LARP Rulebook

LARP Rulebook Anonymous (not verified) Thu, 12-12-2013 15:33

Introduction

Introduction

Welcome to the Heimr LARP rulebook. This booklet contains all the rules as used in the Heimr Larps. It consists of the core rules (that everybody should know by heart), the character creation rules and the various character domains that include all the skills, conditions and items your character can gain.

Only the core rules should be read by everybody and are therefore made as small as possible.

About this document

This document is written for people familiar with the basic concepts of Role Playing and Live Action Role Playing. You can read more about this on our website www.heimr.nl. No previous knowledge about Heimr is required to read this document.

The latest version of this document as well as other documents about the heimr ruleset can be found at www.heimr.nl/game_rules/.

Anonymous (not verified) Thu, 12-12-2013 15:36

Core Rules

Core Rules Anonymous (not verified) Tue, 20-12-2011 11:53

Introduction

Introduction

In the Heimr LARP Core you will find rules which are common to all characters in a Heimr LARP. Players should know all of the rules in this chapter before attending a Heimr LARP based on this rule set. Any character specific abilities are documented in the rest of the document. These do not require memorising.

The Heimr LARP is designed to create a highly immersive game environment, in which players can bring their characters to life. Because players are required to know all the core rules, this chapter has been designed to be as short as possible, given the complexity of the LARP for which it is written.

Anonymous (not verified) Thu, 12-12-2013 15:41

Safety

Safety

Safety is one of the most important things to consider for live roleplaying events. Since there are a multitude of dangers involved, there are several rules covering safety during an event.

Always remember that any participant is more important then the game itself, to always listen to the organizers and to stop the game if any participant indicates they want the game to stop and to only continue playing if everybody is okay with that.

Read the details on safety and consent before coming to our events.

Anonymous (not verified) Wed, 21-12-2011 19:07

Game Progression

Game Progression

LARP games should progress smoothly, without big interruptions. This chapter explains the mechanisms used in Heimr to prevent the game from stalling.

Game Masters

Game Masters are the directors of the game. They make sure the story progresses as it should and direct the NPCs to that end. Game masters are also there to help you if you are unsure about the rules and to referee when players have a conflict. You should follow the instructions the Game Master gives.

If you do not agree with a ruling you may make one, and only one, appeal to the Game master. If he or she is not convinced by your argument, the ruling is final and the game continues. You may discuss the issue after the game.

Time Calls

There are four time calls. These calls can only be made by a Game master:

  • Time Freeze: The game stops and every player must close his or her eyes while humming to drown out any noise
  • Time Stop: The game stops. The calling Game Master usually has some instructions for you after this.
  • Time In: The game restarts
  • Time Out: The game stops completely

Raised Hand

A raised hand indicates that this person is out of character and should be ignored. You may only do this with permission of a game master.

Anonymous (not verified) Wed, 21-12-2011 19:07

Characters

Characters

There are four things that make up a character: Hit points, Willpower, Skills and Conditions. These thing will be explained in this chapter. Which and how many a character has depends on things such as race and equipment. Instructions on how to create a character can be found in the Character Guide at www.heimr.nl/game_rules/.

Hit Points

Hit points (HP) represent the likelihood of a character surviving an attack. They are not "health points" and do not represent the physical health of your character. Things that increase your chance of survival, such as armour or a strong body, can increase your hit points. When a character is hit by an attack, they (usually) lose 1 HP. If a character reaches 0 or fewer hit points, only then he or she becomes truly injured. As long as you have more than 0 HP you are not injured (Although you might have sore spots, scraps, small cuts, old wounds, etc) