions. Center grip no more than 2/5 total length. Head: 8 - 12" length Head: 18 - 24" length Giant. May be fully used one handed if Strong 4. Center grip no more than 2/5 total length.

Mace

Short Club/ Hammer/ Mace War C/H/M Great* C/H/M Giant Cudgel

21 - 33 36 - 46 48 - 62 72 - 84

Titan Hammer

72 - 84

Dire Mace

72 - 84

Heavy Giant. Must have spikes/striking surfaces every 4 down most of its length. Giant. Striking surfaces MUST be composed of open cell foam. No exceptions. Giant. Striking surfaces MUST be composed of open cell foam. No

100
exceptions. Arrow Length: 34" max Bolt Length: 34 max Must be 100% foam Medical tubing/bands, 100% foam ammo which must be 1.5-4 across. Model magic foam or closed cell ammo. Spring loaded, single shot

Missile

Bow Crossbow Thrown Weapon Sling Shot Railcaster

30lb max pull 25lb max pull 6 - 12 Up to 18 length

Axe Weapon Notes (Including Hatchet) Blades must be made of foam that is 1 - 3 inches thick . Mace Weapon Notes Clubs must have open cell foam knobs/spikes every 4 inches down most of their shaft length, or taper to a double-width end. Mace heads must be a minimum of 6/8/10 length (down shaft), with multiple flanges, spikes, or a ball end. Hammer heads must be at least as wide (perpendicular to shaft) as they are long, and must be at least 2/3/4 thick, respectively, with the same length heads as maces of the same type. Giant Weapon Notes Giant Cudgels must have open cell foam knobs/spikes every 4 inches down most of their shaft length, or taper to a double-width end. Dire Mace heads must have a 18-24 length (down shaft), with multiple flanges, spikes, or a ball end.Titan Hammer heads must be at least as wide (perpendicular to shaft) as they are long, and must be at least 5 thick, respectively, with 12-18 length heads. Monster axe heads must measure 18 - 24 length and must be constructed of foam that is from 1 1/2-4 thick, though they may be beveled to 1/2. Monster Axe heads must be at least as wide relative to their shaft as they are long.

Part 3: Armor Guidelines Armor tends to be the largest component in a characters Resilience, ranging in value from 1 to 5 points, and it can be readily maintained. Armor is lost first when a character takes a damage effect, followed by magical Protection and then Vitality (resilience is lost in alphabetical order, essentially: A-P-V). Note, however, that there are no effects in game which bypass one protection form or another that do not simply ignore resilience altogether, so keeping track is only important when figuring out when to recast spells, get some rest, or maintain armor. Armor Maintenance requires at least Basic Repair (Craft 1), which allows a character to refit any suit of armor back up to its maximum value, even if it is at 0. This process takes 10, 5, or 1 minute of roleplaying the repair, depending on the ability used, but the character need not remove the armor in order to do so. See Chapter 5: General Skills, for further details.

101 Armor Styles There are three basic styles of armor: leather, chain, and plate. Each style provides varying amounts of protection dependant on the amount of coverage it gives to vital locations. Please note that the armor ratings are an abstraction created for game balance and not for historical or physical accuracy. Aesthetics are a very important factor in allowing armor in game, and we reserve the right to reject a suit if we believe it is inappropriate. Leather Armor provides one point of armor if it covers the torso, and it provides another point if it protects at least four of your five limbs (head, arms, and legs). If more than 50% of the leather on the torso is studded then you receive an additional point of armor. Chain Armor provides two points of armor if it covers the torso; it provides another point if it protects at least three of your five limbs (head, arms, and legs). Plate Armor provides three points of armor if it covers the torso; it provides another point if it protects at least two of your five limbs, and two points if it covers four of your five limbs. Any combination of armor which totals 4 or 5 points is considered to be "Heavy" armor and requires the Capable ability (Strong 1) in order to wear. There are myriad different types of armor throughout history and in fantasy beyond basic leather, chain and plate, but we filter these styles into these three groups whenever possible. Below is a sampling of these types and which class they fall into our groupings. Note that this list is by no means exhaustive: Leather: Padded Cloth, Chain Bikini Leather w/ studs: Thick Hide, Bamboo, Ring Mail Chain: Brigandine, Scale Mail, Plate Mail Bikini Plate: Lamellar, Banded, Splinted Coverage For armor to give its full benefit, it must cover more than half of the torso or limb that it is to be protecting. If the armor covers less than half the area that it is protecting and more than one third then it is treated as if it was armor of a class one level lower than it. For example a Plate bracer that reaches from the wrist to the elbow would count as fully protecting that arm as plate armor. If it only reached from the wrist to just over halfway up the forearm, then it would count as chain. Steel bracelets that cover only the wrists would not count as armor at all. Helmets A helmet must fit on the head and not fall off when the player bends over ninety degrees at the waist, for obvious safety reasons. Helmets must be made of reasonably rigid material and hats do not qualify.

102 Piecemeal Armor When determining the value of piecemeal armor (armor composed of various types) you count the piece that gives the highest value only. So if you are wearing full leather sleeves and plate bracers that reach from the wrist to the elbow, you would count them as plate armor; they provide the greatest protection even though the leather is providing the greater coverage. Item Tags Armor is given in-game tags as full suits, not as separate pieces. This means that if a suit of armor's total value is between 1 and 3 it counts as light armor for the purposes of crafting and trait requirements. If a suit's full armor value equals 4 or 5 then it counts as heavy armor for the purpose of crafting and trait requirements. Materials Substitutes Leather: characters can use synthetic leather, but it must be appropriately thick. Chain: chain mail may be made of metal of any type. Plate: plate armor may be made of metal, or of rigid plastic made to look like metal. Shield Types and guides Buckler: Maximum area of 216 square inches (equal to a circle 16 inches in diameter) with no dimension greater than 21 inches. Minimum area of 50 square inches (equal to a circle 8 inches in diameter) with no dimension greater than 11 inches. Bucklers may be attached to the arm with straps, leaving the shield hand free, or used with a handle. Small Shield: Maximum area of 454 square inches (equal to a circular shield 24 inches in diameter) with no dimension greater than 30 inches. Small shields must have a handle, and arm straps are optional. Large Shield: Maximum area of 531 square inches (equal to a circular Shield 26 inches in diameter) with no dimension greater than 36 inches. Large shields must have a handle, and arm straps are optional. Note : All shields must be constructed from a solid base of wood, metal, or other robust material; foam shields are not allowed. All shields must also have at least 5/8" closed cell foam edging, and they may have no bolts, screws, or nails sticking out from their face.

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Part 4: Combat Skills Your choice of weapon says something about you. Are you a duelist? A heavy man-atarms? An archer? In the Empire, it is said that a warrior becomes like bad weather, if they hold a weapon that does not fit them. Choose wisely. The following eight combat skills, though quite versatile and powerful on their own, are not the only combat-related paths available to players. Each of the Gateworlds, save for the Enchanted Glade, has an Advanced Weapon Style available to them. These styles are mysterious, difficult, and closely guarded by the masters who study them. Although a world's inhabitants may purchase an advanced style at reduced cost, others can learn them as well...if they meet the requirements. See Part 5: Advanced Styles for details. Remember that a characters Prowess is derived from their highest rated combat skill, plus any levels they have in the Strong trait; additional weapon skills at the same (or lower) levels will only provide access to their abilities, and will not increase Prowess. A full set of descriptions for all combat abilities follows the following skill listings:

Sword
[Short Sword, Long Sword, Greatsword] Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 15 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Power Strike 2 Parry Dodge, Battle Lore Disarm, Recover Power Strike 3 Mortal Blow Favored Sword -or- Leading Strike Battle Focus -or- Fencing Master Power Strike -or- Combat Fitness Battle Focus -or- Slayer Master Power Strike -or- Mobility Battle Focus -or- Legendary Sword

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Bow
[Bow, Crossbow]
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 15 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Power Strike 3 Shield Pierce, Evade Dodge, Battle Lore Power Strike 4 Power Strike 5 Mortal Blow Favored Bow -or- Leading Strike Battle Focus -or- Crack Shot Master Power Strike -or- True Strike Battle Focus -or- Master Power Strike Master Power Strike -or- Slayer Battle Focus -or- Legendary Bow

Axe
[Short Axe, Battleaxe, Greataxe] Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Power Strike 2 Power Strike 3 Dodge, Battle Lore Shield Pierce Power Strike 4 Mortal Blow Favored Axe -or- Leading Strike Battle Focus -or- Shieldbane Master Power Strike -or- Slayer Battle Focus -or- Master Power Strike Master Power Strike -or- Mighty Blow Battle Focus -or- Legendary Axe

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Mace
[Short Mace/Club/Hammer, War M/C/H, Greatmace, Maul, Cudgel] Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Power Strike 2 Power Strike 3 Dodge, Battle Lore Power Strike 4 Weapon Break Stunning Blow Favored Mace -or- Leading Strike Battle Focus -or- Weaponbane Master Power Strike -or- Mighty Blow Battle Focus -or- Master Power Strike Master Power Strike -or- Breaker Battle Focus -or- Legendary Mace

Polearm
[Staff, Spear, Halberd] Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Power Strike 2 Parry Dodge, Battle Lore Power Strike 3 Sweep Attack Mortal Blow Favored Polearm -or- Leading Strike Battle Focus -or- High Ground Master Power Strike -or- Combat Fitness Battle Focus -or- Slayer Master Power Strike -or- Mighty Blow Battle Focus -or- Legendary Polearm

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Thrown
[Throwing Knives, Throwing Axes, Chakrams, Sling Shots] Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Thrown Proficiency, Power Strike 2 Thrown Disarm, Evade Dodge, Battle Lore Power Strike 3 Thrown Subdue Mortal Blow Quick Hands -or- Steady Arm Battle Focus -or- Artful Maiming Master Power Strike -or- Combat Fitness Battle Focus -or- Mobility Master Power Strike -or- True Strike Battle Focus -or- Slayer

Close Weapons
[Daggers, Hatchets, Saps] Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 5 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Power Strike 2 Subdue Dodge, Battle Lore Parry Power Strike 3 Mortal Blow Favored Close Weapon -or- Leading Strike Battle Focus -or- Footpad Master Power Strike -or- Combat Fitness Battle Focus -or- Mobility Master Power Strike -or- Slayer Battle Focus -or- Legendary Close Weapon

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Shield
[Buckler, Small Shield, Large Shield]
Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 10 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Prowess = Highest Combat Skill + Strong Trait Block Deflect Dodge, Battle Lore Stonewall Shield Bash Fortification Favored Shield -or- Bulwark Battle Focus -or- Crushing Shield Shieldbearer -or- Combat Fitness Battle Focus -or- Arrowbane Defensive Strength -or- Perfect Aegis Battle Focus -or- Legendary Shield

Combat Abilities Unless stated otherwise, combat skill abilities can only be used with the weapon/shields covered by the skill they were gained under; a character with level 6 in Sword can only use their Mortal Blows with swords, as an example. When using a combat ability, a character must call out the name of the ability in a clear voice, like all other taglines. Note that the tagline for attack abilities must be said before the attack hits its target, and that defensive taglines must be called within 3 seconds of an attack hitting. All attacks are assumed to cause 1 damage unless they explicitly say otherwise; this rule applies even if the attack is a specialized maneuver (Stunning Blow), or if it hits an opponent instead of its appropriate target (Shield Pierce or Disarm). Cost refers to the amount of prowess it takes to activate the ability.

108 Basic Combat Abilities Name


Battle Lore Block Deflect Disarm Dodge Evade Fortification Mortal Blow Parry Power Strike # Recover Shield Bash Shield Pierce Stonewall Stunning Blow Subdue Sweep Attack Thrown Disarm Thrown Subdue Weapon Break Withstand

Cost Type
1 2 2 3 2 3 2 1 2 2 1 2 2 1 2 1 1 2 2 M D D A D D M A D A D A A D A A A A A A D

Description
Cumulative bonus to Investigation/Research on weapons/tactics Reduces attack damage to 1; other effects still apply Negates a melee or missile attack Struck weapon is dropped, light only, not parryable Negates any melee, missile, or magical attack Negates a missile attack +1 max Vitality when wearing any armor Destroys target's resilience; causes Torso wound Negates a melee attack Does # damage for one swing Negates a Disarm disarms melee attacker, must hit shield 1 damage to shield-struck arm; cannot Deflect Resists a Shield Pierce or Shield Break effect Does 1 damage & target is Stunned: 1 min. Must hit unaware from behind; Uncon. for 5 min. Does 1 damage & causes Knockdown: 1 min. As Disarm; must strike weapon As Subdue Breaks struck light weapon, no parry Resists a Weapon Break effect

Advanced Combat Abilities Name


Arrowbane Artful Maiming Battle Focus Binding Strike* Breaker Bulwark Combat Fitness Crack Shot Crushing Shield Defensive Strength Favored Item Fencing Footpad Greater Subdue Greater Stonewall Greater Weapon Break* High Ground

Cost
1 1 1 2 2

Description
Gain Threshold 1 vs. missiles Causes a Limb Wound directly Restores Prowess and Vitality 1/day Binds a target's leg, 1 damage +Stunning Blow, Sunder, Killing Strike When at full Prowess, Blocks cost 0 Reduces rest time to 5 min., double restoration Binding Strike, Trick Shot, gather arrows in Hold Shield Bash or Weapon Break for 2 pr. +2 to Power Strikes while using shield Choice of free abilities with item Recover for 1, Disarm after Parry Subdue for 0; Greater Subdue Affects those immune to normal Subdue Can resist magic break effects to shield May break Light and Heavy weapons +Sweep Attack/Resist, extra prone damage

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Killing Strike* Target dies immediately, as a Killing Blow 3 When at full Prowess, gain +2 to Power Strikes Leading Strike Legendary Item ++Favored Item Master Power Strike Base Power Strike for 0, +1 per chosen Mighty Blow x2 PS damage, limited defense 2 Mobility Dodge reduced to 2 Perfect Aegis Negate spell attack, replaces Deflect/Stonewall 2 Quick Hands Catch/block thrown, counter throw, gather in hold Shieldbane +Shield Pierce, Shield Break for 2 Shieldbearer +Stonewall, use Deflect with Feats Shield Break* Struck shield takes a Break effect 2 Slayer Killing Strike, Mortal Blow for 2 Steady Arm Thrown Subdue and Disarm for 0, Trick Throw Sunder* Damage objects as a Feat of Strength 2 Trick Shot* Strike objects, flip switches, etc. Marshaled 2 Strike objects, flip switches, etc. Marshaled Trick Throw* 2 True Strike Undefendable Power Strike 2 Weaponbane +Weapon Break, Withstand for 1 *These maneuvers are not gained separately; they are instead earned as part of a group of abilities.

Descriptions (Basic Abilities) Block


Prowess : 1 Defenses: This ability allows a shield user to "take a hit" on their shield arm, which reduces the damage of a non-magical attack to 1, regardless of how damaging the attack was originally. The 1 point of damage is still taken off of a character's resilience, as normal. Block will not stop the special effects of an attack, such as the stunning of a Stunning Blow, nor the knockdown of a Sweep Attack, nor the critical effect or resilience destruction of a Mortal Blow. Block is a reduction effect, and note that Threshold effects are always checked before reduction effects can take place.

Deflect
Prowess : 2 Defenses: This ability allows a shield user to completely negate a melee or non-magical missile attack. Unlike Block, Deflect explicitly stops all effects of the attack. Note that Shield Pierce and Shield Break effects cannot be Deflected, nor can Mighty Blows.

Disarm
Prowess : 2 Defenses: Dodge, Recover

110 This ability allows a sword user to cause an opponent to drop a weapon they are wielding. After saying the tagline, the user of this ability must then immediately strike the opponent's weapon. Heavy weapons are immune to Disarm, and their wielders may call "No Effect" in response to this attack. Anyone who has been Disarmed may not pick up any items, at all, for a 3 second count.

Dodge
Prowess : 3 Defenses: This ability allows a character to completely negate a melee, missile, or packet-delivered magical attack of almost any sort. Unlike most other combat abilities, Dodge does not require that a character be wielding the weapon tied to the skill with which they gained it. A Feat of Agility may be used to call a Dodge effect, and is treated exactly the same as a use of this ability.

Evade
Prowess : 2 Defenses: This ability allows a character to completely negate a missile weapon attack (arrows, bolts, thrown weapons, sling shots, and railcaster shots). Unlike most other combat abilities, Evade does not require that a character be wielding the weapon tied to the skill with which they gained it. Simply put, an Evade functions exactly like Dodge: any maneuver that may be defended against with a Dodge may be defended against with Evade as long as the maneuver was delivered with a missile or thrown weapon.

Fortification
Prowess : Defenses: This passive shield ability grants a +1 maximum Vitality increase as long as a character wears a suit of armor of any kind. Treat this Vitality increase as if it were natural Vitality derived from the Tough trait. Since this ability only increases a characters maximum Vitality, they must rest or recover in order to benefit from it. As soon as the possessor of this ability takes off a suit of armor, they immediately lose the increase and must again rest to recover it if they don more armor. This ability functions even if the character is not using a shield, and the condition of the Armor does not matter: a character can wear a damaged suit at 0 armor value and still gain the bonus to maximum Vitality.

111

Battle Lore
Prowess : Defenses: All combat skills grant Battle Lore at level 3. This ability represents general knowledge and understanding of combat, as can only be gained by practical use of the tools of the trade. When performing Investigations on weapons, armor, battle sites, or other ephemera of war, this ability counts as a free Feat of Learning and Perception for each time it has been earned (i.e. multiple combat skills at level 3). This ability also grants a +2 bonus per Battle Lore to scholars, merchants, and diplomats whose research, ventures, and influence actions are focused upon the arts of war or those who wage it.

Mortal Blow
Prowess : 3 Defenses: Dodge, Deflect, Parry This potent attack immediately destroys its target's Resilience and inflicts a Torso wound on them, assuming it hits a legal area of any kind. Note that extremely powerful foes may be resistant to the instant critical effect, but will still take a great deal of damage.

Parry
Prowess : 2 Defenses: This ability allows a character to completely negate a melee attack of almost any sort. Note that any attack which targets the weapon itself, such as a Disarm or Weapon Break, cannot be parried.

Power Strike
Prowess : 1 Defenses: Dodge, Deflect, Block (reduced to 1), Parry This ability allows a character to call extra damage for 1 swing, the amount of which depends upon their skill level and the type of weapon they are using. Note that Heavy Weapons automatically add 1 to the damage of any power strike called with them. The tagline for this ability is "Power Strike X," where X is the damage amount. A Feat of Strength may be used to call a free instance of this ability at the character's normal power strike damage, just as if they had spent 1 prowess and called it as usual.

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Recover
Prowess : 2 Defenses: This ability allows a sword user to negate a Disarm effect delivered by a melee or thrown weapon. Note that Recover cannot be used to resist magical drop effects.

Shield Bash
Prowess : 2 Defenses: Dodge, Recover Shield Bash can only be called if an opponent strikes the user's shield with a melee attack, and when successfully used it Disarms the opponent of that weapon. Heavy weapons are immune to Disarm, and their wielders may call "No Effect" in response to this attack. Those who have been Disarmed may not pick up any items, at all, for a 3 second count. Note: players should NEVER actually strike anyone with a shield; this ability is just a representation of such an attack.

Shield Pierce
Prowess : 1 Defenses: Dodge, Stonewall, Parry This ability allows an axe or bow user to bypass a shield entirely, doing 1 damage to the arm of the defender. A Shield Pierce must actually strike the shield itself. Resilience applies as normal.

Stonewall
Prowess : 2 Defenses: This ability allows a shield user to completely negate a Shield Pierce or Shield Break. Note that this ability will not defend against magical break effects.

Stunning Blow
Prowess : 2 Defenses: Dodge, Parry, Deflect This special attack, if successful, does 1 damage and causes its victim to be Stunned for 1 minute. Stunning is a Mental effect, and this maneuver can be entirely resisted as such, including the damage. Stunned characters may not move from where they stand, (they

113 may turn around and such) attack anyone with weapons, speak, or cast spells for the duration. Both mundane defenses and defensive combat maneuvers are unaffected by stunning, however. Stunning Blow explicitly ignores all Threshold effects.

Subdue
Prowess : 1 Defenses: Dodge This Close Weapon ability must be delivered from behind, and takes the form of a pommel tap to the upper back or shoulder of the victim. If successful, the victim then falls unconscious for 5 minutes. Perceptive characters and those wearing helmets are completely immune to subdual, and call "No Effect" when hit with such. Although the attacker need not be hidden to deliver a subdual, if a potential victim actually turns around and calls "I See You" (or otherwise makes it obvious the attack is detected somehow) before the subdual takes place, then it fails. As with all attacks, only 1 subdue may be called per second, and if a victim calls a Dodge on the first (or it somehow misses) the attacker is counted as being seen, as above. Note: All Close Weapons must have at least 1" of open cell foam on their pommel, unlike other melee weapons, and regardless of whether or not they are "intended" to be used with this ability. A Sap, in addition, may be used in a Subdue by simply striking the victim with a normal swing that targets their back/shoulder. All other Subdue restrictions apply.

Sweep Attack
Prowess : 2 Defenses: Dodge, Parry, Deflect This special attack does 1 damage and inflicts a Knockdown effect on its target: they are forced to their knees or into a sitting or prone position for one minute, and they may not stand. Victims of this effect may still attack and defend, as well as use spells and skills as normal, and they may crawl upon their hands and knees. Other characters may carry victims of Knockdown as they would someone suffering a leg wound. A Feat of Strength may be used to resist a Sweep Attack entirely, including the damage. Sweep Attacks explicitly ignore all Threshold effects.

Thrown Disarm
Prowess : 1 Defenses: Dodge, Recover This attack is very similar to a normal Disarm, save that it is delivered by a thrown weapon and only costs 1 prowess. Like a regular Disarm, the ability must be called and the weapon struck for it to take effect. As always, Heavy Weapons are immune to Disarm effects. If the attack hits an opponent instead of a weapon, it simply does 1 damage as normal.

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Thrown Subdue
Prowess : 1 Defenses: Dodge This attack is very similar to a normal subdue, save that it is delivered by a thrown weapon and only needs to strike its victim in the back (torso). All restrictions and qualifications relating to Subdue apply to this ability, though since thrown weapons must be entirely made of foam, the pommel construction requirement is not needed. If the attack hits a legal location other than the back, it simply does 1 damage as normal.

Weapon Break
Prowess : 2 Defenses: Dodge, Withstand This attack is delivered in a way similar to a Disarm, except that if it succeeds, the target weapon is subject to a Break effect. Broken items may not be used at all, though they need not be dropped; however, if a character takes a weapon hit on a broken weapon (or shield), the damage goes directly to the arm holding it. Heavy Weapons are immune to Weapon Breaks, though not to magical sources of break effects.

Withstand
Prowess : 2 Defenses: This Mace ability allows its user to negate a Weapon Break attack entirely. Withstand is useless on magical sources of break effects, however.

Descriptions (Advanced Abilities)


Arrowbane Prowess : Defenses: With this ability, a character automatically gains a persistent Threshold 1 versus all nonmagical missile and thrown weapon attacks, assuming they are holding a shield. Arrowbane does not stack in any way with other sources of threshold.

Artful Maiming

115 Prowess : 1 Defenses: Dodge, Deflect Characters with this Thrown ability may immediately wound the limbs of their opponents through precise strikes at their joints. Such attacks are called as Maiming Strike X! where X is Right Arm, Left Arm, Right Leg, or Left Leg. If the attack is successful, regardless of where it actually hits, it causes a limb wound to the called location. Note that a wounded limb, if it takes another wound, causes the Critical condition. Artful Maiming does not cause Resilience damage.

Battle Focus Prowess : Defenses: After 3 seconds of concentration, after which they must call out Battle Focus! a character using this ability immediately refreshes all of their Prowess and Vitality. Battle Focus may be used a number of times per day equal to the number of times it is chosen as an ability. If a character has several Battle Focus abilities from different skills, they all add to the number of times it can be used. Using this ability does not require the character to wield a weapon/shield of the skill type(s) under which it was bought. Any effect which prevents regaining prowess/vitality will prevent this ability from restoring same. Binding Strike Prowess : 1 Defenses: Dodge, Deflect After this ability is called, and assuming it successfully strikes an opponent in any legal location, Binding Strike does 1 damage to the leg of its victim (their choice which one), and a inflicts a Bind effect upon them. The Bind lasts for five minutes or until the victim spends a FoStrength to break free as a 3-second count (Strength: Breaking 1, Breaking 2, Breaking 3!). Those immune to Bind effects may call No Effect when hit by Binding Strikes, negating both the damage and the Bind. Breaker Prowess : Defenses: Using this ability, a character can call Stunning Blow X, instead of a normal Stunning Blow, where X is their weapons current maximum Power Strike damage. The Prowess cost is still 2 and the stunning effect still takes place: the target just takes X damage instead of 1. As well, being a Breaker grants access to the Sunder and Killing Strike abilities.

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Bulwark Prowess : Defenses: With this ability, a shield user may call Block for 0 Prowess as long as their Prowess pool is at its maximum.

Combat Fitness Prowess : Defenses: This ability permanently reduces the time a character must rest in order to recover Prowess and Vitality. After choosing this ability, it only takes 5 minutes of standard resting to do so. This ability can only be chosen once, and it applies regardless of whether or not the character is wielding the appropriate weapon or shield. Any other ability that reduces rest duration will not stack with Combat Fitness.

Crushing Shield Prowess : Defenses: This ability allows reduces the cost of Shield Bash to 1. As well, a character with Crushing Shield may call Weapon Break for 2 prowess after taking a hit on their shield from a melee weapon, targeting it exactly as the mace ability of the same name, with no effect on heavy weapons.

Defensive Strength Prowess : Defenses: While wielding a shield, a character with this ability may call +2 damage with all melee Power Strikes. This effect, like using a Heavy weapon, will modify any abilities which calculate damage based on Power Strikes.

Favored Weapon/Shield Prowess : Defenses: This ability grants per-day combat maneuvers when using a particular, distinctive weapon or shield. These abilities are called as either "Favored X" or "X Favored" (player's choice), where X is the normal ability tagline, and do not take any Prowess at all.

117 Upon gaining this ability, the character may designate a particular item immediately, noting it on its tag at earliest opportunity (put character name and favored abilities on it). After picking their Favored Item the character then must choose which abilities it will have. Characters with this ability have 6 Favored Points to spend on the available combat maneuvers listed in the table below, with the cost in parenthesis representing how many favored points they cost to buy as per day abilities. Once purchased (each may be bought more than once), these abilities are a permanent part of the item and are noted on its tag, though of course only the character who has chosen the item may use its abilities. As with all per-day abilities, Favored Item maneuvers refresh at sunset. Favored items, from a roleplaying perspective, represent a seasoned warriors familiarity with a particular tool of their trade: they know it as they know their own limbs, and it acts as an extension of such. The physical representation of the item ought to be quite distinctive, and players should endeavor to also make sure that it is of good aesthetic quality and that it is in good condition. Favored items need not be Superior Quality, but it is entirely appropriate if they are. If the item is lost, given away, sold, or destroyed, the character can designate a new Favored Item of the same type by using it liberally for at least one full event, and then dedicating a downtime action to practicing with it. At the next event, it becomes their new Favored Item, which must be noted on its tag as normal, and the new item will have exactly the same suite of abilities as the old. A character may only have one Favored Item belonging to a particular skill at a time, though additional Favored Items from different skills are allowed. During downtime sessions, a character with this ability may train with their favored item. If this is done often enough, they will gain more Favored Points. The maximum number of Favored Points is generally limited by the characters Prowess, as is their speed in earning them.

Skill Sword Bow Axe Mace Polearm Close Weapon Shield

Favored Abilities (Cost) Mortal Blow (3), Parry(2), Disarm/Recover (2)* Mortal Blow (3), True Strike(2), Binding Strike (1) Mortal Blow (3), Shield Break (2), Shield Pierce(1) Stunning Blow(2), Weapon Break/Withstand(2) Mortal Blow(3), Sweep Attack (2), Parry(2) Mortal Blow(3), Greater Subdue (1), Parry(2) Shield Bash(2), Stonewall(2), Deflect (2)

*paired abilities may be used as either effect

118 Fencing Prowess : Recover reduced to 1 Defenses: This ability permanently reduces the cost for Recovers to 1 Prowess as long as the character is wielding a sword. In addition, if a character calls a Parry on an opponent's attack, they may then use a free Disarm (called as "Fencing Disarm") on them if they do so within 3 seconds of the parried attack, before the fencer makes any other attack or defense. The character must still strike their attacker's weapon; the only change is the cost. Note that only the Parry abilitynot mundane parriesactually triggers the free disarm.

Footpad Prowess : Subdue reduced to 0 Defenses: Characters with this ability reduce the cost of Subdue to 0. In addition, they may use the Greater Subdue ability. Greater Subdue Prowess : 1 Defenses: none Characters with this ability may freely target those wearing helmets, or those who have the Perceptive trait. Exceptionally perceptive targets, however, may ignore a single Greater Subdue if they call a Greater Feat of Perception. A Greater Subdue cannot be Dodged.

Greater Stonewall Prowess : 2 Defenses: This ability allows a character to resist even magical sources of break effects which target their shield. Greater Weapon Break Prowess : 2 Defenses: This ability is identical to Weapon Break except that it can explicitly break Heavy weapons. Giant weapons are not breakable by this ability, however.

119 Killing Strike Prowess : 3 Defenses: Dodge, Parry, Deflect This ability allows the character to call Killing Strike" for a single swing, which if not Parried, Dodged, or Deflected immediately slays the target (also destroying all resilience) as if they had just received a Killing Blow. Killing Strike is not gained as an individual ability; rather, it is gained as a part of the Slayer or Breaker abilities.

High Ground Prowess : Defenses: A character with this ability may call a Sweep Attack as Sweep Attack X, where X is their weapons normal Power Strike damage. The Prowess cost is still 2, and the attack does X damage to wherever it hits; in all other respects it is a normal Sweep Attack. Also, when attacking prone opponents (those sitting, kneeling, or lying down), or while prone and attacking standing opponents, a character with High Ground adds 1 to the damage of any Power Strikeor power strike derived ability such as Sweep Attack itselfthey call. Leading Strike Prowess : Defenses: This ability simply adds 2 to the damage all Power Strikes called by the character as long as they have a full Prowess pool before any are called. This means a character with a full pool may spend 1 Prowess to call a Power Strike enhanced by this ability. All sources of Power Strikes are potentially enhanceable by Leading Strike. Legendary Weapon/Shield Prowess : Defenses: In a fashion similar to Favored Weapon/Shieldthough to a much more profound degreethis ability allows a character to wield a weapon/shield which so personifies their skill at arms that it gains incredible, near-magical properties. This ability takes ingame actions to activate (think warriors quest); the exact process and result is of which is FOIP. Master Power Strike Prowess : Defenses: Dodge, Parry, Block (reduce to 1), Deflect A character with this ability may call Power Strike 2 (3 for Bow) with the appropriate weapon type for no prowess cost. Every time this ability is chosen again for the same

120 skill, they may call their next highest power strike for no cost. If a character chooses this ability the maximum number of times, they may call their highest possible power strike damage for nothing. Note that these permanent power strikes are still enhanced if the weapon they are used with is Heavy, or if they use any other effects/abilities which explicitly state they increase the damage of all Power Strikes used with them.

Mighty Blow Prowess : 2 Defenses: Dodge, Block (reduce to 1) This fearsome attack costs 2 Prowess and allows a character to call Mighty Blow X, where X is twice their maximum power strike damage (including bonuses from Heavy weapons and the like) for the appropriate weapon. Mighty Blows cannot be Parried or Deflected, only Dodged or Blocked.

Mobility Prowess : Dodge reduced to 2 Defenses: This ability permanently reduces the cost of Dodge to 2 Prowess. May only be chosen once, and may be used without restrictions, as a normal Dodge. Perfect Aegis Prowess : 2 Defenses: A character with this Shield ability may spend 2 Prowess to negate a magical, packetbased attack, and is called as "Aegis." This ability may also be called in place of a Deflect or Stonewall, and is treated in exactly the same way. Quick Hands Prowess : Defenses: Characters with this ability may mundanely block thrown weapons with their hands alone or with any thrown weapon they might be wielding. Also, if a character with Quick Hands happens to catch a thrown weapon, they may immediately hurl that weapon back at the thrower (and the thrower only), calling a free Power Strike at their normal amount. If this power strike hits someone else accidentally, it still takes effect, though the character must be sincerely trying to hit the original opponent. In addition, characters with this ability may gather up to 5 thrown weapons during any Hold that happens to be called during a battle (saying Quick Hands), though they may not call holds for such a purpose.

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Shieldbane Prowess : Defenses: Using this ability, a character can call Shield Pierce X, instead of a normal shield pierce, where X is their weapons current maximum Power Strike damage. The prowess cost for this effect is still 1, and the damage still targets the victims arm. In addition, the player gains the Shield Break ability.

Shieldbearer Prowess : Stonewall reduced to 1 Defenses: A character with this ability gains Greater Stonewall, and they reduce the prowess cost of normal Stonewall to 1. As well, Shieldbearers may ignore any drop effect (calling Shieldbearer), magical or otherwise, with regards to their shield. Finally, as long as they are holding their shield, Shieldbearers may spend any physical feat (Strong, Tough, or Agile) to call a free Deflect against any attack affected by such.

Shield Break Prowess : 2 Defenses: Dodge, Stonewall This ability allows an axe wielder to break an opponent's shield directly. As with a Shield Pierce, a Shield Break must actually strike the shield in question.

Slayer Prowess : Mortal Blow reduced to 2 Defenses: This dangerous ability permanently reduces the cost for Mortal Blow to 2 Prowess for the weapon type under which it was gained. In addition, the character may call Killing Strikes (3 Prowess) with said weapon type. Sunder Prowess : 2 Defenses: This ability allows a Mace user to damage objects, structures, doors and containers just as if they used a Greater Feat of Strength to do so. Often, Sunder must be attempted in the presence of a Marshal.

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Crack Shot Prowess : Defenses: This ability allows an archer to use the Binding Strike and Trick Shot maneuvers. In addition, characters with this ability may gather up to 5 arrows or bolts during any Hold that happens to be called during a battle (saying Crack Shot), though they may not call holds for such a purpose.

Steady Arm Prowess : Thrown Subdue and Thrown Disarm reduced to 0 Defenses: This ability reduces the costs of Thrown Disarm and Thrown Subdue to 0. In addition, it grants the Trick Throw ability.

True Strike Prowess : 2 Defenses: none This powerful attack, usually called with a bow or a thrown weapon, is called as True Strike X, where X is the user's maximum power strike damage in that weapon. A True Strike may not be defended against or resisted by any game effect at all (including Threshold), except for effects which specifically make one immune to the weapon type it is called with. The only way to avoid this type of attack is to actually avoid it or actually block it with a shield (and/or weapon in the case of thrown True Strikes).

Weaponbane Prowess : Withstand reduced to 1 Defenses: A character with Weaponbane gains access to the Greater Weapon Break maneuver. As well, this ability reduces the cost of Withstand to 1. Part 5: Advanced Combat Styles Without exception, the advanced fighting styles are rigorous and exacting in their training and application, and are profoundly tied to their cultures of origin. Advanced styles are only usable with a very specific version of the type of weapons covered by its prerequisite skill(s). Beyond that, some styles specify a certain size or design of the physrep itself. For all of the styles, however, the skill prerequisites obey the following rules:

123 If a style only requires a weapon skill, a character must have level 6 in that skill to learn the advanced style. If a style requires both a weapon skill and a peripheral skill, then the character must have level 5 in the weapon skill and 3 in the other. All advanced styles have a base cost of 20 and follow normal skill progression. Denizens of a school's homeworld receive the standard 5 CP discount on level 1. Advanced fighting styles do not normally progress beyond level 6. Like magical schools, fighting styles must be taught by someone who already knows them, with both student and teacher spending a downtime action for this purpose. More than that, however, Advanced styles can ONLY be taught by someone who has completely mastered the school itself, achieving level 6 in it. Once the basics are taught, a character may progress through the skill with no further training needed. If a style doesn't specify any armor restrictions, it has none. If the style does not explicitly employ a shield, however, none may be used with it. Note: the specific abilities gained with an advanced weapon style must be found out in play. Style Wurm-Slaying Noble Paladin Double Soldier Scholar's Sword Hidden Justice Sky-Cutting Blithe Lancer Twin Fang Phys Reps* Twin Battle Axes Mace/Small Shield Greatsword Long Sword Staff Throwing Knife Spear/Buckler Twin Daggers Homeworld Rock of Storms Realm of Castles Realm of Castles Empire of Perfect Unity Dark Mountains Desert of Brass Undersea Goblin City

*Note that these are abbreviated to save space; more specific requirements are listed in each section.

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Wurm-Slaying Style
Homeworld Rock of Storms Prerequisite Skills Axe 6 Restrictions The practitioner must fight with two Battle Axes of identical length. This fearsome style of combat focuses entirely on overwhelming offense and aggression, as delivered by a pair of whirling battle axes. Practitioners of this style are particularly adept at crippling their opponents with terrible strikes, and are capable of fighting even when seriously wounded. Wurm-slayers are monster hunters and beast-killers who are expected to approach mortal combat without fear or remorse, over and above the normal stoic fatalism of the denizens of the Rock of Storms. More importantly, practitioners of this style hone their skills so that, after they die, they may be found on the forefront of the last battle, contending with the wurm itself.

Noble Paladin Style


Homeworld Realm of Castles Prerequisite Skills Mace 5, Shield 3 Restrictions The practitioner must fight with both a war mace and a small shield. Noble Paladin style is defensive and self-sacrificial in nature, with its users being particularly good at protecting their allies. Still, Noble Paladins quickly learn techniques to overcome the limitations of their weapon, while performing devastating attacks against their opponents. As can be imagined by its name, Noble Paladin style is practiced exclusively by the nobility of the Realm of Castles. Noble Paladins are closely associated with the Order of the Horn, as well, taking as their charge the defense of this pacifist brotherhood (a relationship which has had its share of conflict, unsurprisingly).

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Double Soldier Style


Homeworld Realm of Castles Prerequisite Skills Sword 6 Restrictions The practitioner must fight with a maximum length greatsword (62"). Double soldiers are shock troopers, capable of disrupting and breaking up large groups of opponents, as well as quickly taking down foes in single combat. Also, this style has several cunning tricks which allow its practitioners to use their Greatsword in surprisingly versatile ways, and to overcome the difficulties of using a single large weapon. In the Realm, Double Soldiers are often commoners, and they are so named because they are expected to perform as much as two normal troopers, with twice as much risk...and for twice as much pay. Castle Bellicose is famous as a training ground for Double Soldiersamong other thingsand many would-be practitioners travel there to learn the style.

Scholar's Sword Style


Homeworld Empire of Perfect Unity Prerequisite Skills Sword 5, Scholarship 3 Restrictions The practitioner must fight with a single, minimum length longsword (34"). The Scholar's sword is a difficult and subtle style, focusing on effortless defensive maneuvers and deceptively powerful attacks, intimately tied to the imagery and craft of scrollwork and calligraphy. Practitioners of this style learn to use their sword as if it were inseparable from them, and can perform astounding feats that border on the supernatural. This style dates from before the time of the great philosopher, and its origin is lost to history. The Scholar's sword is most often practiced by high-ranking and affluent citizens (particularly among the youths of magistrate households), whose duties are light enough to allow them the time to master this, and other rarefied disciplines. Practically, however, the Stone Lions make best use of the Scholar's Sword in defense of the North Wall.

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Hidden Justice Style


Homeworld Dark Mountains Prerequisite Skills Polearm 6 Restrictions The practitioner must fight with a staff. Hidden Justice is a cunning and secretive style that employs the humble staff as a potent weapon against the minions of the dark lords. This style is highly defensive, but it does incorporate disabling attacks and potent, deceptive offensive maneuvers, as well. As the peasantry in the Dark Mountains are forbidden weaponsand the rebellion draws its ranks mostly from the peasantryit is only natural that they develop a fighting art that exploits the "facelessness" of simple common folk. What Praetor would suspect a lowly farmer with a staff? Of all the advanced fighting styles, hidden justice is the newest, and the abilities it grants are about immediate, brutal, and cunning utility, rather than esoteric perfection.

Sky-Cutting Style
Homeworld Desert of Brass Prerequisite Skills Thrown 6 Restrictions The practitioner must fight with maximum length throwing daggers or chakrams (12" length/diameter). Sky-Cutting style is an exotic weapon form that focuses on overwhelming speed and dynamic flair. When using this styles' allowed weaponslarge throwing daggers and chakramspractitioners can overwhelm opponents with cascades of razored steel. This style is also notoriously difficult to defend against, while its users themselves learn defensive maneuvers otherwise thought impossible with thrown weapons. In the Desert of Brass, Sky-Cutting style finds its home among adventurers and explorers, who value mobility, speed, and a sense of visual style. Adventurers make a name for themselves in part because of the image they project, not just for what they might unearth from ruins buried beneath the desert sands.

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Blithe Lancer Style


Homeworld Undersea Prerequisite Skills Polearm 5, Shield 3 Restrictions The practitioner must fight with a spear and buckler. The weapon itself must have a maximum length head (12"). Blithe Lancer Style is an alien weapon form designed for the three-dimensional "battlefield" of undersea, and is often, though not exclusively, used in mounted combat. Despite these facts, Blithe Lancers are well at home on land, for this style's fundamental nature is that of adaptation and flow. Practitioners learn to overcome and transcend the limitations of their weapon and shield, and they also master techniques which focus on accuracy and economy of motion. In Undersea, the primary devotees of this style belong to the Urvashim School, and members of this fighting organization use its secrets to defeat the great leviathans which threaten the cities. It can be argued, however, that the Urvashim love the art of combat for its own sake, and that the thrill of competition and danger motivates them far more than duty. If so, this style is well named.

Twin Fang Style


Homeworld Goblin City Prerequisite Skills Close Weapon 6 Restrictions The practitioner must fight with two daggers of identical length. Twin Fang style is brutal, deadly, and silent. Practitioners of this form learn how to swiftly kill an opponent with precise strikes from their twin daggers, as well as to exploit advantages in stealth and positioning. It goes without saying, but this style is ideal for the quiet disposal of one's enemies, though it has some abilities geared for more "stand up" fights. This fighting school is popular in the underworld of Goblin Cityto the extent that the whole place isn't actually an underworldoften used by toughs and enforcers who prize concealability and close-quarters bladework. Still, this style remains an advanced fighting method, and has its...eccentricities.

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Chapter 7

Magic
Part 1: System
Magic is an expression of a world's nature. Or perhaps it is a facet of the cosmos itself, incarnated in a particular wielder. Or it could be that it is all trickery and illusion, crafted to mislead the unwary. Whatever the case, each of the seven magics are potent forces in their particular world, and no less so here in the Forest of Doors.

The Basics In Forest of Doors, characters can learn magic that gives them access to a huge variety of unique, in-game effects, including raising mighty walls of fire, confounding foes, shielding others from harm, healing the injured, and transmuting objects. Magic is a difficult practice, however, demanding that characters perform rituals to gain the necessary energy to cast their spells. As well, all spells have verbals that must be spoken to activate their effects, and in some cases have other requirements needed to maintain them. The first part of casting a spell is spending a single Charge of the appropriate School of Magic. The second part of casting a spell is the verbal requirement. Each spell has a spoken verbal requirement that must be recited from memory. Verbals are usually ten to thirty syllables long, and they all incorporate the name of the spell, in some fashion. If the verbal is incorrectly spoken, the Charge is lost and the spell fails. If spoken correctly, the spells effect then takes place. Some spells (Readied spells specifically) require a second, shorter verbal requirement to activate their individual effects.

129 Magic Skill Progression For each level in a magical skill up to 6, a character gets 1 spell and 1 ritual of their choice. After level 6, a magician may either pick the standard spell + ritual, OR an advanced ability of the indicated type. Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 15 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Mastery = Highest Level School + Willful Spells Known 1, Rituals Known 1 Spells Known 2, Rituals Known 2 Spells Known 3, Rituals Known 3 Spells Known 4, Rituals Known 4 Spells Known 5, Rituals Known 5 Spells Known 6, Rituals Known 6 Empowered Spell or Spell + Ritual Greater Working or Spell + Ritual Empowered Spell or Spell + Ritual Greater Working or Spell + Ritual Empowered Spell or Spell + Ritual Greater Working or Spell + Ritual

Mastery Mastery is a measure of a characters magical power, which governs the potency of each and every spell a character knows. Every spell incorporates Mastery in some manner, either through duration, scope, number of uses, or damage. For instance, most Readied spells give the caster their Mastery in uses when the spell is cast, and Circle spells can measure up to five yards in circumference per point of Mastery. Exactly how Mastery increases the power of the spell is listed in each individual spell description. Mastery is equal to a caster's highest level spell school, plus their level in the Willful Trait, plus any bonuses from Occult. Charges and Rituals Charges are what fuel magic, and each and every spell costs but a single Charge to cast. Most commonly, magicians get their charges through performing rituals which are learned, like spells, as they increase in skill. All rituals take a certain amount of time to perform, with the general rule that if a ritual is easy to perform, it will take a longer time. Rituals that demand sacrifice, or only operate under very specific conditions, are usually quick. Note: no ritual can be performed while a caster has a Readied spell active. Upon successful completion of a ritual, a character gains a single charge of that ritual's school, which can only be used to fuel spells of that type. For example, if a character performs a Ritual from the Runes of the Stormfather (the magic from the Rock of Storms), they will receive a Charge that can only be used to fuel its particular, runic arcana. Characters with Occult can pull Charges out of items or places of power with but a few moments of uninterrupted concentration. Also, characters that are naturally

130 Attuned to the forces of magic can use a "Feat of Attunement" to instantly cast a spell with no charge cost. Charges obtained by Occult are usually Perfect in nature, meaning that they can be used to fuel spells of any School. Resetting Rituals, Beginning Charges (Take Note!) If a character uses a Ritual and successfully gains a Charge from it, then that Ritual is considered Active and cannot be used again until it is reset. All Rituals of a School of Magic reset when the character no longer carries any Charges from that School of Magic. At the beginning of an event, characters begin with a full compliment of Charges from all the rituals they know, which are then considered to be active. As an example, a character with Woodsong and Moonsecret at level 4 and the Naming of Things at level 2 would begin the game with four Woodsong Charges and two Naming Charges. They could not perform one of their four Woodsong rituals until they used those charges, and the same goes for their Naming of Things rituals. Burning Charges If a character wishes to get rid of any or all the charges they hold, they may do so by concentrating for 3 seconds, then calling Revocation! The charges are then dispersed. The caster may select exactly those charges they want to keep/burn in this way; they need not get rid of all of them. Fouling A Ritual, if performed incorrectly, simply does not work. If a Ritual is performed really incorrectly, however, it can become Fouled. A Fouled Ritual cannot be used until a certain action is taken to purify it. This can be something as simple and quick as destroying an item, or something as time consuming as taking on a difficult taboo for a few days. Even though some Rituals can expressly become Fouled through specific means, as detailed in their descriptions, any Ritual can become Fouled if the magician performing it acts in a manner directly against the spirit of the Ritual. Plot members and marshals can, at their discretion, declare a characters Ritual Fouled if the character is using the Ritual in such a manner. There is nothing wrong, however, with benefiting from Rituals in ways peripheral to gaining Charges. For instance, it is acceptable for a character to perform a Ritual in a manner that directly leads into another Ritual. Also, some rituals blend in with spell requirements, and using this relationship to your advantage is part of being an effective magician. We encourage the creative use of Rituals as long as it doesnt run against the spirit of the system. Note that only one ritual can be performed at a time, in any case. Spellbooks "Books of Spells" are not required for casters in the FoD. However, as we have quite a few spells with long or multiple verbals, we allow players to read off such from an ingame text to activate their effects, if desired. This spellbook should be aesthetically appropriate, but need not be a tagged item. Note that some spells do not allow their caster

131 to hold objects in their hands, and a spellbook is not an exception to this rule. Essentially, a spellbook is a memory aid, and nothing more. Characters may not learn magical schools from spellbooks, at all. Spell Types There are four different types of spells, each with their own specific in-game mechanics. Also, many spells will have a subtype, listed in parentheses, which will typically be (touch), (packet), or (caster). Touch spells require a willing target or an item; in order for touch spells to be cast, the magician must hold/touch the object/person for the entire duration of the verbal (and after a variable concentration for some spells). After this, the spell takes effect. Note that you cannot forcibly grab an item held by another person unless they allow it, nor touch another person in a similar way. Packet spells are delivered by saying their activation verbal, then throwing a cloth packet that is filled with birdseed. This packet must be the color of the magic used. Note that touch spells require that the caster have at least one hand free in order to cast them; a caster who has two arm wounds or is suffering from the Shackled condition may not cast touch or packet spells at all. Caster spells are only usable on the caster themselves, and only require that they spend the charge and say the verbal correctly; limb wounds do not limit their casting. Circle Spells Circle spells only affect a specific area, as defined by a circular length of cord or rope that must be the color of the spell's school. The circumference of the circle must be at least five yards, and can be no longer than five yards per Mastery of the caster. Every time a circle is cast, its rope phys-rep must be laid on the ground with its ends connected in some fashion, and the caster must take at least 1 minute of concentration while doing so before they can intone the verbal. When a circle spell ends, for whatever reason, the phys-rep must be taken up immediately. The rope phys-rep must be able to remain mostly circular, or else the spell fails. Once a Circle is cast, it cannot be moved until the spell ends. Circle spells cannot overlap one another, and if a circles radius would overlap with another, it simply fails. A Circle can be cast at a lower level of Mastery, so as to fit in a specific area, assuming the caster has the appropriate physical representation for it. Circle spells end if the caster leaves the circle itself or they become Critical or Unconscious (by in game effects or actually sleeping). While maintaining a circle, a caster can move about in its boundaries freely, perform rituals, fight, or do anything else that does not result in the above conditions. Note that some circle spells have secondary requirements. Instant Spells Instant spells have a single effect that takes place immediately. Some effects, such as those delivered by packets, have an effect and then immediately end (although persistent effects, such as damage, Blindness, or Poison will remain). Instant spells that target the caster typically last one hour per level of the casters Mastery, though there are exceptions. The verbal requirement for many packet-delivered Instant spells often

132 incorporates the characters Mastery (usually referred to as (Mastery)-fold) so that targets know the level of power the effect has. Some Instant Spells are performed by touch and can be cast on any willing character. Note that whatever the type of spell, characters cannot have multiple effects of the same type on themselves at any time. If a spell is cast on a character that is currently under the effect of the same spell, the previous instance of the spell is replaced with the new one and the spells duration is reset. Readied Spells Readied spells cost a single Charge, just like all other types of magic, but allow the character to use an effect a number of times equal to the casters Mastery. These uses persist as long as the spell is active. While a character has a Readied spell active, they cannot cast any other spells or perform rituals. Readied spells also have a specific requirement listed in the spell description which that must be maintained. If the requirement is not met, typically the spell ends and any remaining uses are lost. There is usually no specific duration for Readied spells, meaning a character can cast one and have it "ready" almost indefinitely. However, if a character goes Unconscious or becomes Critical, then any readied spell drops. Ward Spells Wards are protective spells that allow a caster to "burn" charges of their school in order to resist packet-delivered magical effects of all sorts. A ward can be dropped in order to call a single instance of this kind of resist, and can also be ended to create a single specific "spell-like" effect unique to that Ward. Wards are caster-only spells, and casters may only have one up at a time. Spell Duration (Take Note!) Most spells explicitly describe how long they last. If an enchantment spell does not list a duration, however, it is assumed to last for 1 full event, or until used up, whichever comes first. Spell Disruption While a caster is speaking their verbal, they may very well be attacked or targeted with various effects. It is perfectly acceptable for a caster to finish the verbal in a timely fashion before taking the effect or calling a relevant defense, and note that unless the caster actually flubs the verbal, their spell is not disrupted in any way. Concentration Many spells and other abilities strictly require that the caster Concentrate before activating them or intoning a verbal. While concentrating, a character may not speak, use any skills, feats, or abilities, move, attack, or pretty much do anything but focus on the concentration itself. If attacked by spell or weapon, Concentration is automatically broken. Essentially, Concentration is as sensitive to disruption as is the delivering of a Killing Blow. Charges and activations are only spent when the verbal is said, so breaking concentration will not cause the loss of these.

133 Advanced Abilities Empowered Spell This advanced ability allows a caster to, in a sense, "specialize" in a spell they already know, unlocking its true capabilities and expanding its power. This ability may only be chosen once per spell, and what it does will be revealed upon reaching level 6 in a spell school and formally requesting this information as a downtime action. Alternately, characters may do Scholarship actions to learn about Empowered versions of spells. Some spells will have their duration dramatically increased; some will get a damage boost; while still others may gain additional casting abilities outright, once they are Empowered.

Greater Working Greater Workings are powerful ritual magics which have broad, game altering effects whenever they are cast. A specific Greater Working can only be cast once per game season (year), by a particular person, and other time/opportunity constraints may apply. All Greater Workings must be discovered in the course of play/during downtime actions; they are, almost by definition, the most arcane and secretive powers in a given school. Each magical school is rumored to have several of these spells, but the exact number is generally not known.

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Part 2: Schools of Magic


Each school of magic is a reflection of the world of its origin and the people that live there. Although every school has a certain affinity for a set of particular elemental forces, they are not simply aspects of such. Magic is hard thing to quantify, for as the sages from the Desert of Brass say: "if you think yourself wise in the ways of Naming, then wisdom truly escapes you." The Seven Seven of the eight worlds have a full school of magic and characters from those worlds get a 5 point cost reduction in the first level of that school, meaning they pay 10 CP for level 1. The Realm of Castles, however, is unique in that it has none at all: denizens of the Realm instead receive a reduction in that most noble of weapons, the sword. Each of the seven schools consists of twelve spells and twelve rituals, and a caster receives one of each for every level they achieve in the school up to level 6.

World Undersea Dark Mountains Goblin City The Desert of Brass Rock of Storms Empire of Perfect Unity Enchanted Glade

Spell School Currents of Deepspirit The Dooms of Light and Shadow Mysteries of Flame and Iron The Naming of Things Runes of the Stormfather Thirteen Harmonious Changes Woodsong and Moonsecret

Color Dark Blue Black & White Red Light Blue Yellow Brown Silver

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Currents of Deepspirit
Undersea is a strange, alien realm whose inhabitants practice an equally strange, alien form of magic known as the Currents of Deepspirit. This discipline focuses on spiritual matters, primarily, though the watery nature of the world of its origin obviously has some influence upon it, and it has some very efficient peripheral healing magics. Currents of Deepspirit uses dark blue as its signature color.

Spells
Spell Bearing Unseen Gifts Daughter of the Maelstrom Blackfin Curse Know the Spirit Ways The Sea Forgets Staying the Current Coral Serpent's Bite Blood of Deep Waters Balance, In All Things Touch of Wholeness Walk the Spirit Path The Shelled One's Kin Type Readied (special) Circle Readied (packet) Instant (caster) Readied (packet) Ward Instant (packet) Instant (caster) Instant (packet or touch) Readied (touch) Instant (caster) Instant (caster)

Rituals
Ritual Upon the Surface Silence Speaks Loudly This Too Shall Pass Kindness for Simple Things Wisdom of the Spirit Friend Drawing the Third Eye The Sound that Pleases Eater of Pearls The Downstream Journey The Whirlpools Center The City is Life Generous in Ease 15 minutes 10 minutes 1 minute 5 minute 5 minutes 1 minute 5 minutes 3 seconds 5 minutes 10 minutes 1 minute 1 minute Minimum Duration

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Spell Descriptions Bearing Unseen Gifts


Type Readied (special) Requirements The caster must hold the summoned Joss in their hands, the phys rep of which must be some form of Dragons Tears; any that is not held is immediately lost, and this spell may not be used at all without its physical representation. This spell ends when the caster is out of the spirit matter. Casting Verbal "I call to the divine pool at the center of all things, so that I might become the bearer of unseen gifts." This spell manifests a number of Joss equal to the casters Mastery. Joss is an ephemeral substance made from spirit matter; spirits highly value it and most will bargain favorably for it. Joss must be carried in ones hands at all times, or else it evaporates into brilliant lilac colored steam. If it is dropped, given to another person, or placed in a container, the Joss disappears. Spirits are the only beings to whom this substance can be given, though they may typically only accept a certain amount of it per day, based on their level of power.

Daughter of the Maelstrom


Type Circle Requirements Must lay the phys-rep after one minute of concentration. When the spell ends, the physrep must be taken up. Casting Verbal "I beseech the aspect of Vathriagnis center to bring forth a daughter of the maelstrom." Once cast, this circle manifests as a nearly impenetrable barrier through which no material being of any kind may enter or leave. Those within its radius are immune to attacks of all types (melee, magic, missile weapons) from those outside it, but may not use those effects on anyone outside the circle either. Immaterial beings, or those under similar effects, however, may traverse its boundaries freely. As with all circles, this spell's circumference may measure no more than five times the caster's Mastery. This circle appears as a ring of blue sea mist that swiftly courses around its circumference.

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Blackfin Curse
Type Readied (packet) Requirements The caster must hold an object made of dead organic material such as shell, leather, wood, or bone, else all remaining uses are lost. Casting Verbal I call to the darkest and cruelest sea-spirits, that they might grant me knowledge of the blackfin curse. Activation Verbal I wither your limb with the blackfin curse! The caster manifests their Mastery in packets. Targets stuck by this spell take a limb wound to the location of their choosing. This spell does not harm a targets Resilience in any way, and also has no effect on characters that already have two or more limb wounds.

Know The Spirit Ways


Type Instant (caster) Requirements None Casting Verbal "Let my third eye open to the flows of endless currents, for I shall know the spirit ways." This spell causes the character to appear pleasing to spirits. Spirits, as a result, cannot attack the character unless the character attacks first, or they have personal grudge against that specific character. In addition, spirits are more likely to interact with those who have this spell up, and every statement made will be taken by them in the best possible way. This can turn accidental insults into charming blathering, and turn idle small talk into enchanting conversation, in the eyes of the spirit. This spell lasts for one hour per level of the casters Mastery, and is denoted by the caster wearing a dark blue band of wide ribbon or fabric around their wrist. As with all "aura" based enchantments, the caster should inform applicable beings that they are under its effects by saying the name of the spell and showing them its manifestation, otherwise the targets need not abide by its effects.

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The Sea Forgets


Type Instant (packet or caster) Requirements None Casting Verbal (packet) "Know that by the endless turning of the maelstrom, in time, even the sea forgets!" Casting Verbal (caster) The Sea turns and pain is lessened; it turns again and grief becomes memory; it turns once more, and all is forgotten. Targets affected by the packet version of this spell may not call Feats of Will or cast spells of any sort until they get 10 minutes of standard rest. As an additional effect, if this spell successfully targets a character currently within a Circle, that circle drops immediately, regardless of weather or not they were the original caster. This spell cannot be nullified by the effects of the Circle of Radiant Morning, in any way whatsoever. Note that this casting counts as a Will Drain effect, and it may be resisted entirely by those with exceptionally high Will. The caster version of this spell enchants them with the renewing power of the great whirlpool. For a number of hours equal to their Mastery, if stricken with a Mental effect, they may overcome its effects at any time during its duration by closing their eyes, concentrating for 3 seconds, and loudly intoning The Sea Forgets.

Staying the Current


Type Ward Requirements None Casting Verbal "I stand though the waves crash against me; through the power of deepspirit I will stay the current." With this spell up, a caster may "burn" a Currents of Deepspirit charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist, or to instantly Stabilize a single Critical individual (simply by saying Staying the Current

139 and touching the injured character). Staying the Current lasts until it is ended or for an entire event, whichever comes first. A character may only have one ward up at a time.

Coral Serpent's Bite


Type Instant (packet) or (touch) Requirements None Casting Verbal (packet) "The coral serpent moves from silent waters to poison your flesh with its (Mastery)-fold bite!" Casting Verbal (touch) Those struck by this weapon shall know the (Mastery)-fold poison of the Coral Serpent, hunter of dark and silent waters. (after 1 minute of concentration) The packet version of this spell does the casters Mastery in magic damage to the location it hits. If the target suffers a wound from this spell, they are Poisoned at a strength equal to the damage they took. If this spell does not cause a wound, no other effect takes place. A Feat of Toughness may be used to resist the Poison, but not the damage. The touch version of this spell, when cast after one minute of concentration, enchants a thrown or melee weapon such that it may be used to call a single Poison Strike X, where X is equal to the casters Mastery. This enchantment lasts for one event or until used, whichever comes first. Poison Strikes do their called number in damage and if they cause a wound, they cause poison at a level equal to that damage, as above. As with all enchantments, this casting may not stack with itself: if cast on a weapon bearing this spell, it merely replaces the effect. While a target is Poisoned, they become Prone and cannot stand without aid; they must lie down, sit, or kneel. The only way to move from their position under their own power is by crawling on their hands and knees, though they may attack and defend as normal. As a strict roleplaying requirement, Poisoned characters must act as if they are in terrible pain. After 1 hour of being poisoned, the victim dies.

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Blood of Deep Waters


Type Instant (caster) Requirements None Casting Verbal "Let evil wash over and around me, for I am the heart whose blood is of deep waters." While under this spell, the caster gains two levels of enhanced healing (decreasing their healing time, once Stable, by 2 degrees: see Healing skill). The caster also reduces all Cold damage they take to 1, calling Reduce when hit with such. Note that Threshold is applied before Reduction effects. This spell lasts the caster's Mastery in hours, and is explicitly incompatible with the Mysteries of Flame and Iron spell, Heart of Embers.

Balance, in All Things


Type Instant (packet or touch) Requirements None Casting Verbal (packet) "Like the whirlpool Vathriagni who fosters and devours, I demand (2 x Mastery)-fold balance in all things!" Casting Verbal (touch) "Like the whirlpool Vathriagni who embraces and proscribes, I reflect the balance inherent in all things. This spell allows the caster to throw a single packet that does twice their Mastery in magic damage to a single spirit. Any spirit damaged by this spell may not dematerialize for 5 minutes. This spell will only affect spirits or beings who count as spirits. The touch version of this spell will increase its target's Mastery by 1, until sunset (7pm). A second Balance, in All Things does not offer any further effect. Note that this spell will not stack with any other similar enchantment, and vice-versa.

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Touch of Wholeness
Type Readied (touch) Requirements The caster must not suffer a wound, Poison, or Quick Venom effect, else all remaining uses are lost. Casting Verbal As all things pass into the center, so all things emerge again; by my touch this wholeness is known. Activation Verbal (wound healing) May your flesh know again the touch of wholeness. (after 3 seconds of concentration) Activation Verbal (poison healing) "May your blood be cleansed by the touch of wholeness." (after 3 seconds of concentration)

When this spell is cast, the caster gains their Mastery in uses of this spell. By touching a non-Critical individual, concentrating for 3 seconds, and then saying its activation verbal, this spell can be used to heal a target of a limb wound. Alternately, this spell can be used on a character to reduce the power of any Poison or Quick Venom affecting them by 1, per use (the critical restriction does not apply for this second casting).

Walk the Spirit Path


Type Readied (special) Requirements The caster must clasp their hands to their chest in an exaggerated motion, steepling their index fingers. The spell ends the instant they drop this required gesture. Casting Verbal "Let the secrets of the unseen world reveal themselves to me, for I walk the spirit path." This spell causes the caster to shift into the Spirit World, becoming immaterial; while in this state, the caster can only walk up to (Mastery x 10) steps, or else the spell ends. In

142 addition, the character is immune to all magic and attacks except effects that specifically state that they can target immaterial creatures, and they can only be seen or heard by spirits or by characters that possess the Empathic Trait. All negative ailments such as bleeding, poison, and the like, are still in full effect. With this spell active, the caster counts as a spirit for the purpose of effects that only affect such. If an immaterial character drops the required gesture, moves at more than a normal walking speed, or takes more than their allotted steps, the spell ends. When this spell endsby whatever meansthe caster must say I appear, in a loud tone of voice, so that all those around them can see them materialize. A character under this spell, though nearly untouched by the material world, is nevertheless in a strange reflection of it. The Spirit World has most of the same physical features as the material, meaning that this spell may not be used to negotiate physical challenges, barriers, or traps. Certain objects and locations only exist in the Spirit World, however, and only those in an Immaterial state may interact with them.

The Shelled Ones Kin


Type Instant (caster) Requirements None Casting Verbal "I pull to myself the destiny of the great leviathans, granting me the enduring aspect of the shelled ones kin." This spell simply increases the casters maximum Vitality by 2. Current Vitality is unaffected and the caster must rest (or use other means of Vitality restoration) in order to gain any benefit from this spell. As with all enchantments, this spell does not stack with itself and simply replaces a previous, duplicate casting. This spell does not grant levels in the Tough trait. The Shelled One's Kin lasts a number of hours equal to the caster's Mastery.

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Ritual Descriptions Upon the Surface


Duration 15 minutes Meditate on a bowl, pool, or body of water, upon which is placed a leaf, stick, or other natural object that will float.

Silence Speaks Loudly


Duration 10 minutes While in the company of at least two other characters, the character doing this ritual must remain silent during its duration. If the other characters leave their presence or the character speaks, the ritual fails. If the character does not remain conscious for the entire time, the ritual fails.

This Too Shall Pass


Duration 1 minute The character gives or receives an object (a tagged item with an in-game value) to/from another person, explaining to them the cyclical nature of all things. If either character returns the object within the day, the ritual is Fouled for the remainder of the event.

Kindness for Simple Things


Duration 5 minutes Placate, flatter, or apologize to the spirit of at least 3 objects or structures. That is, the character must talk to inanimate objects or buildings as if they were actually spirits. If a location does have a spirit, and it deigns to talk to the character, this does not disrupt the ritual.

144

Wisdom of the Spirit Friend


Duration 5 minutes The character must speak amiably to a spirit for 5 minutes without angering it, offending it, or driving it off.

Drawing the Third Eye


Duration 1 minute The character carefully draws or redraws an eye upon their forehead. The eye must be clearly visible to all observers, and must remain in place until it naturally wears off, or until the character does the ritual again.

The Sound that Pleases


Duration 5 minutes Audibly play a musical instrument while in a public place. You need not have a dedicated audience, but if anyone criticizes your playing, the ritual fails.

Eater of Pearls
Duration 3 seconds Grind a pearl into your food and eat it. Obviously, the pearl must be an in-game item that is Destroyed in the process (give the pearl to a marshal as soon as is convenient). Though the player need only mime the action before they eat their food, using salt or sugar to mimic a ground pearl is encouraged.

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The Downstream Journey


Duration 5 minutes Walk to a new destination with at least two friends for the duration of this ritual, with no one coming to harm. A character is considered harmed if they take a wound or are the successful target of a harmful spell. If one or more of the characters stop walking for more than 3 seconds, including the ritualist, this ritual fails.

The Whirlpools Center


Duration 10 minutes Meditate with closed eyes while in the presence of boisterous talk, music, or laughter. The ritual fails if the character opens their eyes or if the energetic sounds grow silent for more than 1 minute.

The City is Life


Duration 1 minute Proudly recite the qualities of your home city, the achievements of some of its prominent citizens, and/or descriptions of its beautiful locales. The character must have an audience of two or more individuals throughout the duration of the ritual, else it fails.

Generous in Ease
Duration 1 minute Someone must perform a favor for the character, and the character must reward them with a tangible gift (a tagged item, gem, or money). If the helper does not consider the remuneration pleasing, the ritual fails. After performing the ritual, the ritualist may not accept any gift from the helper during the same event, or else the ritual becomes Fouled. This ritual may be Purified by the ritualist giving away a tangible gift that is worth at least double the amount of the gift that caused the Fouling. The same fouling condition applies to this act of contrition, which can lead to rapidly escalating expense.

146

Dooms of Light and Shadow


The Lords of the Dark Mountains (and certain troublesome rebels) practice a magic known as the Dooms of Light and Shadow, which is a discipline whose power comes from the interplay between light and darkness, void and substance. Light spells cause damage, cure conditions, and offer protection. Shadow spells cause conditions, obscure the self, and interact with the forces of death. Note that all of these spells, regardless of their alignment, use identical charges, and their rituals are not restricted to one kind of spell or the other. However, The Dooms of Light and Shadow uses white and black as its signature colors, according to the alignment of each particular spell.

Spells
Spell O The Light Remembered O The Light Convergent O Day Mirrors Night O Circle of Radiant Morning O Flowing Prism Shield O Hand of the Dawnbringer Circle of Peaceful Twilight The Dark Lords Fetters Silver Mask Visage The Blackened Scourge Steps Between the Shadows Oblivions Touch Type Readied (packet or touch) Instant (packet or special) Ward Circle Instant (caster) Instant (touch) Circle Instant (packet or caster) Instant (packet or touch) Instant (packet) Readied (special) Readied (packet or touch)

Rituals
Ritual O Warrior of the New Sun O A Puzzle of Facets O Infinite Mirrors O The Sunlight that Reveals O Fragmented Truth O What Stands Against the Night Four Aspects of the Hidden Seeing Without Sight Honor the Endless Night Scribe of Shadow Dreams Bringer of Doom The Darkness that Enfolds 5 minutes 10 minutes 10 minutes 15 minutes 3 seconds 1 minute 1 minute 5 minutes 1 minute 5 minutes 1 minute 15 minutes Minimum Duration

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Spell Descriptions The Light Remembered (L)


Type Readied (packet or touch) Requirements The caster must bear the markings of a stylized sun, in white, on the backs of both their hands, or the spell ends. Casting Verbal "I call forth the remembrance of light forgotten; against it, no foe can stand, and even death itself will falter." Activation Verbal (packet) "By the light remembered, I strike you down!" Activation Verbal (touch) "By the light remembered, I stay the touch of death." The caster gains their Mastery in activations of this spell, which may be spent to throw a packet that does 1 light damage to any it hits. Alternately, a use can be expended as a touch effect on any Critical target, resetting their death count to 0. This effect may be cast on the same target multiple times, though it will never actually stabilize someone.

The Light Convergent (L)


Type Instant (packet or special) Requirements A white glowstick for the (special) version of this spell, attached to an extensive (2' min) length of white ribbon Casting Verbal (packet) "By my will the light converges, bringing (Mastery)-fold doom upon you!" Casting Verbal (special) "Mine is the hand of light's convergence; in night's destruction, purity is born."

148 The packet version of this spell simply does the caster's Mastery in light damage to the location it hits. Alternately, this spell may be cast to manifest a glowing, baleful light which is anathema to all Accursed creatures. Anyone who holds this Banelight (as it is called) wrapped around one of their hands in a prominent fashionand in no other wayallows them to add 1 to any Power Strikes they would call against the accursed; these altered maneuvers are instead called as "Bane Strike X," where X is their normal power strike damage + 1. If any non-accursed creature is struck with a Bane Strike, they are not harmed at all ("No Effect"). If a bearer of one of these lights cannot call Power Strikes in some way, then it is of no real benefit to them. Note that the light is entirely physical and can be handed off to anyone or used to simply illuminate an area. Note also that Accursed creatures despise this magic and will tend to aggressively target anyone who bears the light, though they cannot be forced to do so as a compulsion. The Banelight persists until it fades away naturally, it is switched off (for non-chemical phys-reps), or for one event, whichever comes first.

Day Mirrors Night (L)


Type Ward Requirements None Casting Verbal In darkness, the stars remember light; may I know the day by mirrored night." With this spell up, a caster may "burn" a Dooms of Light and Shadow charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist, or to copy a single packet-delivered spell that hits them, which also automatically hits its caster. To copy a spell, the character must call out "Mirror Magic" and indicate the target by pointing. Any effect from the original packet-delivered spell still affects the character, though they can resist it through other, non-ward means. A mirrored effect cannot be mirrored again. Day Mirrors Night lasts an entire event or until deliberately ended. A character may only have one ward up at a time.

149

Circle of Radiant Morning (L)


Type Circle Requirements Must lay the phys-rep after one minute of concentration. When the spell ends, the physrep must be taken up. Casting Verbal I scribe before me the circle of radiant morning; may the dawn favor all who stay within its light." Characters within this circle may call "no effect" against any packet delivered spell or effect that strikes them. This circle does not offer protection from spells or effects that are specifically made to target those within a circle, namely the Currents of Deepspirit spell, The Sea Forgets, nor does it offer protection against spells cast with the Arcane Might tagline. As an additional ability, any non-circle spell cast from within this circle gains a +1 Mastery bonus. This bonus is explicitly compatible with mastery enhancers such as Silver Mask Visage. This circle takes the form of a razor-thin line of bright sunlight projecting up from its circumference.

Flowing Prism Shield (L)


Type Instant (caster) Requirements None Casting Verbal Let this shield of flowing light protect me from harm; I become a prism to scatter the darkness." (after 1 minute of concentration) When this spell is cast, the caster is given two points of magical Protection. Unlike regular Protection, which is lost the moment it is used, this protection returns after ten minutes of rest, much like Vitality. This spell lasts for a number of hours equal to the casters Mastery. Like all magical protections, this spell replaces any other magical effect which offers points of protection, and requires 3 seconds of concentration before casting.

150

Hand of the Dawnbringer (L)


Type Instant (touch or special) Requirements A blue, green, yellow, orange, or red glow stick, for the (special) version of this spell Casting Verbal (touch) In time, the morning shall come and smite the darkness; let your (condition) flee from the (Mastery)-fold touch of the Dawnbringers hand. Casting Verbal (special) Just as the dawnbringer's hand calls forth the rising sun, so mine calls forth a pale reflection of its light. Upon casting, the target loses levels in the named Persistent Condition equal to the caster's Mastery. If the target suffers from a persistent condition other than the one named, there is no effect. Alternately, this spell will manifest a shard of glowing light of variable colorwhich may be used or handed off at its caster's discretion. The light persists until it burns out, is turned off, or the event ends, whichever comes first.

Circle of Peaceful Twilight (D)


Type Circle Requirements Must lay the phys-rep after one minute of concentration. When the spell ends, the physrep must be taken up. Casting Verbal I draw this shadow circle, bringing peaceful twilight. None should fear the coming darkness." Dead characters within this circle do not have their soul pass on in five minutes; instead, their spirit remains with their body for an hour. Any effects that target a dead body whose spirit remains within it (Coax Life), may be used within this time. Dead characters who are removed from this circle resume their old count. In addition, this circle repels accursed creatures, preventing them from engaging in melee attacks against those within its boundaries. Ranged attacks and magic are not affected, however. Circle of Peaceful Twilight takes the form of a ribbon of deep darkness, tinged with red, which is somehow faintly luminous.

151

The Dark Lords Fetters (D)


Type Instant (Packet or Caster) Requirements (packet) None (caster) The caster must indicate this spell is active by wearing a large chain or shackle around their wrist Casting Verbal (Packet) "With the strength of night-forged steel, I shackle you in the Dark Lords fetters!" Casting Verbal (Caster) May the Fetters of the Dark Lords' bind me to the shadow; no accursed one shall harm me, for I bear their masters' chains." Targets stuck by the packet version of this spell are Shackled for 5 minutes, until they break free, or until the caster releases them. Once Shackled, the target must immediately drop anything they are holding and keep both hands clasped behind their back until the spell has ended. For safety reasons, a shackled character, when running or traversing unstable conditions, may unclasp their hands until they stop. Shackled characters may break free by spending a Feat of Strength and taking a three count: "Strength 1, Strength 2, Strength 3." Alternately, another character may similarly spend a feat (as a touch effect) and break them out. Note that exceptionally strong targets may ignore this effect entirely ("No Effect"). The caster of this spell may release anyone bound by it if they are within 5' of them; they must point to them and say "I release you," in order to do so. Shackled targets may not cast touch-based spells on others, and they cannot cast packetbased spells at all. The caster version of this spell enchants a length of chain or a shackle about the magician's wrist, which must be worn during the duration of this spell (1 hour per Mastery). While under its effect, they begin to radiate a faint aura of death, which prevents Accursed beings from attacking them unless directly attacked first, or unless they bear a personal grudge against the character. As with all "aura" based enchantments, the caster should inform applicable beings that they are under its effects by saying the name of the spell and showing them its manifestation, otherwise the targets need not abide by its effects. This spell cannot be cast while bearing a Banelight, and if it is active while holding or picking one up, this spell ends immediately.

152

Silver Mask Visage (D)


Type Instant (packet or touch) Requirements None Casting Verbal (packet) "Creature of death, the visage of the silver mask demands your (2 * Mastery)-fold destruction!" Casting Verbal (touch) "Take solace in the silver mask, and know its visage as reflected glory." When the packet version of this spell strikes an Accursed target, it deals shadow damage equal to twice the caster's Mastery directly to its torso. This spell has no effect on targets that are not accursed. Alternately, the touch version of this spell causes a brief vision of a Praetors silver mask to appear in the recipients mind, granting them a measure of power; the targets Mastery is increased by 1, until sunset (7pm). This spell may not be cast on those under it or other, similar effects.

The Blackened Scourge (D)


Type Instant (packet) or (touch) Requirements None Casting Verbal (packet) With this blackened scourge of (mastery)-fold lashes, I flay your body and blind your eyes! Casting Verbal (touch) I lay upon this weapon the (mastery)-fold doom of the blackened scourge; may those bent before its lash see only darkness and feel only pain. (after 1 minute of concentration)

153 This packet-based spell does the casters Mastery in magic damage to the location it hits. If the target suffers a wound from this spell, they are Blinded at a strength equal to the damage they just took. If this spell does not cause a wound, no other effect takes place. A Feat of Will may be used to resist the Blindness, but not the damage. Blindness is NOT considered a Mental effect. The touch version of this spell, when cast after one minute of concentration, enchants a thrown or melee weapon such that it may be used to call a single Blindness Strike X, where X is equal to the casters Mastery. This enchantment lasts for one event or until used, whichever comes first. Blindness Strikes do their called number in damage and if they cause a wound, they cause Blindness at a level equal to that damage, as above. As with all enchantments, this casting may not stack with itself: if cast on a weapon bearing this spell, it merely replaces the effect. While a target is blinded, they cannot run, make attacks with weapons, or cast packetbased spells. Blinded characters may defend themselves as normal. While Blind, a character may use other skills as they normally would, but as a strict roleplaying requirement they must act as if their vision were almost totally gone.

Steps Between the Shadows (D)


Type Readied (special) Requirements The caster must keep their flattened palms together, while raised over their head, else the spell ends. Nothing can be held while maintaining this spell. Casting Verbal "I am naught but steps between the shadows, a whisper only night can hear; let no one heed my passage." The caster of this spell steps into the shadows (deep enough to obscure half of their form), to become Invisible. While Invisible, a character cannot be attacked or directly sensed in any way (even through sound), however, they can only walk up to (Mastery x 10) steps, or the spell ends. Perceptive characters, though they cannot spend a Feat of Perception to discover the Invisible, will still know that something is not quite right in their general area. Those under this spell become visible if they run, attack, cast/use a spell, speak, or drop the required gesture. The absolute maximum duration of this spell is its caster's Mastery in hours.

154

Oblivions Touch (D)


Type Readied (packet or touch) Requirements The caster must bear the markings of a stylized crescent moon, in black, on the backs of both their hands, or the spell ends Casting Verbal "The living fear what the dead do not, for there is only peace in oblivion's touch." Casting Verbal (packet) "Know fear in the touch of oblivion!" Casting Verbal (touch) "In oblivion's touch, may this soul find peace." This spell grants its caster a number of activations equal to their Mastery. The packet version of this spell will inflict Fear upon its targets as a Mental effect for 5 minutes. While afraid, a victim must move and stay least 15' from the source of the fear (the caster). As well, they may make no attacks (melee, missile, or packet-based) against the caster while under this effect, unless the caster physically prevents them from fleeing. Defenses are completely unaffected, however, and the victim may attack others as normal. The touch version of this spell may be cast on a newly dead character to grant them a Boon, which is a mysterious enchantment that greatly benefits the dead as they negotiate the afterlife. This boon is lost if the target is somehow restored to life before their soul passes on. When cast upon the inert corpse of a corporeal accursed creature, this version of the spell prevents it from rising again, if applicable.

155

Ritual Descriptions Warrior of the New Sun (L)


Duration 5 minutes Outside, alone, and during the day, vigorously drill with a melee weapon.

A Puzzle of Facets (L)


Duration 10 minutes Concentrate on a prism, gem, or crystal, turning it slowly in the hand as you regard it.

Infinite Mirrors (L)


Duration 10 minutes Set two mirrors opposite each other and meditate upon their multiplied reflections.

The Sunlight that Reveals (L)


Duration 15 minutes Meditate outside, and during the day. This ritual is unusable if it is raining.

Fragmented Truth (L)


Duration 3 seconds In clear light (natural or otherwise), destroy a faceted gem with the pommel of a dagger, scattering the dust and shards. Though the scattering gesture need not include any real "fragments," some attempt to mimic a pulverized gem is encouraged (using sand, perhaps). Hand the "destroyed" gem off to a marshal as soon as possible.

156

What Stands Against the Night (L)


Duration 1 minute With 6 magical lights, candles, or lanterns, reverently form a ring of illumination around yourself, speaking the words of the Dawnbringer. If you leave the ring before it is complete, or you stop speaking for more than 3 seconds, the ritual fails.

Four Aspects of the Hidden (D)


Duration 1 minute Deliberately wrap a small, valued object (a gem or tagged item) in layers of cloth, place it in a box, bind the box with cord or rope, and conceal it among your belongings, all while murmuring repetitive homages to the shadows. Said "murmurings" need not be entirely understandable or coherent, though they shouldn't be absolute nonsense.

Seeing Without Sight (D)


Duration 5 minutes While blindfolded (or Blind), sketch a figure from memory, sculpt an abstract shape in clay, or work a three-dimensional puzzle. If the blindfold falls off or the condition is treated during this ritual's duration, it fails.

Honor the Endless Night (D)


Duration 1 minutes Sonorously recite the titles and aspects of each of the six Dark Lords, from memory.

Scribe of Shadow Dreams (D)


Duration 5 minutes In a private journal, write a page long description of a recent dream, without pausing for more than 3 seconds.

157

Bringer of Doom (D)


Duration 1 minute During the night, walk alone into an empty field and shout out a brazen challenge to all who would wish you harm, making sure to give your name and relevant titles, as well as the means by which you will defeat said challengers. This ritual is successful even if there is no response. You may not use this ritual in response to an impending attack.

The Darkness that Enfolds (D)


Duration 15 minutes Meditate in thick shadow or absolute darkness.

158

Mysteries of Flame and Iron


The denizens of Goblin City practice a dangerous magic that derives its power from the forces of creation and destruction. Mysteries of Flame and Iron has some of the most destructive magic in existence, yet many of its spells are creative in nature. Fire, forge, transformation, and the secrets of the inanimate are aspects of this discipline and the rituals that power it. This school uses red for its color.

Spells
Spell Sparks of Living Flame Heart of Embers Bones of Lead, Skin of Bronze Wrathful Uncreation Forgefire Crown Blade of Iron Purpose The Crafting of Memory The Hammer of Thought Homefires Glow The Anvil of Will Sixfold Inferno Barrier Perfected Fortress Type Readied (packet) Instant (caster) Readied (packet or touch) Instant (packet) Ward Instant (caster) Instant (touch) Readied (touch) Instant (special or touch) Instant (touch) Instant (special) Instant (touch)

Rituals
Ritual The Dancing Fire The Edge of Truth Second Striking The Comfort of Order The Thrill of Chaos The Final Quench Tending the Flames The Apprentices Lesson The Crucible of Pain Principle of Fair Exchange Engineers Scribblings Fireborn Resolutions 15 minutes 10 minutes 3 seconds 5 minutes 1 minute 3 seconds 5 minutes 10 minutes 5 minutes 1 minute 10 minutes 5 minutes Minimum Duration

159

Spell Descriptions Sparks of Living Flame


Type Readied (packet) Requirements The caster cannot hold anything but packets in their hands, have any arm wounds, or be Shackled, else all remaining uses are lost. Casting Verbal Let bone blacken and crack; let skin melt and fall away; let victory be awash in sparks of living flame! Activation Verbal Your flesh burns with sparks of living flame! The caster manifests their Mastery in packets. When thrown, each packet deals 2 fire damage to its target. Unlike other packet-delivered spells, Sparks of Living Flame has a certain element of physicality to it, and thus may be blocked by shields (but not weapons), and is limited in its casting as per the requirements above. This spell may also be used to "light" fires in-game, or to destroy bits of flammable "scenery," where such exists.

Heart of Embers
Type Instant (caster) Requirements None Casting Verbal I cast my being into the flames; let my blood course with liquid iron and my heart burn bright as embers. The caster reduces all fire damage they take to 1, calling Reduce when hit with such. Note that Threshold is always applied before Reduction effects, where applicable. In addition, the caster counts as having two levels of enhanced healing. This spell lasts 1 hour per level of the casters Mastery. This spell is explicitly incompatible with the Currents of Deepspirit spell Blood of Deep Waters.

160

Bones of Lead, Skin of Bronze


Type Readied (packet or touch) Requirements The caster must hold something made of metal, else all remaining uses are lost. Casting Verbal With flame and iron, even flesh may be forged anew; by my will I cast bones of lead and skin of bronze. Activation Verbal (packet) I cast your bones in lead to slow you! Activation Verbal (touch) I cast your skin in bronze to guard you. (after 3 seconds of concentration) The caster gains their Mastery in activations of this spell. An activation can be spent to throw a packet that will Slow a single target for 5 minutes, or until released by the caster. Any target of this spell may use a Feat of Strength to break free of its effects with 3 seconds of struggling (called as "Strength 1, Strength 2, Strength 3"). While Slow, a victim can only move at a maximum of 1 step every 3 seconds, and they may physically attack no faster than once every 3 seconds, though they can defend, feint, and maneuver normally. The caster of this spell may release anyone bound by it if they are within 5' of them; they must point at them directly and say "I release you," in order to do so. The touch version of this spell can be used to give a single individual 1 Protection. Like all protection effects, this takes 3 seconds of concentration before it can be activated and does not stack with itself or other sources of protection. This protection lasts until used or for one event, whichever comes first.

Wrathful Uncreation
Type Instant (packet or touch) Requirements None Casting Verbal (packet) By the pitiless wrath of (mastery)-fold uncreation, I break you and all that you hold!

161

Casting Verbal (touch) By the terrible fires of uncreation, I break that which I hold; I shall take its wrath as my own! The caster throws a packet at a single target, who takes X fire damage to the struck location. Every item they are holding is then subject to a Break effect. Only objects which are actually held will be broken in this way; clothing, armor, and anything classified as being worn is not. This means that strapped-on bucklers are immune to this effect, while held bucklers, small shields, and large shields are not. An item which resists this spell is not broken, but the holder still takes the damage. Similarly, if the target is holding nothing at the time they are struck by this spell, they still take the damage. This spell may also be used to break an object touched by its caster. This version of the spell may be used in an attempt to force locked doors and containers, as well as other structures. Upon casting, the item becomes subject to a standard break effect, and the caster takes 1 fire damage to the arm which held the item. Break effects, when applied to locked items, count as Greater Feats of Strength for the purposes of forcing them.

Forgefire Crown
Type Ward Requirements None Casting Verbal With the undying power of my will, I forge a crown of fire; let magic lie in ashes before me. With this spell up, a caster may "burn" a Mysteries of Flame and Iron charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist. Alternately, the caster can end the spell after being successfully hit by a melee attack that is not defended against, reduced, or negated in any way, calling Forgefire Vengeance X, where X is equal to their Mastery, and clearly indicating their attacker. The attacker then takes X fire damage to the torso. This effect may be called even if the original attack renders the caster Critical, Unconscious, or Dead, but not if the character is suffering these conditions before being hit. Forgefire Crown lasts until it is deliberately ended or for an entire event, whichever comes first. A character may only have one ward up at a time. The damage done by this ward may not be defended against; it may only be Thresholded, Reduced, or taken in full.

162

Blade of Iron Purpose


Type Instant (caster) Requirements The blade must be held at all times by its caster, else it disappears. Casting Verbal From my very bones, I pull forth a blade of iron purpose; it shall soon burn red with fire and blood! The caster summons an iron dagger or shortsword seemingly from their flesh itself, and which still glows red from the fires of its creation. The caster must have a physical representation for the dagger, usually a regular boffer weapon prop, which is noted as out of play (a white ribbon wrapped around its pommel) until this spell takes effect, and must have a strip of red tape or marking visible on its blade. This dagger persists as long as the caster maintains the spell, holding onto it at all times. During the daggers existence, the caster can call Fire Strike 3 for a number of attacks up to their Mastery. These attacks do not need to be made consecutively. Fire Strikes, like Lightning Strikes may be stopped by any normal combat defenses as per a Power Strike. Note that the weapon that this spell creates is as vulnerable to break/destroy effects and disarms as a regular dagger, and may also be enchanted as such, though blade coatings cannot be applied to it.

The Crafting of Memory


Type Instant (touch) Requirements None Casting Verbal (questions) I call forth from this object the memories which it bears; by my craft, its secrets shall be laid before me (you). Casting Verbal (message) I craft within this object the secrets of my memory; it shall reveal them only to (person), my chosen cohort.

163

The first effect of this spell may be used to ask an item up to the casters Mastery in questions about itself by the participants of an Investigation action involving the object. Most objects will be able to answer simple questions, but magical items and items of significance will often have other wisdom to impart. The item must be addressed as if it was a thinking being, and it will answer in kind, with this effect extending to the other questions that may be allowed during the Investigation. The caster of the spell need not participate in the investigation for it to take effect for those that do. Alternately, this spell can be used to imbue an object with a message or vision that will be communicated to a specific, named person. Before casting, the caster provides the memory by writing up to their Mastery in lines on one side of a standard size piece of paper. The intended targets name must be written on it, along with the name of this spell, and they must attach it somehow to the object. When the recipient (and only them) touches the item, it projects the vision/message into their mind directly; the text is out of play to all others. The spell remains in place until cast again on the object, it is willfully dispelled by its caster, or the object is shattered or destroyed.

The Hammer of Thought


Type Instant (touch) Requirements none Casting Verbal (repair) Though the hand falters, the mind works on; my thoughts strike like forge hammers to remake that which is broken. (after 1 minute of concentration) Casting Verbal (enchant) With the hammer of thought I forge (Mastery)-fold cruelty into this weapon, that it might sound the last bells of the Unmaking. (after 1 minute of concentration) This spell will, after the caster concentrates for a minute and then speaks the verbal, fix a broken item or fully restore a damaged suit of armor. This spell has no effect on Shattered items, and it also may not be used to restore resists or other item based abilities. Alternately, this spell will, after the caster concentrates for a minute and then speaks the verbal, enchant a melee weapon of any type such that it increases the damage of any Power Strikes called with it by 1. This enchantment lasts for the casters Mastery in hours or until the weapon is Broken, Shattered, or Destroyed.

164

Homefires Glow
Type Instant (special or touch) Requirements A red glowstick for the (special) version of this spell. Casting Verbal (special) I draw from within the fire of home and hearth; may it glow steady and true. Casting Verbal (touch) By the warmth of homefires glow, I grant you (mastery)-fold relief from sickness and pain. The caster manifests a fire light (represented in game by a red glow stick). Like all light effects, it is entirely physical, and it may be handed off or used at the holders discretion. The effect lasts as long as the lightstick does, it is turned off (for non-chemical glowsticks), or one event has passed, whichever comes first. Alternately, the caster can use the touch version of this spell to stabilize a Critical individual, also reducing the power of any Disease or Poison they happen to suffer by a value equal to their Mastery.

The Anvil of Will


Type Instant (caster) Requirements None Casting Verbal By the powers of flame and iron, all falsehood will be burned away; all duplicity will break upon the anvil of my will. (3 seconds of concentration) While under the effects of this enchantment, which lasts their Mastery in hours, the caster may expend any physical, mental, or spiritual feat as if it were a basic Feat of Will. In addition, they may expend a feat of will (the above included) to resist any break/shatter/destroy effect on a held object, called as Anvil of Will. Finally, the caster

165 may call Revocation! under this enchantment, ending it to instantly cast any other MoFaI spell that they know.

Sixfold Inferno Barrier


Type Instant (special) Requirements None Casting Verbal Let any who test this barrier pass from life into perdition; those who contend with my will shall feel the rage of sixfold infernos! The caster throws two oversized spell packets simultaneously, each of which is tied to opposite ends of the same red rope. The length of this rope cannot exceed 1 yard per level of the casters Mastery, and it must be marked with red tape at regular intervals along its length such that it is as visible as possible (reflective hazard tape works well for this), or have a large enough diameter to accomplish the same goal. This length then becomes the boundary of a great wall of fire, once it comes to rest on the ground. The wall may not be adjusted in any way after it is thrown. Those who enter the wall take 6 fire damage to the torso, but the caster is entirely immune to the effects of a wall they have created themselves. Melee, missile, thrown, and packet-based attacks through the wall are unaltered and do not trigger its effect, but if any part of the body crosses the boundary of the wall, the effect is taken in full. The barrier lasts for one hour or until Revoked by the caster, who must touch an anchoring packet in order to do so. Any wall that, when cast, touches any aspect of any other wall or circle spell, does not take effect.

Perfected Fortress
Type Instant (touch) Requirements None Casting Verbal "No work of iron or steel can fail, if I but touch it, and so I grant this object the (mastery)-fold might of a perfected fortress." (after 1 minute of concentration) After concentrating for 1 minute and intoning the verbal, the caster increases the maximum Armor value of a suit of armor by 1. This increased value remains for a

166 number of hours equal to the casters Mastery. In order to cast this spell upon it, the armor itself must be fully repaired and at its normal maximum point value. Alternately, this spell may be cast on a shield, granting the item a single resist against Break/Shatter/Destroy or Shield Pierce effects. As with all enchantments, this spell does not stack with itself or other similar abilities. Finally, the caster can use this spell on a door or container, increasing by 3 the number of Feats normally required to force it, if locked.

Ritual Descriptions The Dancing Fire


Duration 15 minutes Meditate upon an open flame, such as a camp fire, hearth, or candle. If the fire is extinguished, the ritual fails.

The Edge of Truth


Duration 10 minutes The character must sharpen a metal blade (using a prop whetstone and boffer weapon). The character can sharpen multiple blades, but cannot stop sharpening for more than 3 seconds or the ritual fails.

Second Striking
Duration 3 seconds The character arranges three coins or Lumens in an equilateral triangle upon a flat surface. They then trace the edge of the triangle with a dagger. Finally, they strike each object with the daggers point, destroying them. Items destroyed in this manner should not actually be broken, but instead given to a marshal as soon as possible.

167

The Comfort of Order


Duration 5 minutes The character must arrange at least 12 small, personal items near their place of rest, and in a strict, obsessive fashion (coins, brushes, combs, mirrors, small sculptures, etc.).

The Thrill of Chaos


Duration 1 minute The character deliberately destroys something that they own (it must be a tagged item). While doing this, the character must explain why losing the item is in fact freeing them in some fashion. The character need not necessarily have an audience when they destroy the object.

The Final Quench


Duration 3 seconds The character calls a Killing Blow using a weapon that was made immediately before, or during, the current event (either during the previous downtime period or during in-game production). The killing blow must be completed in full, or the ritual fails. During the same event, you may use the weapon for this purpose as many times as you like; in subsequent events, however, attempting to do so will cause this ritual to be Fouled until you "destroy" 3 weapons you own, and of its exact type.

Tending the Flames


Duration 5 minutes The character must light a hearth or campfire, set up and lights 3 torches, meditatively light 6 candles, cook a meal, or brew a hot beverage.

The Apprentice's Lesson


Duration 10 minutes

168 The character exhaustively details the process of creating a tool, weapon, or piece of armor to another character. If the listener leaves during the ritual, it fails.

The Crucible of Pain


Duration 5 minutes The character takes a limb wound by fire and must bear it for the full duration of the ritual. Characters can take a wound voluntarily if near open flames, or by use of fire magic itself. Note that if a wound is self inflicted, (for this ritual or for any other means) it does not reduce a characters Resilience at all, though of course the character faces all the restrictions of a wounded limb. If the wound is treated before the 5 minutes are up, the ritual fails.

Principle of Fair Exchange


Duration 1 minute The character sells an item they have crafted to a buyer who actually wants the object. If the character sells the item for more than 150% of its base production value, the ritual fails. If the deal is made before the 1 minute is complete, the ritual fails. If the player comes into possession of the item again, then this ritual is Fouled until they "destroy" the object and meditate for at least 15 minutes, to no other effect.

Engineer's Scribblings
Duration 10 minutes The character draws up plans for an intricate machine. The object of these designs need not be practical, realistic, or even possible, but the machine must have a distinct purpose.

Fireborn Resolutions
Duration 5 minutes The character makes a list of personal faults, weaknesses, and failings. They then burn this list in open flame.

169

The Naming of Things


In the Desert of Brass, magic is commonplace. Though casters are valued and honored members of society, they are treated almost like any other intellectual profession. Indeed, the cultivation of knowledge and individual scholarship is prized above all other pursuits in this civilized land, and its magicThe Naming of Thingsis but another road to that knowledge. This spell school uses light blue as its signature color.

Spells
Spell Heart-Seeking Shards Sever the Tie Secrets Bound in Riddles Circle of Absolute Clarity Betraying the Arrow Names Guard the Flesh The Wind Makes Mischief Star-Given Destinies Words of Fell Betrayal Words of Vile Torment Echoes of Remembrance Healthful Inspiration Readied (packet) Instant (caster) Instant (touch) Circle Instant (caster) Ward Readied (packet) Instant (special) Instant (packet) Instant (packet) Instant (special) Readied (touch) Type

Rituals
Ritual The Three and Thirty Number the Heavens Point of Argument Malihads Rope Celestial Geometries Shifting Sands Tamroens Game The Mind Hungers and Speaks The Inanimate Life Soar Without Wings The Gift of Man The River of Verses Minimum Duration 1 minute 10 minutes 3 seconds 5 minutes 10 minutes 5 minutes 5 minutes 15 minutes 5 minutes 10 minutes 5 minutes 5 minutes

170

Spell Descriptions Heart-Seeking Shards


Type Readied (packet) Requirements The caster must hold a crystal or gem in their hand, else all remaining uses are lost. Casting Verbal The truest daggers strike but once, and so may these shards of magic seek out the hearts of my foes. Activation Verbal I strike at you with heart-seeking shards! The caster manifests their Mastery in packets. Targets struck by this spell anywhere but the torso take 1 damage to that location. Targets struck in the torso, however, take 2 damage.

Sever the Tie


Type Readied (packet) Requirements The caster must wear a large feather somewhere on their person, or all remaining uses are lost. Casting Verbal The eagle cares not for the serpent; I call to the winds to grant me passage, severing my tie to the earth. Activation Verbal I sever my tie to the earth! The caster manifests their Mastery in packets, which can be activated and thrown to a location they would like to travel. They then transform into a puff of wind, going out of play and moving to the location of the packet as swiftly as possible. If the location would be unsafe out of game, they come as close to the location of the packet as possible. While travelling, they cannot be seen or tracked. They reappear when they reach their destination, and remain so until they speak the verbal and activate the spell's effect again. This spell may be used to enter areas affected by a Circle, Wall, or other effect that would otherwise prevent such, but note that Sever the Tie is a packet-based effect.

171

Secrets Bound in Riddles


Type Instant (touch) Requirements None Casting Verbal (reading) I speak forth the (mastery)-fold wisdom bound in true names; neither secret page nor riddled book may hide their mysteries from me (you). Casting Verbal (writing) I turn these words upon themselves three and thirty times so that they remain as secrets, bound in riddles. The first version of this spell must be cast during an investigation action on a piece of text, be it a letter, a textual puzzle, a scrap of journal, etc. Once the spell is complete, a scrap of paper will be conjured forth as an echo of the original as part of the investigations resolution. On this will be written some of the thoughts, desires, and secrets of the original writer, the importance and specificity of which is dependent upon the casters Mastery. Note that the caster need not participate in the actual Investigation; those that do will get the results of the casting. If cast on a text prop enchanted as per the writing version of this spell, the enchantment will be broken if the casters mastery is higher than that of the original writers. In order to invoke the second version of the spell, the caster writes up to their Mastery in lines on a piece of paper no larger than a standard sheet. At the top of the message, the caster writes Secrets Bound in Riddles: (name), where (name) is a person or class of people who can read the note. They then fold the paper in half, or enclose it as part of a book, and they may write whatever mundane words they wish on the outside. Finally, they speak the verbal, completing the spell. Except to its designated target, its original caster, or a caster of the secondary version of this spell, the message will appear to be written in a strange, ever-changing alien language that cannot be understood. This version of the spell ends only when the pages are destroyed or defaced, which erases all writing on them.

172

Circle of Absolute Clarity


Type Circle Requirements Must lay the phys-rep after one minute of concentration. When the spell ends, the physrep must be taken up. Casting Verbal "Let our words shine as bright and true as the desert sun, for I banish all falsehood in this circle of absolute clarity." Once this circle is complete, characters within it cannot knowingly lie. They may choose not to answer a question, but if they do, their statements must be as factually correct as is within the characters capability. All within this circle are also immune to mental effects, Blindness, and Stillness, calling "no effect" if hit with such. Like all circles, this spell can measure up to five yards in circumference per level of the caster's Mastery. A Circle of Absolute Clarity appears as an azure ring of bright desert sky, almost impossibly clear.

Betraying the Arrow


Type Instant (caster) Requirements None Casting Verbal (defensive) I call to the Djinn of the four winds to throw back that which seeks to harm me; by your names I shall betray the arrow. Casting Verbal (offensive) I call to the Djinn of the four winds to guide my aim and steady my hand; by your names let nothing betray the arrows flight. Once the defensive version of this spell is cast, the caster gains Threshold 1 versus missile weapons, thrown weapons, and other physical ranged attacks. The offensive version of this spell, in contrast, simply adds 1 to the damage of any Power Strikes the caster calls with missile or thrown weapons. Both versions last for 1 hour per mastery. Both versions of this spell are mutually exclusive and the caster may not use them at the same time.

173

Names Guard the Flesh


Type Ward Requirements None Casting Verbal I draw to me the wisdom of a thousand ages, so that no sorcery will pierce through these names that guard the flesh. With this spell up, a caster may "burn" a Naming of Things charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist, or to immediately cast a Naming of Things spell (called as "Revocation: verbal"). Names Guard the Flesh lasts until it is deliberately ended or for an entire event, whichever comes first. A character may only have one ward up at a time.

The Wind Makes Mischief


Type Readied (packet) Requirements The caster may not wear Heavy armor nor bear a shield of any kind. Casting Verbal By the vexings of the djinn, the wind shall make mischief upon my foes, stealing away what they hold. Activation Verbal The wind makes mischief and steals what you hold! The caster manifests their Mastery in packets. Targets struck by these packets must immediately drop everything that they are holding or wielding. Note that worn objects like rings, bracelets, and gloves, are unaffected. Shields, unless they are bucklers which are securely strapped to the arm, count as held objects for purposes of this spell. If, for some reason, a character cannot drop an item in a timely fashion, they instead take an immediate and irresistible limb wound to the arm that held it. Those affected by this spell may not pick up anything for 3 seconds. If this spell is cast on those who are not holding anything they obviously have nothing to drop, but they are similarly prevented from picking anything up for 3 seconds. In addition, while this spell is active (the caster has uses remaining), they may drop it entirely to call a Resist on any Bind, Shackle, Slow, Knockdown, Disarm, or Drop effect they suffer.

174

Star-Given Destinies
Type Instant (special) Requirements None Casting Verbal To the heavens I raise my voice in entreat, so that I might know star-given destinies; may the Great Djinns impart to me a vision of (focus of the divination)." After intoning this spell's verbal, which ends with a description of the divination's focus, the caster begins an elaborate divination using the method of their choice. This can include the study of the stars (of course), fortune-telling cards, casting colored stones, or just about any other method of telling the future. This spell requires the presence of a plot member or marshal, so players are encouraged to perform the divination for as long as is necessary for the appropriate person to be fetched. Once present, the player receives a vision of the future. The power of this vision is governed by the Mastery of the caster, and a higher Mastery will yield more information. The caster may specify a particular matter on which to divine, or they can inquire about the future in general. The caster can only use this spell once per event. Note that meddling in destiny can have odd and sometimes dangerous effects.

Words of Fell Betrayal


Type Instant (packet) Requirements None Casting Verbal By these words both fell and terrible, you shall betray your friends in (mastery)-fold ways!" A target struck by this spell is stricken with Betrayal as a Mental effect, and they must immediately turn on those who they perceive to be their allies, attacking them with weapons and magic to the best of their abilities. This spell ends after 1 minute passes, when its victim becomes Critical or Unconscious, or when they have made a number of successful attacks on their allies equal to the original caster's Mastery. A successful "attack," for the purpose of this spell, is a weapon strike that causes damage and/or a special effect to a target, or a hostile instant/readied spell use that actually takes effect on them.

175 If the target has no ability to attack, they will attempt to seize a nearby weapon; failing that, they will "attack" their allies with a number of cruel statements, each of which must be as hurtful as possible. As with all mental effects, a Charismatic character can spend a feat to immediately talk their ally out of this condition.

Words of Vile Torment


Type Instant (packet) or (touch) Requirements None Casting Verbal (packet) "By these words of torment and disease, I bring (mastery)-fold ruin; may your last breath be vileness! Casting Verbal (touch) I whisper the (Mastery)-fold words of torment and disease to this weapon: may it speak them to those who feel its vile touch. (after 1 minute of concentration) This packet-based spell does the casters Mastery in magic damage to the location it hits. If the target suffers a wound from this spell, they are Diseased at a strength equal to the damage they just took. If this spell does not cause a wound, no other effect takes place. A Feat of Toughness may be used to resist the Disease, but not the damage. The touch version of this spell, when cast after one minute of concentration, enchants a thrown or melee weapon such that it may be used to call a single Disease Strike X, where X is equal to the casters Mastery. This enchantment lasts for one event or until used, whichever comes first. Disease Strikes do their called number in damage and if they cause a wound, they cause Disease at a level equal to that damage, as above. As with all enchantments, this casting may not stack with itself: if cast on a weapon bearing this spell, it merely replaces the effect. While a target is Diseased, they become Prone and cannot stand without aid; they must lie down, sit, or kneel. The only way to move from their position under their own power is by crawling on their hands and knees, though they may attack and defend as normal. As a strict roleplaying requirement, Diseased characters must act as if they are terribly nauseous and/or wracked with choking coughs.

176

Echoes of Remembrance
Type Instant (special) Requirements None Casting Verbal "May the past live anew and shadows walk again, as I call to what has gone before with the echoes of remembrance." The caster calls forth images of the past at a unique or powerful location, revealing the events of its history. This can reveal the use of ancient ruins, the identity of an infamous murderer, or the presence of hidden dangers, as examples. This spell cannot be cast everywhere, however, as the site must have a powerful history. The power of this vision is governed by the Mastery of the caster, and a higher Mastery will yield more information. A plot member or marshal must be present to cast this spell, and a character may only do so once per location, per event.

Healthful Inspiration
Type Readied (touch) Requirements The caster may not suffer a Persistent Condition of any kind, or the spell is lost. Casting Verbal By the names of the four winds, I grant healthful inspiration to the weak and the sick. May the Djinn find favor with them. Activation Verbal I grant the inspiration of health and vigor. (after 3 seconds of concentration) When this spell is cast, the caster gains their Mastery in activated effects. By touching a target, concentrating for 3 seconds, and then intoning the activation verbal, the recipient immediately restores 2 Vitality. Additionally, any Disease or Plague from which they suffer is reduced in power by 2. Characters who have 0 maximum Vitality obviously gain no benefit from this spells first effect.

177

Ritual Descriptions The Three and Thirty


Duration 1 minute The character must precisely recite the chant of the Thirty-Three Great Djinn. If the character reads the chant, they must read the full chant in its entirety. If they recite it purely from memory, they need only chant the names of the Djinns, not the full piece. If the character finishes before the minute is up, they may spend the rest of the time in brief meditation (note that the chant should be spoken deliberately, not rushed). Should the character improperly speak a name or pause for longer than a single breath, the ritual fails.

Number the Heavens


Duration 10 minutes Look to the night sky, describing clouds, the stars, or the moon in all their intricacies. There need not be an audience for this ritual, but the character must speak audibly.

Point of Argument
Duration 3 seconds The character describes to a sentient foe the foolishness of their position, philosophy, or moral justifications, after which they must strike the target with a melee or missile weapon. The ritual succeeds if the target is struck, even if it does not cause a wound; if it hits a shield or weapon, the ritual still takes effect. If the character misses or the target Dodges, however, the ritual fails.

178

Malihads Rope
Duration 5 minutes The character lectures on a scholarly topic involving a matter of dogma or intellectual controversy. If fewer than 2 listeners remain at the rituals end, it fails.

Celestial Geometries
Duration 10 minutes The character draws up an arcane pattern, mandala, a series of mathematical formulae, or a combination of any of the three, for the purpose of gaining a mystical understanding of the cosmos.

Shifting Sands
Duration 5 minutes The character slowly trickles a stream of fine sand into a bowl, box, or shallow basin to create abstract patterns. Afterwards, the character destroys this pattern.

Tamroens Game
Duration 5 minutes The character plays a game that does not involve chance, such as Chess, Go, or Mankala. The character can play multiple games if one of them ends before the rituals duration is up. If the characters opponent leaves before the requisite time, however, the ritual fails.

The Mind Hungers and Speaks


15 minutes The character reads a difficult text, such as a technical scheme, advanced scholarly work, or dense poetry. Alternately (or in addition), the character writes down at least a page worth of scholarly musings in a book designated for such a thing.

179

The Inanimate Life


Duration 5 minutes The character studies the inner workings of a music box, mechanical device, moving puzzle, complex instrument, or magnetic oddity, while taking brief notes.

Soar Without Wings


Duration 10 minutes The character runs or jogs outside while unarmed and unarmored. Should the character go slower than a brisk jog, the ritual fails.

The Gift of Man


Duration 5 minutes The character circumscribes a building or large outcropping of stones, describing it in terms of solidity, quality, definition, and permanence. The character should touch the object in question periodically and describe the sensation.

The River of Verses


Duration 5 minutes The character writes a poem of no less than 12 lines and then gives it to a trusted friend. If the friend does not accept the poem, the ritual fails.

180

Runes of the Stormfather


The Skeirn of the Rock of Storms practice the ancient and dire magics known as the Runes of the Stormfather. These arcane glyphs and ciphers grant them power in battle, protection from their enemies, and healing from their injuries. Many of the rituals of this discipline are grim and demanding, reflecting the cold, rainswept world of their origin. This magic uses yellow as its signature color, and its packets must be marked with a single Rune of Making. Most of these spells require the actual marking of an item or character, in order to take effect.

Spells
Spell Mark of Steel Turning Mark of War Weirding Mark of Rune Breaking Mark of Lingering Breath Rune of Severed Bonds Rune of Hatreds Name Rune of Standing Stones Rune of Living Peace Rune of Thunders Might Rune of Hearth's Warden Sign of Dying Honor Sign of Fading Power Readied (touch) Readied (touch) Ward Readied (touch) Instant (caster) Readied (special) Readied (touch) Instant (touch) Instant (touch) Circle Readied (packet) Readied (packet) Type

Rituals
Ritual The Land Thirsts Marking the Lesser Signs Meadhall Revels Honor the All-Maker Calm the Least Gods Ancestral Rede The Huntsmans Gift Brothers to Battle Trials of Night Warden of the Meek Shield of Flesh and Blood Pride in Skilled Hands 1 minute* 5 minutes 15 minutes 3 seconds* 1 minutes* 5 minutes 1 minute 10 minutes 5 minutes* 5 minutes* 1 minute 1 minute Duration

181

Spell Descriptions Mark of Steel Turning


Type Readied (touch) Requirements Caster cannot hold a weapon. Doing so drops the remaining uses of this spell. Casting Verbal I know a mark of power that turns back steel; in the thick of battle, if need be great enough, enemy swords will make no wounds. Activation Verbal "Your flesh will turn back steel." (while drawing a rune on the target; 3 second concentration) When this spell is cast, the caster gains their Mastery in uses. When the caster draws the rune on the target (3 seconds, minimum time) and speaks the activation verbal, they grant the target 2 points of Protection. As with all magical protections, this spell will not stack with itself or other sources of protection, instead simply replacing the original effect.

Mark of War Weirding


Type Readied (Touch) Requirements Caster must hold at least one weapon. Failure to do so drops the remaining uses of this spell. Casting Verbal I know a mark of power called Wars Weirding; as my kinsmen go to battle, I only need scribe it upon them, and they will return victorious. Activation Verbal "War's weirding is known to you." (while drawing a rune on the target) When this spell is cast, the caster gains their Mastery in uses of this spell. When the caster draws a rune upon a target and speaks the activation verbal, they increase the target's maximum (but not current) Prowess by 1, until sunset (7pm). Additional Marks of War Weirding or other maximum Prowess enchantments will have no effect if cast on a target already bearing this spell.

182

Mark of Rune Breaking


Type Ward Requirements None Casting Verbal I know the last mark of power, the final cunning of the Storm Father; runes shall break against me, and none shall write my fate. (while drawing a rune on yourself). With this spell up, a caster may "burn" a Runes of the Stormfather charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist, or to call Threshold against any damaging effect equal to or less than their Mastery in power. Mark of Rune Breaking lasts until it is deliberately ended or for an entire event, whichever comes first. A character may only have one ward up at a time.

Mark of Lingering Breath


Type Readied (touch) Requirements Caster must either have a limb wound of any kind, or bear large, red runes on the backs of both their hands and on each side of their face, or the spell drops. Casting Verbal I know a mark of power drawn from my blood: if a warrior is pained from a wound, it will soon be cured, and their breath will linger on. Activation Verbal "May your breath linger on." (while drawing a red rune on the target) When this spell is cast, the caster gains their Mastery in uses of this spell. When the caster draws a rune upon a Critical targettaking at least 3 seconds to do sothe target is immediately improved to Stabilized. Unlike other Runes and Marks, the ink the caster uses MUST be red. Characters Stabilized with this spell, as with all stabilization effects, will still go back to Critical upon moving at anything faster than a slow crawl (or aided walk), after casting a spell/activating an effect, or after using a skill or feat.

183

Rune of Severed Bonds


Type Instant (caster) Requirements Caster must wear a large bracelet of rune-marked ivory, wood, or leather. Casting Verbal I know a rune of power that is the severing of bonds; my chains and fetters will break and fall useless; none shall halt my passage. (While drawing a rune on the bracelet) When this spell is cast, the caster becomes immune to Bind, Shackle, Slow, Fear, Fascination, and Calm effects; they must call "No Effect" when hit with such. As well, a caster under the effects of this enchantment may enter all Circles of magic and magical constructs freely (generally), and can ignore any hostile effects of such (calling "Severed Bonds" and showing the bracelet). Any effect which stops them from attacking others or using hostile spells, however, is unchanged. Rune of Severed Bonds lasts for 1 hour per point of Mastery Circles and Enchantment effects which are affected by this spell (omitted effects assume no change): Daughter of the Maelstrom May enter freely. Circle of Absolute Clarity Caster may lie freely. Rune of Hearth's Warden May enter freely. Ring of the Fair Ones Immune to sleep effect. Sixfold Inferno Barrier Immune to damage House of Jade and Marble May enter freely, but only if this enchantment's Mastery level exceeds the Mastery level of the House's casting. Note that beneficial effects from Circles are not prevented.

184

Rune of Hatred's Name


Type Instant (special) Requirements The caster must hold the enchanted weapon or carry it on their person at all times, and it must be have both the target's true name and the rune actually written on the phys-rep itself. Failure to do all of this will drop the enchantment entirely. Casting Verbal I know a rune of power that pays the boatmans price; with hatred I scribe my foes name upon this (weapon); they will hear the ravens calling. (while drawing rune and name on the object; 1 minute of concentration) Activation Verbal (target): I strike at you with (mastery)-fold Hate!" (while pointing at the target of the spell and visibly brandishing the weapon) In order to cast this spell, the caster must concentrate for 1 minute, and then they must draw the actual rune and the name of the target upon their weapon. Once cast, the Rune will persist on a weapon until it is used. When this spell is finally activated, the caster may call True Strike X with every attack they make with the enchanted weapon against the truly-named target of the spell, where X is equal to their Mastery (casters with Mastery 1 just call these as True Strike). The activated effect persists for 1 minute, maximum. If the activation verbal is called out against a person with the wrong true name, (such as by using only their title instead of their actual name) then the target may call No Effect against all of the True Strikes. Titles, sobriquets, and honorifics are not True Names. The caster may only have one such weapon enchanted at a time; if they cast this spell while bearing a weapon that already has it, the original enchantment is lost. Rune of Hatreds Name may only be used against a particular target once per event. True Strikes do their called damage to whatever location is hit and cannot be defended against, reduced, or negated by any game effect whatsoever. The only way to defend against a True Strike is to mundanely avoid, parry, or block the weapon.

185

Rune of Standing Stones


Type Readied (Touch) Requirements Caster must hold a runestone, else all remaining uses are lost. Casting Verbal I know a rune of power that is the strength of standing stones; no useful object will be destroyed; no axe or sword will break in battle. Activation Verbal "This (object) shall stand as the stones." (while drawing a rune on the item) When this spell is cast, the caster gains their Mastery in uses of this spell. When the caster scribes a rune on an item and speaks the activation verbal, it grants that item a single Resist against effects that would Break, Shatter, or Destroy it. If cast on a melee weapon of any kind, all Power Strikes called with it are granted a +1 damage bonus as long as the item has at least one Resist remaining, including those from other, non-magic sources. The damage bonus from this spell is mutually exclusive with other, similar enchantments. The resist lasts until it is used or for one event, whichever comes first. An item cannot have more than one magic-based Resist on it at a time.

Rune of Living Peace


Type Instant (touch) Requirements Item cannot be a weapon and must have some real value (i.e. have a tag) Casting Verbal "I know the secret rune of the All Mother, which brings living peace; this object will give (mastery)-fold aid to its holder, if they but keep it close. (while drawing a rune on the object after 1 minute of concentration) When this spell is cast, it enchants a non-weapon tagged item with the ability to accelerate healing for up to a number of hours equal to the caster's Mastery. As long as a Stable, recovering character holds the item in their hands, any wounds that they have heal at one grade better than they normally would (1hr30min15min5min). Note that this spell will neither Stabilize a character, nor will it enhance the healing of someone who has not been Stabilized.

186

Rune of Thunder's Might


Type Instant (touch) Requirements A melee weapon Casting Verbal "I know a rune that calls the Stormfather's rage; this (weapon) will strike down its foes with the (mastery)-fold might of thunder. (while drawing a rune on the object after 1 minute of concentration) When this spell is cast after 1 minute of concentration, the enchanted weapon gains the casters Mastery in activations. The wielder of the enchanted weapon can, at will, expend an activation to call Lightning Strike 2 for one melee attack, which is lost regardless of whether it hits or not. Any normal defense can be used against this attack as if it were a Power Strike. As with all enchantments, this spell will not stack with itself, and it instead simply replaces a duplicate effect. This spell remains on an item until the Lightning Strikes are used or for one full event, whichever comes first.

Rune of Hearth's Warden


Type Circle Requirements The circle must be marked by a large runestone. Must lay the phys-rep after one minute of concentration. When the spell ends, the phys-rep must be taken up. Casting Verbal "I know the rune of hearth's warden, which gives rest to my kinsmen; where I scribe it, no spirit will cross; no little folk will bring mischief." (after 1 min. concentration) Characters within this circle, which at spell's completion must be marked by a large runestone, regain lost Vitality and Prowess in five minutes instead of the usual ten. To receive this bonus, characters must spend a full five uninterrupted minutes resting within the circle. Spirits, Animals, and Fairies cannot enter the circle once cast, nor are any of these beings they able to attack anyone within it in melee combat. Magic, thrown, and missile attacks are unaffected, however. Immaterial spirits are still held at bay by this spell.

187 All circle spells take at least 1 minute to prepare (draw) the circle. Even if the circle phys-rep is already in place, the caster must take the concentration time to mark its circumference with each new casting. This circle takes the form of a ring of yellowed ivory, scrawled with black runes and marked with a large runestone.

Sign of Dying Honor


Type Readied (packet) Requirements Caster must bear two red or black lines on their face, each of which runs from the cheekbones to the jawline, else all remaining uses are lost. Casting Verbal I know a sign that kills the honor of my foes; their shield-arms falter and sword-arms weaken; they forget their fathers names. Activation Verbal "By this sign, your honor shall die!" The caster manifests their Mastery in packets. Targets affected by this spell may not use any Feats of Strength or attack taglines, regardless of source, until they rest for a standard 10 minute recovery period. This spell counts as a Strength Drain effect, and it may be resisted by those of exceptionally high Strength.

Sign of Fading Power


Type Readied (Packet) Requirements Caster must bear two yellow or green lines on their face, each of which runs from the cheekbones to the jaw line, else all remaining uses are lost. Casting Verbal I know a sign that is the bane of skeirns and rune-makers; their power fades and their will is lost; they forget their mothers faces.

188 Activation Verbal "By this sign, your power shall fade!" The caster manifests their Mastery in packets. Targets affected by this spell may not call Feats of Will or cast spells or packet-based effects of any sort until they get 10 minutes of standard rest. Note that this counts as a Will Drain effect, and it may be resisted by those with exceptionally high Will.

Ritual Descriptions The Land Thirsts


Duration 1 minutes Draw blood from an arm with a dagger, while chanting, causing a self-inflicted wound. Wounds that are self inflicted do not damage resilience at all.

Marking the Lesser Signs


Duration 5 minutes Scrawl 12 of the lesser runes of making (runic alphabet) on your flesh, in red or black.

Meadhall Revels
Duration 15 minutes Sing, gamble, and drink copiously (get drunk in game), reveling with friends and acquaintances.

189

Honor the All-Maker


Duration 3 seconds Defeat (take down) a worthy (armed and dangerous) foe in single combat, with no assistance whatsoever. If the duel lasts less than 3 seconds, the ritual fails.

Calm the Least Gods


Duration 1 minute Formally offer food, which must be accepted, to any combination of 3 spirits, animals or fairies, who must all be in the character's presence at the ritual's start.

Ancestral Rede
Duration 5 minutes Recite the names and deeds of honored ancestors to the 10th generation.

The Huntsmans Gift


Duration 1 minutes Offer to the great Storm Father a pelt, fangs, horns, or other harvested item from an animal or monster; these need not be harvested by yourself (burn the item tag in play).

Brothers to Battle
Duration 10 minutes Wrestle, Spar, or play the Game of Boasting with 2 or more storm-brothers or sisters.

190

Trials of Night
Duration 5 minutes Take a lone walk into the nighttime wilderness, returning unharmed (meaning not suffering from a wound or persistent condition).

Warden of the Meek


Duration 5 minutes Stand guard over the sick, Critical, or incapacitated, without falling or allowing them to come to more harm (harm meaning any damage at all, or any hostile spell effects at all).

Shield of Flesh and Blood


Duration 1 minute Fight a successful battle (do not fall, and you must cause a wound to at least one enemy) without armor, shield, or magical protection (Vitality is allowed, but not other resilience).

Pride in Skilled Hands


Duration 1 minute Formally give an item crafted by your own hand to another, reciting its creation and attributes. If this item comes back into your posession somehow, this ritual is Fouled until you make an identical version of the item, and sacrifice both to the Storm Father, all at once (burn both tags in play).

191

Thirteen Harmonious Changes


The Justicars and Inquisitors from the Empire of Perfect Unity practice a rigid and orderly magic known as the Thirteen Harmonious Changes, which emphasizes law, duty, and harmony. The outcasts from beyond the North Wall have practitioners of this magic, as well, though their take on it is often radically different. One of the most difficult questions asked by a master magician to their students is "What is the Thirteenth Change?" This magic's color is brown.

Spells
(spells and rituals are listed in the order of the Empire's prescribed teaching)
Spell S = Stone Lion, J = Justicar Implacable Stone Lion Mantle of Law Union of Mind and Body Awaken the Spiteful Earth Way of the Mountain Ring of Smoke and Cedar Inquisitors Bearing Justicars Rebuke Ghost-Killing Hands Honored Ancestor Benison Parting the Veil House of Jade and Marble Type Instant (caster) Ward Instant (caster) Readied (packet) Instant (touch) Circle Instant (caster) Readied (packet) Readied (packet) Readied (touch) Instant (touch) Instant (touch) (S) (S) (S) (S) (S) (S) (J) (J) (J) (J) (J) (J)

Rituals
(S) (S) (S) (S) (S) (S) (J) (J) (J) (J) (J) (J) Ritual S = Stone Lion, J = Justicar North Wall Scripture Twin Stone Understanding The Smoke Clears Five Summer Lesson The Scholars Sword Three Birds Meditation All Under One A Serene House The Middle Way The Thousand Accepted Forms Litany of Reckoning Blessings of the Dead Minimum Duration 10 minutes 5 minutes 10 minutes 5 minutes 5 minutes 3 seconds 1 minute 5 minutes 5 minutes 10 minutes 1 minute 1 or 15 minutes

192

Spell Descriptions Implacable Stone Lion


Type Instant (caster) Requirements The caster cannot move even a single step from their location, or touch the ground with any other part of their body, else the spell immediately ends. Casting Verbal "The First change is Implacable Stone Lion; in embracing it, I will become a forbidding guardian, as hard as the north wall itself." (after 3 seconds of concentration) When this spell is cast, the caster immediately gains points of magical protection equal to their Mastery. As well, the caster gains a Threshold of 1, which allows them to ignore all damaging effects that only do 1 point of damage, as long as the spell is active. When hit with an attack that is ignored in this way, the caster must call "Threshold" to let attackers know. Note that any damage greater than 1 is treated as normal; a Power Strike 2, as an example, does its full 2 damage to the caster. While under this spell, the caster must remain absolutely in place, else it immediately ends. Taking a step, no matter how small, will end the spell, as will touching the ground with any part of the body. As with all magical protections, this spell replaces any protection already in place, and cannot stack with itself. If a character under this spell accepts any other spell or effect that grants magical protection, this spell ends immediately.

Mantle of Law
Type Ward Requirements None Casting Verbal "The Second change is Mantle of Law; in donning it, forbidden powers will not sway or dishonor me, and I shall be an example to all."

193 With this spell up, a caster may "burn" a Thirteen Harmonious Changes charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist. Alternately, they may end this ward to fix a Broken item, or to maintain a damaged one, such as a suit of armor. This ability is called as "Mantle of Law," and is invoked as a touch effect following 1 minute of concentration. Mantle of Law lasts until it is deliberately ended or for an entire event, whichever comes first. A character may only have one ward up at a time.

Union of Mind and Body


Type Instant (caster) Requirements none Casting Verbal The Third change is Union of Mind and Body; in understanding it, I know that the first path of wisdom is walked with fortitude." During this spells duration (1 hour per Mastery), the caster may burn a 13HC charge to reduce the damage of any single damaging effect to 1. This is called as Reduce! Note that Threshold is checked before damage reduction, meaning that Reduced damage may never be negated by Threshold.

Awaken the Spiteful Earth


Type Readied (packet) Requirements The caster must hold a bag of soil or stones, or a length of sizable jade beads in one of their hands, or all uses are lost. Casting Verbal The Fourth change is Awaken the Spiteful Earth; in using it, I will cast down the defiant, so that they might know their true station." Activation Verbal The spiteful earth awakens, and it shall cast you down!"

194 The caster manifests their Mastery in packets. Targets struck by these packets are inflicted with a Knockdown effect; they are forced to their knees or into a sitting or prone position, and they may not stand. Victims of this spell may still attack and defend, as well as use spells and skills as normal, and they may crawl upon their hands and knees. Other characters may carry victims of this spell as they would someone suffering a leg wound. A character may call a Feat of Strength to resist the effects of this spell directly. Knockdown lasts 1 minute.

Way of the Mountain


Type Instant (touch) Requirements None Casting Verbal The Fifth change is Way of the Mountain; in becoming it, I bring forth (mastery)-fold things of solidity and hidden purpose." (after 1 minute of concentration) This spell grants its target 3 points of magical protection for a number of hours equal to the caster's Mastery. Any target under this spell may call a Feat of Will, a Feat of Toughness, or a Feat of Attunement to effectively refresh its protection, intoning Way of the Mountain, even if it is completely gone, after 3 seconds of concentration. Like all protection enchantments, this spell does not stack with itself or any other source of protection.

Ring of Smoke and Cedar


Type Circle Requirements Must lay the phys-rep after one minute of concentration. When the spell ends, the physrep must be taken up. Casting Verbal The Sixth change is Ring of Smoke and Cedar; in drawing it, I bring calm, and I make useless those things which herald disharmony.

195 This spell creates a circle within which no one may make any attacks at all, either with weapons or with magic. In addition, anyone leaving the circle is restricted as per the above effect for one full minute after doing so. All of those fully within the circle are completely immune to melee, missile and thrown weapon attacks from those outside it, and call "no effect" if hit with such. Note that this later effect does not persist after leaving the circle. Magical attacks directed from outside the circle are unaffected. This circle appears as a fragrant ring of umber smoke, which hugs the earth closely as it drifts upward from its circumference.

Inquisitors Bearing
Type Instant (caster) Requirements The caster must wear plain robes in the style of the Empire, or the spell ends immediately. No armor of any sort, nor any shield or buckler, may be used while this spell is active. Finally, the character may not become Intoxicated, or the spell similarly ends. Casting Verbal The Seventh change is Inquisitor's Bearing; in welcoming it, I abjure all temptation, for the truly wicked fall from on high." When this spell is cast, the caster is granted an enchantment that renders them completely immune to Mental effects of all types (calling "No Effect" when targeted with such). While under the effects of this spell, the character is unable to take Inspiration of any sort. Inquisitor's Bearing lasts a number of hours equal to the caster's Mastery.

Justicars Rebuke
Type Readied (packet) or (touch) Requirements The character must bear one of the badges of the Justicars (a carved staff, a large ledger, or a simple jade pendant) as befitting one of their station, or the spell drops. Casting Verbal The Eighth change is Justicar's Rebuke; in speaking it, the unrighteous are chastened, and the guilty will know shame." Activation Verbal (packet) "You are only worthy of a Justicars rebuke!"

196 Activation Verbal (touch) By the Eighth Change and under this Justicars station, none shall sway or rebuke you. The caster manifests their Mastery in uses of this spell. Those affected by the packet version are Rebuked as a mental effect; they may not call Feats of any kindfrom any sourceuntil they get 10 minutes of standard rest or the condition is removed. Recipients of the touch version of this spell simply gain a standard Mental Resist as an enchantment-based effect for one event or until used, whichever comes first. Note that resists will not stack with themselves or other sources of the same type.

Ghost-Killing Hands
Type Readied (packet) Requirements The caster must hold a prayer strip in at least one hand, or all remaining uses are lost. Casting Verbal "The Ninth change is Ghost-Killing Hands; in assuming it, I shall destroy those hungry shades which refuse their proper rest." Activation Verbal "I smite you with Ghost-Killing Hands!" The caster manifests their Mastery in packets. Any Accursed creature struck by this spell takes 3 magic damage. This spell has no effect on non-accursed creatures.

Honored Ancestor Benison


Type Instant (touch or special) Requirements (both versions) The caster must hold or wear a prominent keepsake from their honored ancestor or the spell cannot be cast. Casting Verbal (touch) The Tenth change is Honored Ancestor Benison; in voicing it, I ask (casters ancestor) to bring (his/her) virtue into the world. (after 1 minute of concentration)

197 Casting Verbal (special) The Tenth change is Honored Ancestor Benison; in voicing it, I pray for noble (casters ancestor) to show me the way of rightful action. The touch version of this spell, after the caster concentrates for 1 minute and says the verbal, simply grants the recipient a standard Magic resist. This resist will not stack with itself or other sources of the same, and lasts until used or for 1 event. The special version of this spell allows the caster to receive a mental vision sent to them by the soul of their departed ancestor, which will grant them moral guidance and perhaps specific knowledge. This vision may take some time to form, but when it arrives the caster will receive a vision (marshal description) filled with symbolic significance, the power and detail of which is determined by the casters Mastery. Note that this spell is entirely passive in nature; the caster cannot direct the vision in any way. This version of the spell may only be cast once per event.

Parting the Veil


Type Instant (touch) Requirements none Casting Verbal (passed on) "The Eleventh change is Parting the Veil; in performing it, I offer a gift to the ancient dead and humbly ask them to impart their wisdom." Casting Verbal (recently dead) "The Eleventh change is Parting the Veil; in performing it, I bring solace to the newly dead and bestow upon them this humble boon." In casting this spell during an Investigation on a body whose soul has passed on, an "echo" of it is summoned, and a number of questions may be asked of it equal to the casters Mastery. Note that the caster need not participate in said investigation for the spell to have an effect, and that any standard investigation questions simply take the form of those allowed by the spell itself. If cast on the recently dead (one whose soul has not moved on), the target extends their passing time to 1 hour; if they still depart, they are granted a Boon, which is a mysterious enchantment useful for souls negotiating the afterlife.

198

House of Jade and Marble


Type Instant (touch) Requirements The building must be marked by one or two prominent statues (at least 6" high) at each entrance, else the spell is lost. The statues must be of a style befitting the Empire of Perfect Unity. Casting Verbal (packet) "The Twelfth change is House of Jade and Marble; in forming it, I exalt this place so that its walls will admit only the virtuous." This spell enchants a building so that it becomes nearly impenetrable. At the time of casting, the caster may manifest up to their Mastery in keystones (flat stones marked with a distinctive character). Though the caster does not need a key to enter, the door will remain locked for others unless touched by one of the above stones. House of Jade and Marble may be dropped or bypassed by certain powerful effects, but the casters Mastery is used to resist such effects. Once enchanted, the spell's focus statue(s) are entirely immovable and indestructible for the duration of the effect (1 event). The caster must prominently note the power of the spell, as well as the number of keystones, in their cabin notes; on the statue itself, however, the caster must artfully drape a rope bearing a number of knots equal to their Mastery, or have some other clever way of phys-repping the power of the spell visually (a bowl of beads in the statue's hands, a number of ribbons tied to it, a number "carved" into it discreetly, etc.). House of Jade and Marble may only be cast once per event, per caster.

Ritual Descriptions North Wall Scripture


Duration 10 minutes Guard a doorway. This ritual fails if hostile forces enter through it, you become Unconscious or Critical, or if you move more than 10' away from the door.

199

Twin Stone Understanding


Duration 5 minutes While sitting upon the ground, hold two stones (each must fill the hand) in your outstretched palms, without dropping them or allowing your hands to rest.

The Smoke Clears


Duration 10 minutes Meditate cross-legged on the floor, while holding a burning stick of incense in your cupped hands.

Five Summer Lesson


Duration 5 minutes Paint your hand red, in the style of the rebellion, and then thoroughly wash it off.

The Scholars Sword


Duration 5 minutes Perform a series of flowing katas with a scholar's sword (Wen Jian), without stopping for more than 3 seconds.

200

Three Birds Meditation


Duration 3 seconds After calling out the name of this ritual, strike a true enemy (who is up and armed when this ritual begins) with three consecutive melee attacks, each of which must cause damage to them. If any are parried, dodged, or resisted in some way, the ritual fails.

All Under One


Duration 1 minute Authoritatively recite the official hierarchy of the Empire of Perfect Unity from memory, beginning with the Emperor and ending with the Commoner of the Least Rank.

A Serene House
Duration 5 minutes Participate in a tea ritual, practice calligraphy, meditatively order your belongings, or clean your living space.

The Middle Way


Duration 5 or 15 minutes Participate in an intellectual, political, or personal argument between two other parties, continually pointing out, with sober detachment, the wisdom of mutual compromise (5 minutes). Alternately, write out a scholarly argument on a controversial subject that soberly considers the merits of each side, in an attempt to bring them into harmony. (15 minutes).

201

The Thousand Accepted Forms


Duration 5 minutes After reading a poem or story, listening to a song or tale, or studying a piece of calligraphy or artwork, give it a thorough analysis according to the strictures of the Empire's acceptable artistic forms.

Litany of Reckoning
Duration 1 minute Call down an angry, yet controlled, judgment of death upon those who wish you or your compatriots immediate, mortal harm, speaking constantly of the nature of their offences and of their immanent demise.

Blessings of the Dead


Duration 1 or 10 minutes Over the corpse of a recently dead individual, speak words of appeasement, serenity, and sacrifice (1 minute). Alternately, speak at length about the nature and deeds of someone close to you, though now departed, asking for their guidance; you need not have an audience for this (10 minutes).

202

Woodsong and Moonsecret


Woodsong and Moonsecret is the magic of the fairies of the Enchanted Glade, and it reflects their whimsical, ephemeral natures. Woodsong spells, and the rituals that power them, are fundamentally lighthearted and playful, though what constitutes "play" for a fairy can be downright dangerous. Many of the fairies who practice this "discipline" do not even know they are performing magic; a fairy trick is a fairy trick, after all. Woodsong uses silver for its color.

Spells
Spell Anger the Old Badger Blissful Fairy Wine Call the Clutching Weeds Dragonfly Dance Dust Mote Guardian Foolish Toads Luck Stillthorn Curse Glasswings Gentle Mien Joy Takes Flight Scent of Moonspice Ring of the Fair Ones Secrets Under Toadstools Readied (packet) Readied (special) Readied (packet) Readied (packet) Ward Instant (caster) Instant (packet) Instant (caster) Instant (caster) Readied (special) Circle Readied (touch) Type

Rituals
Ritual Blossoms of Friendship Cleansing Sunlit Waters Feet of the Greenwise Likeness in Clay Meetings and Greetings Name the Little One Ply the Stones Sleep of the Ageless Song for Supper Tears for Trees Threefold Vexing Words of Barbs and Nettles 5 minutes 1 minute 5 minutes 5 minutes 1 minute 3 seconds 5 minutes 15 minutes 1 minute 5 minutes 1 minute 1 minute Minimum Duration

203

Spell Descriptions Anger the Old Badger


Type Readied (Packet) Requirements The caster must wear a sizable tuft of fur, a rabbit's foot, or a decorative claw, else this spell cannot be cast. As well, they must touch this object immediately before its initial casting, or it does not take effect. Casting Verbal The Angry Old Badger likes to grumble and snort; if he gives chase, Ill have some sport! Activation Verbal "Old Badger is angry, but he cant catch me!" The caster manifests their Mastery in packets. Targets struck by this spell are overcome with Anger against the caster, as a mental effect, for 5 minutes. While angry, a target will do nothing but attempt to pursue the caster in order to engage them with weapons or hostile spells. Note that this effect will end on a target if the caster is damaged by them, they suffer from the angered target's spell effects, or 5 minutes pass. While affected by anger, the target cannot attack other characters unless they directly impede their progress toward the caster, but may defend themselves as normal. Although an angered target will not do anything that will place them in obvious harms way, they will ignore subtle effects such as circles or traps (not walls of fire), and will move through them if their target is on the other side. If the target cannot see the casterafter they actively look around for themthe spell has no effect until the caster is visible again.

Blissful Fairy Wine


Type Readied (special) Requirements The character must hold onto a vessel of drinkable liquid; If the drink runs out or the caster lets go of the vessel, all remaining uses are lost. Casting Verbal

204 I draw Blissful Wine from flower and dew; in a Fairys time your pain is through. Activation Verbal "Such a blissful time, drinking Fairy wine!" (while the target takes a sip) The caster gains their Mastery in uses of this spell. The caster gives the target a sip or pours them a draught of drinkable wine (a beverage such as juice or water) only saying the activation verbal as they take a drink. The target then gains a level of enhanced healing, and is Intoxicated for 1 hour. This spell has no effect on characters already under its effect or on characters who are Critical. Like all healing enhancement effects, this spell cannot reduce healing time below 5 minutes, and the enhanced healing only lasts until the target is fully healed or wounded again, whichever comes first. Intoxicated characters are technically under no mechanical penalties, but they must act quite drunk; in particular, the kind of intoxication this spell creates leads to boisterous laughter and jesting.

Call the Clutching Weeds


Type Readied (Packet) Requirements The target must hold a flower, herb, weed, vine, or stalk of grass, else all uses are lost and all current targets freed. Casting Verbal I call to you, the clutching weeds, hold fast my foes by tangled needs! Activation Verbal "I call weeds that clutch with binding touch! The caster manifests their Mastery in packets. Targets struck by this spell must immediately stop and are Bound. While Bound, the target must keep one foot of their choice anchored to the ground until 5 minutes pass, they break free, or they are released by the caster dropping the effect. The target can pivot freely, and only one foot can be Bound at a time. Bound characters may break free by spending a Feat of Strength and taking a three second count: "Strength 1, Strength 2, Strength 3." Alternately, another character may similarly spend a feat as a touch effect, in order to free the victim. The caster of this spell may release anyone bound by it if they are within 5' of them; they must point to them and say "I release you," in order to do so. If the caster drops the requirement for this spell, they must say this as clearly as possible, for all targets are immediately freed.

205

Dragonfly Dance
Type Readied (packet) Requirements The caster must energetically wave some shiny, glowing, colorful, or otherwise beguiling object, or all affected targets are freed. Casting Verbal Dragonfly, Dragonfly, dance for me; all day long theyll stop and see! Activation Verbal I draw your glance with the Dragonfly Dance! The caster manifests their Mastery in packets. Targets struck by this packet must cease whatever they are doing and watch the caster slavishly in Fascination, as a mental effect. The caster may move about while this spell is in effect, but if line of sight is broken, all are freed. The enchantment ends for all of the spell's targets if anyone under its effect is attacked by spell or weapon, if any of them are cured of the effect, or if the caster ceases the required waving motion. Note that actually throwing a use of this spell does not drop its effects, if the cater then immediately continues the required motion. While charmed by this spell, a character is nearly incapacitated and cannot take any actions at all, though an attempt to Killing Blow them will instantly free them (and any other targets) before it can be completed.

Dust Mote Guardian


Type Ward Requirements None Casting Verbal Guardian droplets, motes, and dust; in flecks of sunlit spores I trust. With this spell up, a caster may "burn" a Woodsong and Moonsecret charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as "Ward," when activated. The caster can end this spell for a "free" instance of such a resist. Alternately, they may end this ward to take upon themselves any single wound an ally suffers (to the exact location), calling "Dust Mote Guardian" as a touch effect. Dust Mote

206 Guardian lasts until it is deliberately ended or for an entire event, whichever comes first. A character may only have one ward up at a time.

Foolish Toads Luck


Type Instant (castser) Requirements None Casting Verbal With Foolish Toads amazing luck, a silly sight Ill be; convinced Ive got a mortal wound, but only skinned my knee! While this spell is active, if the caster takes a torso wound from any source, they may instead transfer that wound to an unwounded limb of their choice (calling "Toad's Luck" immediately upon taking the wound). This spell lasts for a number of hours equal to the casters Mastery. Note that a Mortal Blow does cause a torso wound as its special effect, and thus the caster could instead take a limb wound as a result, though they would still lose all Resilience, of course. In addition, while under the effects of this enchantment, a Killing Strike or similar effect will instead destroy their Resilience and cause a Torso Wound. This kind of critical wound may not be shifted, of course.

Stillthorn Curse
Type Instant (packet) or (touch) Requirements None Casting Verbal (packet) With (mastery)-fold sting my thorn strikes true, and the curse of stillness falls on you! Casting Verbal (touch) Grow stinging nettle and stilling thorn, you cursed thing in cruelty born. (after 1 minute of concentration) This packet-based spell does the casters Mastery in magic damage to the location it hits. If the target suffers a wound from this spell, they are Stilled with a strength equal to the damage they just took. If this spell does not cause a wound, no other effect takes place. A Feat of Will may be used to resist the Stillness, but not the damage.

207 Stillness is NOT considered a Mental effect. The touch version of this spell, when cast after one minute of concentration, enchants a thrown or melee weapon such that it may be used to call a single Stillness Strike X, where X is equal to the casters Mastery. This enchantment lasts for one event or until used, whichever comes first. Stillness Strikes do their called number in damage and if they cause a wound, they cause Stillness at a level equal to that damage, as above. As with all enchantments, this casting may not stack with itself: if cast on a weapon bearing this spell, it merely replaces the effect. While a target is stilled, they cannot run, make attacks with weapons, or cast packetbased spells. Stilled characters may defend themselves as normal. As a strict roleplaying requirement, stilled characters must act distant, speaking only in soft whispers.

Glasswings Gentle Mien


Type Instant (caster or packet) Requirements The caster must indicate this spell is active by wearing a silver-colored band of wide ribbon or fabric around the wrist Casting Verbal (caster) In Gentle Glasswings mien, a beast no fault can find; with it I will speak the tongue of all the crawling kind. Casting Verbal (packet) Through Gentle Glasswings calming gaze, I turn your mien from battles haze! For one hour per level of the casters Mastery, the caster can speak to, and understand, animals and animalistic monsters. Speech between the caster and any animals or monsters is only heard by the caster (and others under this spell) and any other beasties present. This does not automatically change the behavior of animals or monsters, but it does allow characters to inform them, reason with them, bargain with them, or intimidate them. Creatures whose speech this spell translates are never so stupid that they cannot communicate, and will probably appreciate someone who speaks their language. As with all "aura" based enchantments, the caster should inform applicable beings that they are under its effects by saying the name of the spell and showing them its manifestation, otherwise the targets need not abide by its effects. The packet version of this spell will simply Calm any target as a mental effect. While Calm, a target cannot attack anyone with spells, weapons, or words for 5 minutes, though they may defend themselves as normal. If the target or their allies are directly attacked,

208 however, this spells effect is broken. Beasts are particularly susceptible to this spell and will likely wander off under its effects. Calm effects explicitly cure Anger.

Joy Takes Flight


Type Instant (caster) Requirements The target must constantly move, and at least at jogging speed, else the spell ends. Casting Verbal (packet) My trick is done; Ill speed from sight; Ill move so fast that joy takes flight! When this spell takes effect, the caster becomes Hasted. Characters under the Haste effect must move at at least a jog, or else the effect ends. Also, if a hasted character attacks someone, casts a spell, activates a spell effect, or uses a skill, the effect ends. Hasted characters cannot be chased by anyone who is not also hasted, nor can they be blocked from escaping an area. In addition, as long as the spell remains up, the caster gains their Mastery in Dodge effects, which can be used at will to avoid all manner of attacks. Both mundane and called defenses will not drop this spell. The extra Dodges this spell grants disappear as soon as the target is no longer Hasted. Hasted characters must indicate they are under this effect by saying Haste with every stride they take while near someone who could hear them.

Scent of Moonspice
Type Instant (special or packet) Requirements (special) The caster must waft a cinnamon stick, a vial of peppermint oil, or a bag of fragrant spices under the nose of the spell's target, or it does not take effect. Casting Verbal (special) "All toadkin cakes, and Brownie treats, smell (Mastery) times worse than moonspice sweet!" (hold the spice under target's nose) Csting Verbal (packet) This lively treat and moonspice scent shall clear those minds once chaos bent! Upon casting, and after the spice is wafted under its target's nose, the first use of this spell grants them a bonus Feat of Attunement. This bonus feat lasts for the caster's Mastery in hours, or until used. A character may not have more than one such bonus feat derived

209 from this enchantment, at a time, and note also that this spell does not grant actual levels in the Attuned trait.

The packet version of this spell will end all ongoing mental effects from which its target is suffering. Although this is a packet-based spell and must strike its target to take effect, it cannot be defended against in any way.

Ring of the Fair Ones


Type Circle Requirements Must lay the phys-rep after one minute of concentration. When the spell ends, the physrep must be taken up. Casting Verbal Let all who cross the fair ones ring, slumber deep and endless dream. Characters who enter this circle are instantly targeted by a mental effect that causes them to go to Sleep as a mental effect. Characters in the circle at its casting are not affected by this effect, nor is anyone who resists it and remains within. Anyone outside the circle who successfully strikes anyone in the circle with a melee attack is immediately targeted by its sleep effect, though the blow does its normal effect, as well. Sleeping characters will awaken if they take damage, are subject to hostile spell effects, or are removed from the ring itself. The caster of this spell may awaken anyone within the circle at a touch (called as "awaken"); otherwise, its "victims" must remain asleep. Anyone awake within the circle, save the caster, can fall into its slumber whenever they wish. In addition, sleeping characters within the circle who are Critical or suffering from a lethal Persistent Condition will not die from these effects, and they do not count time spent inside the circle for the purposes of their duration. Characters under these effects resume their previous count if the circle ends or they leave its area. All Killing Blows attempted on anyone within the ring are instantly disrupted and may not be completed, and instant-death effects will only cause the Critical condition to those inside. As with all circles, Ring of the Fair ones can measure up to five yards in circumference per the caster's Mastery, and it lasts as long as the caster remains conscious within it.

210 This circle takes the form of a ring of tiny mushrooms in all colors and shapes, around which floats a cloud of silver motes.

Secrets Under Toadstools


Type Readied (touch) Requirements The caster may not speak, save when activating this spell's effects, else all remaining uses drop. Casting Verbal "Under toadstools, secrets stand, 'til touched by my revealing hand. Activation Verbal Toadstool is a clever chap; this secret hides under his cap. (after 3 seconds of concentration) The caster gains their Mastery in uses of this spell. With a single touch, the caster can Conceal a willing person or object after 3 seconds of concentration. Objects Concealed with this spell must be marked with a picture, image, or sculpture of a mushroom or toadstool. Like Concealed characters, individual concealed objects can be revealed with a Feat of Perception, assuming they are actually seen by the potential observer. The caster of this spell can always see through its concealed targets, and may reveal them to others just as if they used a feat of perception. Note that concealed characters must cross their arms in front of their chest to indicate their status; if they move but a single step from their location, they are revealed.

Ritual Descriptions Blossoms of Friendship


Duration 5 minutes

211 Tie a bundle of grass, herbs, or flowers and give it to someone. If the bundle is given back somehow, this ritual is Fouled until the character spends a full day without touching any flowers.

Cleansing Sunlit Waters


Duration 1 minute During the day, wash your face and hands in a basin or bowl (not a sink), while singing tunelessly.

Feet of the Greenwise


Duration 5 minutes Dance exuberantly in the grass. If you stop for more than 3 seconds, the ritual fails. You need not have a partner for this ritual, but they are certainly allowed.

Likeness in Clay
Duration 5 minutes Make a clay sculpture of an animal, and name it after someone who was in your presence for the entire ritual.

Meetings and Greetings


Duration 1 minute In an animated fashion, greet at least five people, who all must be in your presence for the entire duration of this ritual. To each of these people, say or repeat their name and pay them a compliment. Make small talk for the remainder of the rituals time.

Name the Little One


Duration 3 seconds

212 Capture (with your hands or a stick), name, and release a small animal Please do not capture dangerous creatures or disease-bearing parasites; if you dont know what kind of animal it is, leave it alone. If the animal captured is harmed in the process, this ritual is Fouled until the next event.

Ply the Stones


Duration 5 minutes Stack and restack 10 or more small stones into a pyramidal shape (at least 3 layers high), while humming. If you stop humming or moving stones for more than 3 seconds, the ritual fails.

Sleep of the Ageless


Duration 15 minutes Sleep for at least 15 minutes (or at least lie still and seriously pretend to be asleep), without being interrupted by someone touching you or calling out for you.

Song for Supper


Duration 2 minutes Sing or play a nice song for those assembled, for which you must receive a tangible gift. If the character returns the gift within the day, the ritual is Fouled until you abstain from performing for 24 consecutive hours.

Tears for Trees


Duration 5 minutes Water two or more trees that are near each other, speaking politely to them as if they were folk of great respect and dignity. Use actual water from some sort of appropriate container.

213

Threefold Vexing
Duration 1 minute Play three physical tricks on the same person. If they leave your presence before you have completed this ritual, it fails. The tricks cannot actually cause bodily harm (in-game or out), nor can they involve magic, of course.

Words of Barbs and Nettles


Duration 1 minute Hurl six insults at a single visible enemy or rival. If the target is killed, incapacitated, or leaves your presence before all six insults are realized, the ritual fails.

214

Occult
Though the Occult skill functions much like a General Skill, it is deeply connected to magic and thus is listed here in the Magic section. Note that no homeworld has a cost reduction in Occult, and thus everyone pays 15cp for level 1 in it. Occult is present, however, in some form or other, in all 8 worlds. Occult is the principle skill for those who wish to become proficient in more than one school of magic and those who wish to effectively use, and enchant, magical artifacts. Level 1 2 3 4 5 6 7 8 9 10 11 12 Cost 15 CP 5 CP 10 CP 15 CP 20 CP 25 CP 30 CP 35 CP 40 CP 45 CP 50 CP 55 CP Abilities Artifice = Skill Level + Attuned Trait Mastery Bonus 1 Adept Mastery Bonus 2 Wizard Mastery Bonus 3 Savant Arcane Might or Investiture Primal Essence or Ritualist Arcane Might or Investiture Primal Essence or Magesmith Arcane Might or Investiture Primal Essence or Sorcerer

Artifice : This ability, derived by adding a characters Attuned level to their level in Occult, allows characters to study magical artifacts so that they might discern their purpose. During any investigation on a magical item that has Artificing properties, the highest Artifice level among the participants enhances the effect of the investigation. The more ancient, alien, or complex the magical device, the harder it is to determine its properties. In order to use an artifact for the first time, an Occultist must call an investigation action upon it at least once. Specific levels of Artifice are often required to use the functions of magical items, once discovered. Artifice also allows an occultist to draw Charges out of magical items or places of power, which is a process known as Channeling. In order to channel from an item, a character must hold it, close their eyes, and then take a slow three count: "Channeling 1, Channeling 2, Channeling 3," after which they drain the item of a number of charges up to their Artifice level, which is the maximum any character can hold outside those awarded from rituals. If they are drawing Charges from a Place of Power, they gain this full allotment after they meet whatever other requirements the location has. Note that Places of Power are all unique, and these requirements will vary widely based on

215 location, size, stability, age, and myriad other factors. Most places of power will have a physical manifestation of their nature, and it is this manifestation which must be interacted with in order to channel at the location. Typically, a character will only be able to Channel from a Place of Power a limited number of times per day, but each time they do, they get their maximum number of charges. Charges drawn from locations and items will be Perfect, meaning they can be used with any arcane school. Regardless of the type or source, the number of Perfect charges a character may bear is equal to their Artifice level. Characters without Artifice may not hold Perfect charges at all. Mastery Bonus : At levels 1, 3, and 5, a character gains a permanent +1 bonus to their Mastery. As a reminder, a character's total Mastery is equal to their highest spell school, plus their level in the Willful Trait, plus any bonuses from this skill. Adept : A character with this ability has increased their understanding of fundamental magical forces such that they can branch out and learn a second School of Magic. They must find a tutor of that school who is also an Adept, and who is willing to teach them. Both student and teacher must spend an out-of-game action on instruction for the character to learn the new style of magic, and a character can learn only one style per downtime session. This ability also allows a character to teach any of the magical schools they know, as per the above rules. Wizard : Like Adept, Wizards have an enhanced understanding of magical forces, but to a greater degree. Characters with this ability can learn a third School of Magic. Savant : A character with this ability is so wise to the ways of magic that they may learn from any school, as long as someone can teach them. In addition, when struck by a hostile, packet-delivered magical effect, a Savant may call "Countermagic," which negates the spell by expending one charge of their choice. Unlike Ward effects, Any charge a character bears can be used to counter a spell. Arcane Might : Once per day for each time this ability is chosen, a character may focus a combat spell's power to such an extent that its force becomes almost impossible to resist. This ability may only be used with packet-delivered instant spells. This ability is activated by the caster saying Arcane Might! in a loud voice, followed by them speaking the spell verbal as normal. Spells cast in this way do not require a charge; the ability itself powers the casting. If the target is hit, the spell takes effect, in all probability. Arcane spells cannot be Dodged, they cannot be defended against with other combat maneuvers (though they may be evaded mundanely), nor can they be Warded or resisted by magical or feat-based means. The only way to stop an arcane effect, if hit, is for the victim to expend a use of Arcane Might.

216 Arcane enhanced spells will ignore threshold, damage reduction, or other similar effects of all types, though they will not affect targets that are explicitly and categorically immune to the effects of the spell (a mental effect on something mindless, as an example, or an effect which may only target accursed creatures cast on a normal person). Arcane spells which harm items may not be resisted by either the holder of the item or the item itself, unless it is somehow immune to the effect, as above. Alternately, Arcane Might may simply be activated on its own to resist any magic effect as a standard resist, including those cast with this ability. This must be called as Arcane Might! Investiture : This ability allows an occultist to enchant a single object with a portion of their power as a downtime action. This item may be any solid, permanent, well-crafted object a character could wear, wield, or easily carry, and it MUST be a tagged item. Items that are already magical may not be enchanted with this ability, unless otherwise noted. The types of enchantments available are almost unlimited; note, however, that no investiture attempt is guaranteed to succeed, by any means. Note also that effects may be somewhat unpredictable in their result, and more powerful enchantments are proportionately more difficult to achieve. The higher a characters Artifice, the more likely they are to succeed. Additionally, the description of the enchantment itselfand the process of its castingwill have a significant effect, as will the time and place of the enchantment and the type of item enchanted. Investiture comes with a significant cost; while a character has such an item enchanted, the number of Perfect charges they may bear is reduced by 3. An occultist can revoke an investiture at any time by holding the item and concentrating upon it for 5 minutes, calling Revocation at the end of this period. If the item is lost or stolen, the character must spend a downtime action in order to slowly revoke its power. For each time this ability is chosen, the artificer may have an additional invested object active at one time, and these additional items cumulatively reduce their makers charge maximum as above. Invested enchantments will last until deliberately Revoked or the item is Shattered or Destroyed. Enchantments on Broken items, although they will not function, will be restored in full upon the objects repair. Primal Essence : Once per season (game year) for each time this ability is chosen, the occultist may manifest truly frightening magical potential; they are able to absorb the raw magical essence of the world around them as easily as breathing. After spending 1 minute in deep meditation, the caster then activates this ability by announcing "Primal Essence!" in as loud a voice as they can muster. At this point, the occultists Artifice increases by 6, and they Channel their full allotment of Perfect charges at this increased limit. Until the next sunset, the occultist may again gain that many charges at any time by simply meditating for 1 minute and calling the ability as above. Normal channeling may NOT be used when this effect is in place, nor may a character perform rituals of any kind. The effects of Primal Essence are dispelled if its user dies. While under the effects of this ability, any spell cast with the Arcane Might tagline is cast at double the casters Mastery.

217 Ritualist : An occultist with this ability has perfected their mastery of ritualcraft; they may choose three rituals that they know from any of their magical schools. These rituals, when performed, will hereafter grant two charges of their type instead of the usual one. In addition, this ability grants a +3 bonus to Research for any Scholarship action which involves magical rituals. Magesmith : A character with this ability has truly unlocked the secrets of creating lasting enchantments. By combining exotic materials with sources of eldritch power, and using expertly crafted items as the basis for their enchantments, a magesmith can create fullblown magical artifacts. Note that this kind of enchantment, unlike investitures, must be attempted in game, and success is by no means guaranteed. All acts of Magesmithing must be done in the presence of a Marshal. The success of this ability is modified by the occultists Artifice level, the items/sources of power/situation involved, as well as the outright roleplaying of the act of enchanting the item. As can be imagined, a great many of the secrets of this ability are left up to the player to find out in play. On a final note, Magesmiths automatically get a +3 bonus to their Artifice when enchanting items they have crafted themselves, which also applies to any Investitures they use on these types of items. Sorcerer : This ability, which represents an occultists ultimate understanding of the fundamental principles that unify all magical schools, allows them to spend any charge they possess, regardless of source, as if it were a Perfect charge. In addition, Sorcerers themselves effectively generate an ambient Place of Power; they and anyone within 15 of them may channel in their vicinity, if given explicit permission, once per day, receiving their normal allotment of charges for doing so. Finally, Sorcerers may make a once-in-a-lifetime sacrifice, investing the bulk of their essence into an object of power at great personal cost. The actual effects of this sacrifice are FOIP or during downtime research.

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Chapter 8

Game Concepts

In this chapter we describe various important game concepts, rules, and general guidelines. Phys-Reps, costuming, and props powerfully contribute to the feel of the game, and this chapter will discuss those, as well. Downtime actions will allow you to have a deeper experience with the game, as they give you a sort of unbroken, betweenevent connection between your character and the world and this chapter will discuss how to go about doing them.

Part 1: Taglines & Effects


Although Forest of Doors has a great many abilities and spell mechanics, most of them are internal and need not be learned by every player. However, there are quite a few taglines that players will run into, and knowing the rules behind themeven in a quick and dirty waywill make the game run more smoothly. Attacks and spells have taglines that let players know what effects are attached to them. Taglines must be spoken before the attack hits or the spell packet is thrown. This list is included to make players familiar with the various effects of the game, and is abbreviated for ease of memory. Extended rules for each case are given elsewhere in the General Skills (ch 5) Combat (ch. 6), and Magic (ch. 7) sections.

Basic Attack Taglines


Attack taglines can be called with either melee or ranged strikes and must be called before the attack is made. Attack taglines are always out of play, technically, but if you hear them called you can assume that you hear the sounds of battle, and can thus react to them. Advanced attack taglines are rare enough that they are not thumbnailed here. Please refer to the Combat section for them. Power Strike X Does X damage. Defense = Parry, Block (take 1 damage to shield arm), Deflect, Dodge Poison/Disease/Blindness/Stillness Strike X Does X damage. If you take a wound, you suffer the stated Persistent Condition at a level equal to the damage you took. May be defended against as a Power Strike. Lightning Strike 2 Does 2 Lightning damage. Lightning Strikes are granted by the Rune of Thunders Might spell. May be defended against as a Power Strike.

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Fire Strike 3 Does 3 fire damage. Fire Strikes are granted by the Blade of Iron Purpose spell. May be defended against as a Power Strike. Mortal Blow Destroys all Resilience and causes a torso wound. Defense = Parry, Deflect, Dodge Shield Bash This attack is not delivered by a weapon. Shield Bash can only be used if you hit someones shield and they activate this power in response. You are disarmed of the attacking weapon. Heavy weapon users are not disarmed, but still take damage. No player should actually strike at another with their shield! Defense = Recover, Dodge Shield Pierce If this attack hits your shield, you take 1 damage on the arm holding it. Defense = Parry, Stonewall, Dodge Stunning Blow If struck by this attack, which does 1 damage, you are Stunned as a Mental effect for 1 minute. Stunned characters may not move from where they stand, (they may turn around and such) attack anyone with weapons, speak, or cast spells for the duration. Both mundane defenses and defensive combat maneuvers are unaffected by stunning, however. If this effect is resisted, both the damage and the Stun are negated. Stunning Blows ignore Threshold. Defense = Parry, Deflect, Dodge Subdue An attack from behind delivered to an unaware target as a pommel tap (with a close weapon that has 1 of open-cell foam on its pommel) to the upper back or shoulder; causes the target to go unconscious for 5 minutes. Perceptive characters and characters with helmets are immune to Subdual. Thrown Subdues need only strike a target on the torso, from behind, but otherwise are restricted just as normal Subdues. Defense = Dodge Sweep Attack If struck by this attack, which does 1 point of damage, you are inflicted with Knockdown: you are knocked off your feet (sit or take a knee) for 1 minute, and cannot move from where you are. A Feat of Strength can be used to resist the damage and Knockdown. Sweep Attacks ignore Threshold. Defense = Parry, Deflect, Dodge

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Weapon Break If your weapon is hit by this attack, it is Broken. Heavy weapons are immune to this effect. Defense = Withstand, Dodge (Your Name): I strike you with X-fold hate! This spell effect (Rune of Hatreds Name) allows the caster to call unlimited True Strikes against you for 1 minute. This tagline is actually a spell verbal and is most assuredly not out of play! This is always a personal attack, and you probably know the person doing it. If they get your true name wrong, you may call No Effect to each True Strike. Defense = none

Spell Taglines
Spell taglines are included so that players know what spell they are being targeted by. As always, the tagline should be spoken before a spell packet is thrown. Often, spell affects have X-fold in their tagline, which indicates the power of the effect (such as the amount of damage it does). Spell taglines are never out of play, and the words that are spoken are fully understandable by all. All hostile spell effects, unless otherwise noted, can be resisted by general magic resists, or by burning a charge through a Ward. All packet-delivered effects can be Dodged, with rare exceptions. Currents of Deepspirit I wither your limb with the blackfin curse! (Blackfin Curse) Take a limb wound of your choice. This does not affect Resilience. This spell does nothing if you already have two or more limb wounds. "Know that by the endless turning of the maelstrom, in time, even the sea forgets!" (The Sea Forgets) If you are within a Circle spell, it is dropped and you cannot cast spells or use Feats of Will until you get 10 minutes of rest. Even if the Circle makes you immune to other magic, this effect still occurs. Characters not within a circle simply take the Will Drain effects. "The coral serpent moves from silent waters to poison your flesh with its X-fold bite! (Coral Serpents Bite) You take X damage to the location that is hit. If this causes a wound, then you are Poisoned with a power equal to the damage you took. Being Poisoned means you cannot stand without aid; you must lie down, sit, or kneel. You may crawl on your hands and knees, and attack and defend as normal. As a strict roleplaying requirement, Poisoned characters must act as if they are in great pain. After 1 hour, you die.

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Dooms of Light and Shadow "By my will the light converges, bringing X-fold doom upon you! (The Light Convergent) You take X light damage to wherever you are hit. "By the light remembered, I strike you down!" (The Light Remembered) You take 1 light damage to wherever you are hit. "Mirror Magic" (Day Mirrors Night) This is not a packet delivered spell, but rather a ward effect that an opponent calls in response to being hit with your combat spell. You suffer whatever effect you just hit your enemy with at the same power as what you cast, and to the same location, if applicable. It can be resisted or warded as if you were hit with the packet itself. "With the strength of night-forged steel, I shackle you in the Dark Lords fetters! (Dark Lords Fetters) You are Shackled: You must drop all held items and put your hands behind your back. A Feat of Strength can be used to break out of a Shackle effect with a three count (Strength 1, Strength 2, Strength 3). Shackle lasts for 5 minutes. With this blackened scourge of X-fold lashes, I flay your body and blind your eyes! (The Blackened Scourge) You take X damage to whatever location the spell hits. If this causes a wound, you suffer Blindness of a power equal to the damage you took. Blinded characters cannot attack, cast packet-based spells, or run. Defensive abilities and non-packet spells are unaffected. Blindness lasts an hour, after which it dissipates; it can be resisted by a Feat of Will. As a strict roleplaying requirement, Blind characters must act as if their vision were almost entirely gone. Know fear in the touch of oblivion! (Oblivions Touch) You suffer Fear: As a Mental effect, and for 5 minutes, you must stay least 15' from the caster and cannot attack them in melee, with missiles, or with hostile spells, unless the caster physically prevents you from fleeing or moving to the required distance. Defenses are completely unaffected, and you may attack others as normal. Mysteries of Flame and Iron Your flesh burns with sparks of living flame! (Sparks of Living Flame) You take 2 fire damage. Shields can block this spell mundanely. I cast your bones in lead to slow you! (Bones of Lead, Skin of Bronze) You are Slowed: you cannot run and your walking speed is reduced to 1 step per 3 seconds. You may physically attack no faster than 1 swing every 3 seconds, though you

222 can defend normally. Slow lasts 5 minutes, or until you use a Feat of Strength to break free (Strength 1, Strength 2, Strength 3). By the pitiless wrath of (mastery)-fold uncreation, I break you and all that you hold! (Wrathful Uncreation) You take X fire damage where you are struck and each item you are holding suffers a Break effect. If you are holding nothing, you still take the damage. Forgefire Vengeance X! (Forgefire Crown) This is not a packet delivered spell attack, but rather a ward effect that an opponent calls in response to being hit with your melee attack. You suffer an amount of fire damage to the torso equal to X. This ability may not be defended against, but can be reduced or Thresholded, if applicable.

The Naming of Things I strike at you with heart-seeking shards! (Heart Seeking Shards) You take 2 damage if your torso is hit, 1 damage if hit anywhere else. The wind makes mischief, and steals what you hold! (The Wind Makes Mischief) You must immediately drop everything you are holding, including shields. If you cant drop something within 3 seconds, you take an automatic, irresistible arm wound. You may not pick up items for 3 seconds, even if you originally were holding none. By these words both fell and terrible, you shall betray your friends in X-fold ways (Fell Words of Betrayal) You suffer Betrayal at a power of X: for each level of the Betrayals power, you must make one attack against your allies to the best of your abilities, either with weapons or spells. If unarmed, you will attempt to grab any nearby weapons not being used. If you are unable to do either, you must instead hurl truly dire and hurtful insults at your allies. Betrayal is a Mental effect, and it lasts 1 minute, maximum. "By these words of torment and disease, I bring (mastery)-fold ruin; may your last breath be vileness! (Words of Vile Torment) You take X damage to wherever you are hit. If this causes a wound, you are Diseased with a power of X. Being Diseased means you cannot stand without aid; you must lie down, sit, or kneel. You may crawl on your hands and knees, and attack and defend as normal. As a strict roleplaying requirement, Diseased characters must act as if they are terribly nauseous or wracked with coughs. After 1 hour, you die.

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Runes of the Stormfather "By this sign, your honor shall die! (Sign of Dying Honor) You suffer Strength Drain: you may not use Feats of Strength or any attack taglines until you rest for 10 minutes. "By this sign, your power will fade! (Sign of Fading Power) You suffer Will drain: you may not use Feats of Will and you may not cast spells until you rest for 10 minutes.

Thirteen Harmonious Changes The spiteful earth awakens, and it shall cast you down! (Awaken the Spiteful Earth) You suffer Knockdown (see Sweep Attack, above) "You are only worthy of a Justicars rebuke!" (Justicars Rebuke) You are Rebuked as a mental effect, meaning you may not call ANY feats until you rest for 10 minutes.

Woodsong and Moonsecret "Old Badger is angry, but he cant catch me! (Anger the Old Badger) You are affected by Anger: As a Mental effect, you do nothing but attempt to pursue the caster in order to engage them with weapons or hostile spells. It ends if you successfully strike the target of the Anger with a weapon or spell, or after 5 minutes of suffering it. "I call weeds that clutch with binding touch! (Call the Clutching Weeds) You are Bound: One of your feet is rooted in place and you cannot move it, though you may pivot freely. A Feat of Strength can be used to break out of a Bind effect with a three (Strength 1, Strength 2, Strength 3). Bind lasts 5 minutes. I draw your glance with the Dragonfly Dance! (Dragonfly Dance) You cease whatever you are doing and watch the caster slavishly, as a mental effect, until they drop the gesture, leave your Line of Sight, or you are attacked. You may take no actions of any kind, but an attempted Killing Blow on you will fail, dropping the effect instantly.

224 With X-fold sting my thorn strikes true, and the curse of stillness falls on you! (Stillthorn Curse) You take X damage to whatever location the spell hits. If this causes a wound, you suffer Stillness of a power equal to X. Stilled characters cannot attack, cast packet-based spells, or run. Defensive abilities and non-packet spells are unaffected. Stillness lasts an hour, after which it dissipates; it can be resisted by a Feat of Will. As a strict roleplaying requirement, Stilled characters must act distant and speak only in whispers.

Invocations
Invocations are innate magical effects produced by supernatural creatures or enchanted items. All battle invocations are delivered by gray packets and called in the following way: Invoke (name of effect) (level of effect)! EX]: Invoke Ice Breath 5! You take 5 ice damage to whichever location is hit. Note that some invoke effects do not have levels, such as a bind, shackle, slow, etc. Invokes may be resisted like any magical spell: Invoke Spirit Binding! You suffer a Bind effect. Invoke effects can also deliver Persistent Conditions (Poison/Disease/Blindness/Silence): Invoke Poison 4! Unlike the spells described above, they do no damage; you just take the condition at a level equal to the number called.

Skill Taglines
Etiquette! Ignore the last statement the character who just called this made. This can also be used as a question (Etiquette?), and a marshal or qualified player should explain (softly) to the character (out of play) what the proper or expected action would be for the current social situation. Healing: Examination The character using this skill may ask out of play questions about your condition. You must answer them to the best of your ability. Healing: Basic/Intermediate/Advanced Aid The character using this ability begins to heal you, and the count for being Critical

225 stops. You are Stable when they complete this effect, and will heal entirely in 1 hour, 30 minutes, or 15 minutes, respectively. Healing: Treatment X A character using this ability cures you of all persistent effects (such as Disease and Poison) which are of a power X or less. Any higher than X are unaffected. Healing: Coax Life This is an attempt to revive you from the brink of death. Coax Life works if your body is in good condition, your soul has not passed on, and you were not Diseased, Poisoned, Plagued, or inflicted with Quick Venom. Other effects may prevent such. If you come back, you become Stable and will fully heal in an hour. No healing enhancement will accelerate this process. Inspired Performance Hearing this tagline allows you to restore an expended feat if you paid attention to, and gave approval for, the actual performance that preceded it. Reveal Although technically not an activated skill or power, this tagline may be called when you are present while another character attempts to Conceal themselves. If you hear the tagline for concealment (Concealing 1, Concealing 2, Concealing 3) and actually see the person, you can stop the process by calling Reveal.

Persistent Conditions
These effects have numerical levels associated with them, which affects how easily they are cured. That is, someone inflicted with Poison 10 must have that number reduced to zero before they are cured of it. Poison If you take this effect, you become Prone and cannot stand without aid; you must lie down, sit, or kneel. The only way you can move from your position on your own is by crawling on your hands and knees. You may attack and defend from this position, as normal. After 1 hour of being Poisoned, you die. May be resisted by a Feat of Toughness. Roleplaying requirement : you must act as if you are in terrible pain. Disease If you take this effect, you become Prone and cannot stand without aid; you must lie down, sit, or kneel. The only way you can move from your position is by crawling on your hands and knees. You may attack and defend from this position, as normal. After 1 hour of being Diseased, you die. May be resisted by a Feat of Toughness.

226 Roleplaying requirement : you must act as if you are terribly nauseated and/or suffering from a hacking cough. Blindness While Blinded, you cannot run, nor may you attack anyone with weapons or packetbased spells. You may defend yourself mundanely or with defensive abilities, as normal. Blindness lasts 1 hour and can be resisted by a Feat of Will. Roleplaying requirement : you must act as if your vision is almost entirely gone. Stillness While Stilled, you cannot run, nor may you attack anyone with weapons or packet-based spells. You may defend yourself mundanely or with defensive abilities, as normal. Stillness lasts 1 hour and can be resisted by a Feat of Will. Roleplaying requirement : you must act distant and nearly emotionless, speaking only in soft whispers. Quick Venom Quick Venom can only be resisted by a Greater Feat of Toughness, and after 5 minutes of suffering its effects, you die. Otherwise it acts exactly like poison in its debilitating effects and it prevents Coax Life. Poison resistance/reduction/immunity does not apply. Plague Plague can only be resisted by a Greater Feat of Toughness, and after 5 minutes of suffering its effects, you die. Otherwise it acts exactly like Disease in its debilitating effects, and it also prevents Coax Life. Disease resistance/reduction/immunity does not apply. Paralysis Paralysis can only be resisted by a Greater Feat of Will. If Paralyzed, you are completely incapacitated and cannot move in any way. The condition is permanent until cured, but during its duration you may slip instantly into death, at will. If you die while Paralyzed, your soul immediately passes onward. Blindness resistance/reduction/immunity does not apply. Caging Caging can only be resisted by a Greater Feat of Will. If Caged, you are completely incapacitated and cut off from the outside world. The condition is permanent until cured, but during its duration you may slip instantly into death, at will. If you die while Caged, your soul immediately passes onward. Stillness resistance/reduction/immunity does not apply.

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Part 2: Miscellaneous Concepts


What follows is an index of various effects, categories, and mechanics that all players should understand. Accursed Accursed creatures are beings of death, suffering, decay, or other unholy forces. They can be damaged by specific effects. Armor Resilience granted by wearing armor Boon A mysterious enchantment that benefits the dead in the afterlife. Break Effects target objects. Broken items cannot be used, but can be repaired using magic or the Craft skill. Some well-made objects can resist Break effects. Charge A unit of magical power used to fuel spells. Concealment Concealment is represented, for characters, by arms crossed over the chest. Concealed objects will be noted as such with an obvious tag or sign. Both concealed objects and concealed characters should be treated as Out-of-Play. A Feat of Perception can be used to end a single character or objects Concealment. Regardless, a Perceptive character in the presence of concealed items/people (assuming they actually see them out of play) will have an odd feeling about the general area, though they may not indicate where the concealed are, in any way, unless they use a feat. Critical A character who is bleeding to death or dying of injuries. After 5 minutes of bleeding out, a Critical character will die. Destroy Destroy effects target objects. Destroyed objects are gone forever. Fouled A Ritual that is Fouled cannot be used until a specific action is taken to purify it. Hallucinating You are immune to Mental effects, but you may not rest (Vitality and Prowess do not reset) or use rituals. As with Intoxicated, players must roleplay their hallucinating state.

228 Haste You cannot be chased by anyone not also under a Haste effect, nor can you be blocked from leaving an area. You must call haste with every stride, or the effect ends. Attacking, using skills, or stopping will end the effect. Immaterial Immaterial states are represented by hands clasped to ones chest, index fingers pointing upwards. Immaterial characters should be treated as Out-of-Play unless your character is Empathic, or you are also in this state. Intoxicated You act drunk. Although it has no mechanical effect, players must roleplay as if they are deep in their cups. Invisibility Invisibility is represented by holding ones hands, palms together, over the head. Invisible characters should be treated as Out-of-Play. Perceptive characters know something is not right when someone invisible is nearby, though they dont know where they are, at all. Feats of Perception are useless on invisible characters. Joss A magically conjured substance that spirits covet. Killing Blow If you are Unconscious or Critical, someone may finish you off by placing the business end of their weapon on your torso, and then loudly saying "Killing Blow 1, Killing Blow 2, Killing Blow 3." Killing Blows must be at least 3 seconds long, and if interrupted by someone attacking the killer or striking their weapon, the effect is aborted. Lumens Small, brightly colored objects of magic found in the Forest of Doors. Twists (red) are the most common, Spirals (green) are much less common, and Knots (blue) are downright rare. Characters in the Forest of Doors, in light of no common form of currency, use Lumens as money. When used in this manner, 10 Twists equal a Spiral and 10 Spirals equal a Knot. Mastery A characters magical power. Mastery is used to calculate the power of a characters spells. Mental Resist You can ignore a single mental effect.

229 Mutilate If you are already dead, someone may desecrate or dismember your corpse by placing the business end of their weapon on your torso, and then loudly saying Mutilating 1, Mutilating 2, Mutilating 3. If this effect is not disrupted (as a killing blow), your soul immediately passes on. Out-Of-Play Something or someone that is not a part of the game at the moment. Players who are out of play must hold a clenched fist or weapon on their head to indicate such, or they may wear a white headband. Players should be out of play only when absolutely necessary. Protection Resilience granted by magical effects. Prowess A characters combat aptitude. Prowess is spent to fuel combat abilities. Resilience A combination of Armor, Protection and Vitality. This is the amount of damage you can take before taking a wound. Armor is lost first, then Protection, and then Vitality, but otherwise they are all treated the same. Shattered Shattered items are unusable and can only be repaired using production actions. Sleep This mental effect causes you to become unconscious. Stable A wounded and formerly Critical character who is healing. As soon as a character is stabilized, they become conscious. Moving at more than a slow crawl (or aided walk), fighting, or casting spells will cause them to go Critical again. Threshold An constant ability or one-time use effect that negates any damage equal to or less than its value. Some effects ignore Threshold. Vitality Resilience granted by the Tough Trait

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Part 3: Death & Dying


After 5 minutes of being Critical, after receiving a Killing Blow, or after Poison or Disease have run their course, a character will die. Upon death, a characters soul will remain with their body for 5 minutes. After this final time period, their soul moves on. At this point, the player must leave a Blood Mark (a long strip of red cloth that represents a dead body) where they died, along with any in-game items on their person. After this, they must go out of play and find a plot member. Do note that even death can be overcome, and that this state is not necessarily permanent. Do also note, however, that characters cannot come back from the dead more than a handful of times before truly passing on.

Part 4: Downtime Actions


At the end of every game, you can submit up to 3 downtime actions which describe what your character is doing between events. Certain abilities will grant you more than this, but for most folks the number is 3. Although many skills have obvious and explicit downtime applications, even characters lacking them can make use of these actions. Although it is possible for a character to never engage with the downtime aspects of our system, even the most active, game-based character can benefit a great deal from them. As well, we often use the downtime actions of players as starting points for the next event. If you do consistent, interesting downtime actions, we guarantee you will be gifted with that most mysterious element known as plot. Here is a listby no means completeof basic applications for downtime actions, both skilled and non-skilled (check out individual skill descriptions for details on specific rules for these): (Scholarship) Researching any particular topic (Survival) Searching for someone/several someones (Survival) Foraging for herbs (Diplomacy) Attempting to influence factions/groups/individuals (Craft) Producing craft items (Tinkering) Producing tinkering items (Occult) Teaching a new magical skill (Mercantile) Speculating in various markets (Mercantile) Making business contacts or managing a business directly (Performance) Playing at various venues Doing odd jobs Helping with camp Helping another person with a skilled action, if Empathic Writing letters to acquaintances

231 Even if you cant think of anything in particular for your character to do, we recommend that you write something down: you never know how it could come out in play. Note that non-production downtimes can be submitted either in paper at the end of an event, or (preferably ) via the Post Event Form on our website. Production actions (which require money and/or tagged items) are done in person at the beginning of the following event, though the must be noted in downtime. Crafters and Tinkers get one free production action they may take during an event. Except in highly unusual circumstances, other downtime actions cannot be performed during in-game production periods.

Part 5: Phys-Reps, Costuming, & Props


Forest of Doors is a visual game. It is not really much of a revelation, but having a lot of physical and visual elements in a LARP contributes to its immersiveness in a major way. Because of this, we require that players phys rep alchemical items, weapons (of course), armor, healing supplies, etc. If you have a tag on your person, you should have a phys rep on your person, as well. Our focus on physical representations does not rest solely on the players; if we have an item we want to hand out, we will make every effort to hand out a phys rep with it. Except in the case of Monster weapons/armor, we will probably give you the phys rep directly. We may require it back at some point, but most likely you can keep it for as long as you need to. If a skill description or rule says you need a phys rep for it, you actually need a phys rep for it! We make allowances where we can, but we are quite strict on this. Frankly, if you have proper physical representations for your items, then using them is just more fun and involving for you and for others around you. If you see someone waving their hands over a prone figure, then who knows what they are doing? If, on the other hand, you see them wrapping bandages around them, you know exactly what is going on; visual information has been communicated to you, and the games world seems more real. Costuming While you are in play as a character, you MUST be in costume. You will have already received the culture packet for your world, and so you will know appropriate costuming guidelines for them. Jeans, T-Shirts, khakis, trenchcoats, tennis shoes, and basically any modern clothing are not appropriate costuming. At the very, very least, a peasant shirt, some simple cloth pants, and dark leather footwear is required. We understand that it can be a little difficult to acquire costuming if you are new to larping, but we will work with you on this, if so.

232 Props Props are things that, while not necessarily required, can really enhance the feel of a game. If your character is from the desert of brass, decorating your cabin in the style of that world really helps contribute to immersiveness. The important thing to remember is that it does not take a lot of effort to make things distinctive: a few flourishes here and there are often all that is needed. If you hang a tapestry or put down a rug, or have a small statue or other work of art, you have positively added to the feel of the game. Props do not require tags, but if you want them to have an in-game value, they can be treated as mundane works of art. See the Craft skill (ch. 5) for details on this.

Part 6: Investigation
Many abilities and feats allow you to take plot-mediated looks at items, locations, or situations. The most prominent among these are feats of Learning and Perception. Some skills such as craft also grant abilities (Masters Eye) that have similar effects. In order to use any of these abilities in such a way, the involved character or characters must declare that they are formally Investigating the subject in question. Only then will there be a Director/Plot Member/Marshal response. Investigations are limited in the following ways: Only 3 individuals may participate in a particular Investigation A character may only participate in an Investigation once per game day (See Healing and Scholarship, Ch. 5 for exceptions to this). A character may only investigate the same target once per event, without exception. All Investigations have a minimum threshold of abilities and feats that need to be called before they are successful: failure is possible in an Investigation. Investigations are handled much like Encounter Tags: if time/availability constraints are a problem, characters will be asked to wait.

Once an investigation is called, the three participants then use whichever abilities they think will be helpful in the investigation. Applicable abilities are as follows: Feats Abilities which mimic feats Skill Specialties Artifice (highest value only)

Even though the above are what are allowed generally, not all abilities used will help the investigation. Feats of Learning and Perception are always useful, but other feats may or may not be so, depending upon the target of the investigation itself. Any feat or expendable ability called during an investigation is lost even if it does not apply. Artifice is only of use, obviously, if the item/subject is magical. Note that besides Artifice, no

233 other derived ability has any effect. This means that Explore, Treatment, Research, etc. do absolutely nothing during an Investigation. All abilities are cumulative among the participants and add to an investigation, but only the highest Artifice value among the 3 participants adds in. After all abilities are called, the staff member will give out information to all involved based on the number, power, and type of the abilities used. They will also answer a set number of questions from each participant, the number of which is based on how successful the Investigation is. Once the Marshal has started their description, no other abilities may be called for the Investigation. Some magical items and locations may require staff mediation when they are used in their normal fashion, and this does not count as Investigation. However, any attempt by the character to extract more information out of the subject during such use is, in fact, considered a formal act of Investigation.

Part 7: General Encounter Tags


Chapter 5: General Skills discusses Explore tags in detail and how to resolve them. Although Explore Tags are the most common type of Encounter Tags, there are others. Note that whatever type of ability an Encounter Tag lists as is prerequisite, it is still resolved just as an Explore Tag. Encounter Tags may sometimes be marked with a black diamond (). This means that anyone who wishes to accompany the primary character on the encounter must also have all the listed abilities on the tag: black diamond Tags are known as Exclusive Tags for this reason. Here is a brief listing of examples: Tag Translation 8 Explore 8 6 Exclusive Explore 6 U Uncanny V Vigilant M Medium Notes If a tag only lists a number, it is an Explore Tag All who go on the encounter must have Explore 6 Requires Uncanny: Attuned Trait, level 1 Requires Vigilant: Perceptive Trait, level 2 Requires Medium: Empathic Trait, level 1

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Chapter 9

Policies

This chapter deals with official Forest of Doors policy, which is important for ALL players to read and understand.

Character Retirement
We have labored to make Forest of Doors as friendly to new players as possible as a matter of fundamental principle. Many of us have played in LARPs where new players had little impact on the game due to a permanent cadre of old, powerful characters, and experiences like this are just not fun, period. If we did not have an enforceable retirement policy, and a game culture that encourages retirement as a matter of course, then old characters would dominate the game. To this end we have drafted a policy that, although it never forces anyone to retire their character, we hope it makes that retirement a more attractive option. By the time your character hits a total of 300 CP (this includes starting CP, bonus CP earned from brownie or feedback forms, etc. All CP counts), you need to submit, in writing, your preferred retirement options. Staff will respond through email, and then we will have a face-to-face discussion with you about it. When you retire a character, you gain 10% of their total CP as bonus points to apply to a single new character. The most retirement CP that can be so applied, however, is 30, meaning that retiring a character whose point total is over 300 gets you no extra benefit for a new character. If your character has not been retired by the time they hit 350 total CP, they then become a Legacy character. Legacy characters may be played like any other, but they will only ever earn 1 CP per event. You may still earn 1 CP for submitting a Feedback form, and you may likewise still turn in 3 Brownie for an additional 1 CP per event. For any 3-day event at which you play a Legacy character, you must perform 2 monster/tavern shifts instead of 1. At one day events, which normally do not require monster shifts, you must perform a single 3-hour shift. You earn 1 Brownie total for doing your required shifts, with extra brownie earned beyond this as normal.

Part 1: Sportsmanship and Cheating


A LARP lives or dies by the honesty and integrity of its players. If you cheat, you violate both of these watchwords and damage the fun factor for everyone. As such, we are quite strict on those who engage in unsportsmanlike conduct. Here is a general list of reminders, which cover some of the more obvious sportsmanship issues. If you remember these, you will most likely have no issues with the staff, and, frankly, your enjoyment of the game will increase:

235 1. Take your hits: we know combat can get a little confusing sometimes, but you should make every effort to take hits given to you. If someone thinks you are not taking hits, then they will likely not take yours, and everyones immersion suffers. NPCs err on the side of taking attacks, and if players do the same, combat runs a lot more smoothly. 3. Slow down: FoD is not a speed game; machine-gunning or drum-rolling attacks are strictly forbidden, for safety, balance, and aesthetic reasons. The rule is 1 attack per second, period. 2. Do your rituals: although rituals force a bit of game balance upon magic, their primary purpose is to make people who want to be magical, feel magical. Simply put, if you dont want to do rituals, dont play a character with magic. Youll be more immersed if you do them, in any case. 3. Be Generous: if someone says you are not taking your hits, not calling your verbals correctly, or striking too fast or too hard, acknowledge it. Even if they are mistaken, nothing is gained by having an out of play argument in the middle of battle! Trust us, if someone cries wolf too much, we will come down on them just as hard. 4. Stay in Character: from game on to game off, you should be in character unless you have a very good reason not to be. Keep out of play asides and out-of-character talk to an absolute minimum. If other players are doing it, try and guide them back into game. Everyone will thank you for it.

Infractions
The following are the steps taken as disciplinary measures for combat and general safety issues, which must be our primary concern. Cheating and unsportsmanlike conduct will be treated in a similar fashion, with a similar amount of escalating consequences.

Step 1) If a member of Staff or other players see you fighting unsafely or being generally unsafe, you will be given an Informal Warning. Step 2) If you continue to be unsafe, you will be pulled from that combat or scene and you will get an Official Warning. Step 3) If you have an Official Warning, and you get called out again for unsafe behavior, you will be asked to go non-combat for the remainder of the event. Step 4) Any further infractions will result in you being asked to leave the event and you will incur a suspension for a number of games. Extreme infractions warrant a permanent ban. Note that Official Warnings are long-standing. If you have one from a previous event, it is still in place at future events, until such time as the staff deems it prudent to remove it.

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Part 2: Legal Info Legal Releases


Players will be required to sign a standard legal release form at their first event. Note that forms like this are quite standard in the LARP community, so please do not be alarmed.

Children & Minors Policy The allowance of any and all minors as participants of Forest of Doors will be considered on a case-by-case basis. We require that any minor, and his/her guardian who wishes to attend, contact us prior to their first event to discuss the minor's participation in the game. Any minor who arrives at a Forest of Doors event without first completing this crucial step will be asked to leave site and will not be allowed to attend an event until this criteria is met. No exceptions. If we learn that a particular player is under 18 years of age and has not complied with our Children & Minors Policy, they will be asked to leave site immediately and will be banned from returning until they are 18. They will also be subject to a sportsmanship warning, which will count against them in regard to disciplinary action, should they return when they are legally an adult. All minors at Forest of Doors events must be accompanied by a legitimate guardian. This guardian must be over the age of 18 and preferably the parent/sibling of the minor. Other adults are allowed to act as a minor's guardian but only after the minor's parent(s) have spoken to staff and confirmed that said adult is allowed to serve as the minor's guardian for the purposes of the game. Because a large number of minors requires extra vigilance on the part of Forest of Doors staff, we are limiting the number of any minors allowed to participate in the game to 3 at one time. Please note that this does not mean there are 3 slots per event; it means there are 3 slots period. If all 3 slots are considered filled, and a particular minor has not played in more than a year, that slot will once again become available. If a minor who has previously played returns, after a year, to find all 3 slots filled, he/she must wait for another slot to open before he/she will be allowed to resume play. It goes without saying that, should a minor turn 18 during the course of the season, he/she will no longer be considered a minor and will no longer be subject to the policy. All minors under the age of 15 must be accompanied by, and remain within 50 feet of, their guardian at all times. Both minor and guardian must wear orange headbands during the day, in addition to orange glow necklaces at night. They are designated non-combat for the duration of the event. It is the minor and guardian's responsibility to obtain their own headbands/glow necklaces prior to the event. They must follow the non-combat restrictions outlined below, and must actively avoid combat whenever possible. Minors and guardians will not be allowed to participate in encounters that are combat-intensive

237 or deemed too mature for a minor. Guardians of minors under the age of 15 must arrange to have at least three other players, who do not mind the presence of the minor, share a cabin. These other players must indicate personally that they are willing to stay in a cabin with a minor. Arranging a cabin and three other willing players is the responsibility of the guardiannot Forest of Doors staff. Both minor and guardian must remain inside their cabin between 12:00 and 8:00 AM. Minors ages 15 and up must have a guardian on site at all times, but are allowed to participate in combat, once they have completed a staff-administered safety course. As with any player of Forest of Doors, a minor's ability to participate in combat may be revoked at any time. Minors ages 15 and up may still be denied participation in any encounter staff deems too mature for their age. Non-Combatant Designation Non-Combatants must attempt to travel with at least one combat active character when moving around on site. Non-Combatants must wear an orange headband at all times. At night, Non-Combatant must wear an orange glow necklace that is clearly visible. Non-Combatants may not engage in combat and must avoid any combat or potential combat by moving to a different location. Non-Combatants may not be within 50 feet of active combat. Monsters and combat-active NPCs are asked to avoid players in orange headbands. If attacking a party with a non-combatant, NPCs should allow the player opportunity to move away from the combat area. The player must leave the combat zone immediately. If the player does not, the NPCs should call a hold and summon a marshal. Players with orange headbands may cast spells and effects as long as those effects and spells have no negative impact on hostile NPCs or monsters. Non-combatants may activate protective spells and call defenses against attacks so long as they are using these abilities to leave combat areas. Non-combatants should do their best to avoid walking around the site at night in locations where their headband/glow necklace may be less visible. Marshals may always direct players in orange headbands to leave an area and have the right to restrict those players to specific areas of site -- including their cabins. Marshals may also refuse to allow non-combatants to participate in encounters which are combatintensive. Note that non-combat restrictions are not superseded by being out of play. If a minor's guardian is out of play and on site, they must still abide by the relevant portions of the non-combat rules (including glow necklaces at night.)

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Discussion of Sexual Misconduct Forest of Doors is a fantasy game that is specifically adults only. While certain mature topics such as death and violence will come up as a matter of game play, there are certain other topics that are expressly forbidden from discussion. The topics of sexual misconduct including but not limited to rape, child molestation, and incest, are all specifically forbidden from discussion in play and will not come up as a matter of the game. This policy is made out of respect to the sensibilities of all of our participants, and as a result, discussion on the in-play as well as the out of play forums should reflect these policies, as well. While we realize that this may seem unrealistic and jarring to some, as a matter of suspension of disbelief, we remind you that this is not a historical venue, but rather a fantasy game with a particular focus on heroism and clearly defined morality. As a final note we ask that all participants remember to use common sense, and to be respectful in all dealings with their fellow players, given all topics. We also remind you that most of these forums are public, and will be viewed by persons you do not know and who may be under the age of eighteen.

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Chapter 10
Part 1: FAQ

Resources

We have had many questions come up repeatedly on the forums and in character feedback forms, so this FAQ is an attempt to address them. Note that these questions are in no particular order. Expect this section of the site to be updated on a regular basis. If you don't see an answer to a particular question you have, by all means direct it to our forums or to one of the staff's email. Can I use a bow in Forest of Doors? Yes. All bows must have a 30 pound pull or less, with all crossbows limited to a 25 pound pull or less. Like nearly all weapons in Forest of Doors, your character can use a bow without purchasing the Bow skill. However, archery is unique in that players must be certified by the Forest of Doors staff or archery marshal. This is usually a fairly quick process that involves a discussion of the proper and safe use of boffer LARP archery, as well as a short skills test to assure the competence of the archer. Why are Thrown Weapons the only weapon that requires a character to purchase the accompanying skill? We began the game with no limitations on thrown weapons and found that field battles became two lines lobbing weapons at one another. To protect the feel of combat and the balance of the game itself, characters wishing to use Thrown Weapons must purchase the Thrown skill. What items that I bring into game must have a tag? You can bring whatever props you wish to game as long as they are not real weapons or other items banned from state parks. However, for the item to have in-game value, it must have a tag. Tagged items can be purchased in-game or crafted during production periods. For instance, if a player wishes to bring a small dream-catcher to game, for trading purposes, the player could get a tag for a Rustic Work of Art (which costs 1 Twist to make but sells for whatever the buyer is willing to pay) during character creation. Alternately, they could create the item themselves using the Craft skill. Regardless of its origin, this item can be sold for in game money, used as part of a Ritual, or simply as a prop with in-game value behind it. What foods are allowed in play? You can bring whatever food you want to the game and justify its presence as long as it fits the setting to some small degree. If you wish to make steak, feel free to explain it by having hunted down a bull that wandered from another world into the Forest of Doors. If you want to bring a mixed salad with vinaigrette, feel free to claim that you purchased the ingredients from a passing merchant or foraged the ingredients yourself. The comfort of

240 our players is very important to us and being able to eat as you want is a big part of that. However, if you wish to go the extra mile and eat forest fare, you are perfectly welcome to do that as well. Some characters may impose dietary restrictions based on their setting on themselves (vegetarian fairies, junk food from the Goblin City, traditional fare from the Empire, etc.). What "perks" are afforded to new players? All first time players receive a discount of $15 off their first event. Thus, a one day event would be free, a two day event would be $15, and a three day event would be $30 for a first timer. Furthermore, all new players receive a newbie module designed to introduce characters to the Forest of Doors. This plot-directed module sets the tone, gets players in character, and helps to teach the rules. New players also do not have to put in any time playing Non-Player Characters (aka Monstering) during their first event. Finally, first time players are allowed to respend their character at any time before their second game or even create an entirely new character with the experience they earned from their first game. When are we considered in character? During an event, play begins when announced. After that, everyone is considered in play at all times unless players wear a white headband or use the required out-of-play gesture (hand or weapon on head). We consider being in play at all times vitally important for the feel of the game and thus every single statement made when you are not signaling that you are out of character is considered in play. Players that consistently break character will be asked to be more conscious of their in and out of game states. Frequent abusers will have their experience reduced for the event and will take sportsmanship warnings. That said, players may use the bathroom out of play, as attacking folks in such a circumstance just isn't very nice. What items must be represented by a prop (phys-rep)? Alchemical items aside from liquids and tablets, Lumencrafted items, Weapons, Armor, Traps, Healers Kits, Tinkers Tools, and miscellaneous tagged items such as jewelry, tools, and other crafted items must be represented by props. There are a few tagged items that do not require props, however. For instance, tagged commodities such as lumber, iron, and gold are assumed to represent large quantities of these things. They do not need physical representation because they are assumed to be off screen, but those who want to bring props to represent them can do so, as long as they are reasonable and safe. As with anything that might be questionable, running it by the staff will save you a lot of headache. I sent in my background when do I get the 5 character points? You get these points at the end of your next event, added to whatever character points you would ordinarily get for that event. I sent in my background but havent heard back. Is this normal? Yes. We generally only contact players if their backgrounds need something changed or clarified. If you wish to know more about the status of your background, feel free to

241 email Chas at chas_st@yahoo.com and he will let you know where your background stands. Every player can buy 5 character points for their character with 15 Brownie Points. When can I do this? You can do this at any time. You can do it during character creation or wait to do it later. You could, if you wanted to, spend for it a year from now. You can even spend for it incrementally if you wish. I submitted a character but didnt receive my characters setting packet. How do I get it? Email chas_st@yahoo.com and Charlie will send it promptly. I sent in my feedback but havent heard back. Is this normal? We get a lot of feedback and we do not usually respond to them individually. The only exception is when people ask us direct questions, though we prefer that players use this resource for actual feedback and instead direct questions to the forums or email. Can I sell things at the game (for real money)? Yes, with some stipulations. The staff must be informed prior to any event at which you wish to sell. The materials you are selling must be in some way related to the game (costume, weapons, props, etc). Selling or displaying wares is prohibited while the game is actually going on, so it is restricted to the time before and after the game itself. Obviously, characters are free to sell whatever in-game items they have during the eventfor in-game moneyespecially considering how important mercantile matters are in game. I have a costume/prop/character concept in mind but it isnt historically accurate. Is it still allowed in game? Forest of Doors is not- historical reenactment. We have fairies and goblins and magic and whatnot. While we sprinkle historical details in game for flavor, this is not a game about historical accuracy. Players should not feel compelled to adhere to any semblance of accuracy to anything except the settings as written. The Desert of Brass is not actually supposed to be medieval Arabia nor is the Empire of Perfect Unity actually Confucian China. Obviously, a pocket watch isnt appropriate for characters from the Realm of Castles, but, by the same token, players of characters from the Realm of Castle are free to design their own heraldic coats of arms without the constraints of actual historical heraldry. Characters from the Rock of Storms can use full plate armor even if the Vikings (who were an inspiration for the Rock of Storms) did not in fact use it. We do ask that players still remain however within the bounds of the setting and of course not to deliberately flaunt our rejection of historicism. If it is lame, we reserve the right to reject it. How does my character come into game? Usually, characters enter the game at the moment they come through a gate in whatever state they entered the Forest of Doors according to their back story. Events

242 held at places other than state parks (like Dragon Con, etc.) might require a different way to introduce your character if it is your first event. If you have a specific way you would like your character to be introduced, you can contact a director to arrange something appropriate. I have submitted a character and created a forum account but I dont have access to the world-specific forums. How do I get access to the forum for my characters home world? In the Forest of Doors section of our forums there is a sticky thread entitled RealmOnly Forums. Make a quick post there requesting access and it will be granted. These forums, however, are only accessible to those who have actually been to an event, which simulates a characters access to the people of the Forest of Doors. What starting equipment will my character have? Every character begins with 20 Twists worth of items, which are sold at the cost to create the item. These funds can be taken as weapons, armor, gems, alchemical items, or any tagged item whose cost is listed on the site. You can find a list of items your character could purchase under the Craft and Tinkering Production rules. Any money left over is given to players as a tag representing currency from their home world. This money can be exchanged in game for Twists (the proper currency of the Forest of Doors). I wish to respend my character points. How do I do this? Firstly, you have to be able to do so according to the rules. Players are free to completely change their character (to the point of coming from a different world with entirely different back story) after their first event. Players are also able to respend character points on skills whose rules are drastically changed. Players can also redo a spell choice if that spells system is changed dramatically. To respend any part of your character, simply fill out the Character Submission form under the Players section of the website. Players will be explicitly informed if either of the previous cases apply to them. Note what you wish to have changed and that you are using your ability to respend. The changes should be reflected on your character sheet during the next game. When is the next event? Our website has a section called Events which details the events we currently have scheduled. Do you allow latex weapons? We do not give blanket acceptance to any class of weapons or any manufacturer, and we inspect every weapon every game. Latex weapons are often problematic for a number of reasons, though, and are most often rejected for not having a two inch thrusting tip, for being too hard, or for allowing the core to become exposed easily when striking an opponent. To be completely clear, we reserve the right to reject those we deem unsafe or aesthetically unfit. Weapons that hurt when hitting someone will fail, regardless of construction method. Our website details how to cheaply construct boffer-safe weapons.

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Forest of Doors is a lightest touch system. How do I make players in heavy armor feel my blows? The lightest touch moniker for Forest of Doors refers to the lightest touch your target can actually feel. You are allowed to hit players in thick armor harder in order to allow them to feel the hit, and adjudicating the force necessary for an opponent to feel a hit is a real skill that players will quickly develop. Some opponents, such as those with exposed skin, should be hit very lightly. However, players in heavy or solid armor need a larger amount of force to feel the blow. Feel free to apply more force if you feel you can safely and painlessly hit such players. If the player says you are hitting too hard, immediately scale back the force of your blows. As always, be conscious of the person at the other end of your weapon; if they say you are hitting too hard, you probably are. How do I submit my downtimes? There is a Post-Event form on our website used for all feedback, downtime actions, and character point expenditures. Remember that when filling out your downtimes you can double (or triple) up on one action for greater effect, or you can make three completely separate actions. Certain things are the province of specific skills, however. Learning something requires Scholarship, making friends or asking around town for information requires Diplomacy, and exploring the Forest of Doors requires Survival. The more specific your downtime, the more likely you are to achieve your goal. When is final date that downtimes are accepted after an event? We only accept downtime actions submitted two weeks after the event, and only if your character was actually present at the game or purchased a set of downtime actions with Brownie Points. Often, we schedule events one month after each other and we need time to adjudicate and write up downtime responses. My character has a weapon skill. Does it apply to all weapons of that type? Yes. The Sword Skill allows characters to use its abilities with any sword just as the Close Weapons skill allows you to use your combat abilities with all close weapons. Note that heavy weapons and shields still require the Strong trait, even if you have the appropriate skill for such. What happens if I am not Strong and I carry a heavy weapon or large shield? When a character that is not Strong holds a heavy weapon or wields a large shield, the weapon or shield is treated as the characters arm for the purposes of wounds. Any attack that hits the weapon or shield counts as if it struck the characters arm, and it will immediately disarm them. Furthermore, characters without Strong obviously cannot make attacks or use combat abilities with such weapons and shields. Do I still spend Prowess on combat abilities (such as a Power Strike) that do not successfully hit? Yes. If you call the tagline, you spend the Prowess for it whether successful or not. This also extends to Feats as well. In Forest of Doors, if a resource is spent to do something it stays spent whether it was successful or not.

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Do I always have to call my defenses against every attack? Yes. In Forest of Doors, all defenses must be willingly called within 3 seconds of an attack. For instance, if you are hit with Poison and fail to call a defense within 3 seconds, your character is Poisoned, even if you have a Poison Resist. If you take damage on your Resilience you should still acknowledge the hit in some fashion such as saying got it. Alternatelyand this is really preferredyou can roleplay the hit as long as it clear to your opponent that you are taking it. You could pretend to be knocked back slightly or cry out in pain as your opponent harms you. Are characters who are Critical also unconscious? Yes. A character who is Critical is always unconscious, barring certain abilities. Once a character is stable (no longer Critical) they are conscious. What is Gatespeak and how does it work? All characters, upon entering the Forest of Doors, find their speech transformed into Gatespeak. It is difficult to speak (but not write) in foreign languages in the Forest of Doors as the curious nature of the place asserts itself. Furthermore, all characters in the Forest of Doors are literate in Gatespeak and can read it as well as write it; all text props are assumed to be in Gatespeak unless they are noted otherwise. What are Brownie Points and what are they good for? Brownie Points are our way of encouraging a sense of community in the game. People who help the game get benefits for doing so. The amount of Brownie given is dictated by the amount of help we receive. Often, we will ask players for specific things (monstering, tags, props, logistics, etc) and award Brownie for it. Brownie Points can be spent on extra character points, discounts on events, and extra downtime actions. Please see the OOC Policies section under the Rules section of the website. I dont have the armor phys-rep I plan on using, but I dont want to have to hunt down better armor in game. Can I begin the game with an item tag for higher level armor than I am currently wearing? You may not begin the game with a higher point tag, but if you upgrade your armor out of game (and we approve its new rating), you can exchange your old tag for a new one during check in, paying the cost difference in Twists. We understand the difficulty in crafting armor phys-reps, so we allow this exception to the buy all items at character creation or in game rule. Resilience is a characters Armor, Protection, and Vitality added together. Which are lost first when a character is damaged? Resilience is lost in alphabetical order: Armor, Protection, and then Vitality. This is only important when figuring when/if armor needs to be maintained, protections need to be reset, or you need to rest. There are no powers that bypass a specific kind of resilience that do not bypass them all, so you will not have to calculate these on the spot.

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Is a characters Resilience based on location? No. Resilience protects a characters entire body at all times. Resilience is meant to be an abstract concept that represents how hard it is to wound a character, not how protected a character is in any specific location. Note that Resilience is not the same thing as wounds. A character can be wounded and yet still have Resilience, in certain circumstances. Restoring any component of Resilience (Armor, Protection, or Vitality) does not heal wounds. What is the significance of red weapons? In game, red weapons are treated as natural weaponry such as claws or fangs. They cannot be disarmed by any means, cannot be broken, and do not take damage from hits. Do the Advanced Weapon Styles require that you use the weapon configuration for that style? Absolutely yes. Advanced Styles require that the character use only the weapon (or weapon and shield) configuration listed. This means that Scholars Sword style is not compatible with a shield. Likewise, Noble Paladin only works with a War Mace and a Small Shield; A hammer or sword is insufficient, and if the Paladin has their shield broken or lost somehow, they lose access to their Advanced Style powers, as an example. Advanced Styles are very strict in their requirements. How do I make spell packets? Place some bird seed in the middle of 4-5 inch square of cloth. The color of the cloth relates to the type of magic the packet will be used for (see the section on Magic for more details on colors, near the end of part 1). Draw up the corners so that all the bird seed is contained in the packet with none leaking out, and fasten the corners closed with a rubber band. Make sure the packet isnt so hard that it will hurt when thrown; the birdseed should still be somewhat mobile within the cloth. If I take a wound to the arm in excess of my Resilience, do I take a torso wound? No. No matter how much damage is done to an unwounded limb, it never bleeds over to the Torso from a single hit. However, if you are hit again in a limb that is already wounded, you then take a torso wound. Do combat taglines need to be called before the player attacks a target? Yes. If you make contact before the tagline is completed, it does not count and you still spend the Prowess or Feat. Do sources of enhanced healing stack? Yes, as long as they are from different sources. This means that only one instance of Aid can help a person at a time and only one instance of a specific spell or item effect can help a character at a time. More powerful effects do replace effects of the same source, however (usually this only relates to the Healing skill). For instance, a character under the effect of Basic Aid and Blissful Fairy Wine heals in 30 minutes. If another character

246 with Improved Aid later heals the target, the injured character would heal in 15 minutes. The normal progression of healing levels is 1 hour, 30 minutes, 15 minutes, and 5 minutes. Can I perform more than one Ritual at a time? No. Rituals can be performed back to back or in ways that easily flow into one another, but they cannot be performed concurrently. Ive spent a Charge I obtained from a Ritual. How do I get that Charge back? First, you must have no Charges of that School of Magic at all, either by spending them or simply Revoking them (taking 3 seconds of concentration to divest yourself of the charge(s)). Then, you must successfully perform one of your Rituals. This Ritual becomes Active and cannot be used again until you are carrying no Charges from that School of Magic. How long do spells last? Spells last as long as their description indicates. If the spell does not indicate a duration, then the spell lasts for the entire event. Readied Spells can be maintained indefinitely as long as the caster maintains the requirements for the spell and is not rendered unconscious (either through in game effects or actually sleeping). Characters with Readied Spells active cannot perform Rituals or cast other spells, in general. How do I get items off of monsters? You should closely approach the downed monster and say Searching. The monsters player will likely give you any items the monster had. If your character has the Harvest Game ability from the Survival Skill, you can also call Harvest Game to see if there are any valuable parts of the creature that can be salvaged. Note that we do not send out very much lewt with monsters, or even most NPCs, so dont expect the spoils of combat to be a driving economic force. Does restoring a targets Vitality heal their wounds? No. Wounds can only be healed by effects that explicitly heal wounds. A target whose Vitality is gone can still have their Vitality restored, but all wounds will remain until the character is healed in some fashion. Do I really have to perform a ritual or can I just spend the appropriate amount of time for the ritual and gain a Charge? Rituals are an important part of the game and gaining Charges from Rituals without actually doing them is considered cheating. If you dont wish to actually do your Rituals, chances are you dont really want to play a magic user in Forest of Doors. If you dont want to play a magic user in Forest of Doors, there are plenty of other character options that dont involve performing Rituals.

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Part 2: Boffer Weapon Construction Guide


Basic Sword Construction Step 1: Finding Materials First, you should find a hardware store that sells plumbing and electrical supplies. We suggest ACE Hardware; while their selection tends to not be quite as expansive as some Do-It-Yourself superstores, they tend to carry the specialty stuff that we are looking for. In their plumbing section you should be able to find the primary materials for making boffer weapons: PVC pipe and (hopefully) Pipe foam. PVC Pipe: 1/2", schedule 40, 600PSI, PVC is good for any weapon up to 46" in total length, but may be too heavy for small weapons. Thin-walled pvc is also acceptable for anything up to this size, but you should up the diameter to 3/4" if you go over 33" in total length. For really long weapons (52"+), use 3/4" sched. 40 pipe, with dowel inserts in the haft to prevent "whippiness." 5/8 Foam Insulation: You can probably find foam insulation in the same general place, but make sure that the insulation is at least 5/8" thick (usually the tan stuff in 6' lengths; they tend to keep this in tall boxes) and fits the appropriate size tubing. 1/2" thick pipe insulation is, unfortunately, far more common, but it is unacceptable for our boffer weapons and those of most other games, as well. Tools: You may also want to pick up some tools for cutting the pipe, such as PVC cutters; trust us, they will make your life easier. Also, if you dont already have a sharp utility knife, now would be the time to get one. Though not necessarily a tool, a nice, large cutting surface is very handy; tearing tape is usually not a good idea, and you need a clean, flat surface to cut it, oftentimes. Tape: Next you will need duct tape, and lots of it. Black electrical tape is good for grips, though some people prefer to use leather or paracord. You will also want to get a kind of tape called strapping tape, which is good for attaching axe and mace heads, and also for reinforcing parts which receive a lot of wear (e.g. the tip). Other Foam: One other material which you will want to findthough not sold at hardware storesis open cell foam. Craft stores often carry pillow foam (usually white or green), which is just right for our purposes. Make sure that you have an especially sharp knife when working with the stuff.

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Step 2: Putting it Together Now that we have all of our materials, we are ready to begin. For this guide, we will be making a simple sword. First, determine the desired length of your weapon, and measure a section of PVC pipe that is three inches shorter than that; cut the section off. Sand the ends of the pipe and place a couple of strips of duct tape over each end of the pipe. This will let you put the foam over the pipe without risk of the end catching on it and ripping the foam. This will also reduce general wear. Measure and cut a section of the pipe foam for the main shaft of the weapon. See our weapon construction guidelines for appropriate measurements, here (Ch. 6). Also cut a small section of the foam (2 or so) for the pommel. Make sure that there is enough unpadded area for the hilt. Slide the pipe foam over both ends of the pipe, leaving a half inch of space on both ends. Fill that gap with small pieces of open or closed cell foam, using strapping tape to keep them in place. Place the duct tape (of your chosen color) on the padding in lengthwise strips. Spiral wrapping is unacceptable because it compresses the foam and uses too much tape, making a heavier weapon. Leave enough tape hanging on the hiltward end to securely attach the foam to the pvc. Some reinforcement may be necessary here. Do the same with the pommel; as weapons are often stored pommel-first, be sure to reinforce with more tape. Cut out a 2" inch thick piece of open cell foam and attach it to the top of the weapon as a "thrusting tip. Even if your weapon is not a thrusting weapon, you must still place this at the top of the weapon for safety. Cover the thrusting point with a layer or two of tape (be careful not to compress the foam too much as you do this) and poke several holes in it. This will allow the foam to bounce back into shape during use. Wrap the hilt section in electrical tape, athletic tape, leather, nylon cord, etc. Duct tape can be used for grip tape if that is all you have, but it does not work too well in that regard. At this point, you have a basic sword!

249 Step 3: Adding Other Bits Adding an axe or mace head is a slightly more complex process, which requires carving open cell foam and attaching it to the shaft. Draw what you want on a piece of paper first. It is easier to correct mistakes or change your mind on paper than it is when actually cutting the foam. When you are happy with what you have, cut it out and attach it to the open cell foam with tape or straight pins. Using a sharp knife, carefully and patiently cut out along the pattern you have created. Do not try to force the knife through the foam; a patient sawing motion which lets the edge do its job will work much better. Be prepared to sharpen/replace your knife if it starts tearing the foam instead of cutting. Attach the head to the shaft with strapping tape. Cut a shallow furrow along the edge where the head meets the shaft to get the head to sit firmly. Put duct tape on the head in parallel strips that overlap slightly. As with the thrusting tip, you will need to poke many air holes in the head. After placing a little more tape on it to to hide the strapping tape, you are done!

Boffer Arrow Construction Materials: Aluminum or graphite arrow shafts, WITHOUT tips of any kind Closed cell pipe foam, 5/8 thick by 3 length Open cell tip foam, 2 x 2 minimum Duct tape (of course) A handful of nickels or pennies Note: Arrows are potentially the most dangerous aspect of boffer combat, and their construction and safe use will be closely monitored. Remember that each and every arrow you bring to the game must be checked in, just like other weapons. Directions Glue a coin onto the shaft of the arrow directly. Layers of hot glue work fairly well for this, but you may have to experiment to figure out something that will hold the coin on firmly. Get a 3 inch (no smaller) cylinder of the closed cell foam and cut a vertical slit out of it, such that it can be wrapped around the end of the arrow, and the coin, securely. Leave at least 1 inch of overhanging foam. Fill this cavity with closed cell foam. Wrap a long strip of duct tape at the base of the closed cell foam (towards the fletching), so that it forms an anchor point which will prevent the foam from sliding back on impact.

250 Make sure that this anchor is nice and squarely wrapped, and that the foam cannot ride up on it. Secure the foam with duct tape. Vertical strips will probably work best, but you might have to use horizontal strips to make things nice and snug. Do not use so much tape, however, that the closed cell foam becomes hard. Make sure to cover the opening with tape. On to the striking tip: secure the 2x2 block/cylinder of foam to the pipe foam with strips of duct tape, making sure not to compress it. This step is nearly identical to attaching a thrusting tip, as in the above guide. Again, avoid using so much tape that the arrow tip becomes hard. Poke several air holes in the tip; this will allow it to spring back easily after impact. And you are done! As a final note, you will definitely want to test fire the arrow several times to see if its balance is right, and if it is constructed durably enough.

Part 3: LARP Essentials


These are the items that are always good to bring with you to a LARP; some of them are rather obvious, while others might seem a little less intuitive until you run into a situation where they are indispensable. For All Events: Boffer weapons (including scabbards and quivers to carry them), Bug repellant, Cash (for food), Costume, Drinks (such as bottled water or juice), First aid kit (including any personal medication), Headband (white for out of play, orange for non-combatants), In Play Tools (healing kit for the healing skill, picks and probes for tinkering, instrument for performance), Makeup (if required for character), Non-costume clothing (for before and after game), Paper and Pen/Pencil, Props (for decoration, in-game interaction, rituals, or magic requirements), Physical Representations (such as glow sticks), Rulebook, Snacks (such as trail mix, granola bars, or other prepackaged snacks), Shoes (comfortable, durable shoes are best), Spell packets (for magic users), Sunscreen, Watch, Weapon repair materials (such as tape, foam, etc) For Two and Three Day Events: Bathrobe, Blankets, Decorative props (such as candles, standards, or art), Extra costumes, Extra socks, Extra underwear, Fan (for hot weather), Flashlight, Pillows, Sandals/Flip flops (for showers), Tent (for camp-over events only), Toilet Paper, Toiletries, and your Towel; always remember to bring a Towel.

251 Part 4: Contact Information Georgia State Parks:

http://www.gastateparks.org
Forest of Doors Staff: Charlie Kelley, e-mail: chas_st@yahoo.com; AIM: chasputina Mike Boaz, e-mail: code.archeologist@gmail.com; AIM: biffburtclimber Adrian McLeer, e-mail: freemeson@yahoo.com; AIM: Alolichus Feel free to contact us with questions and inquiries. Also, please visit our website at:

http://www.forestofdoors.com
Our forums are quite active, and they are the principle means we use to communicate with our players. There you will find a wealth of information, including up-to-date rules and event changes, announcements, etc. Come out and join us!

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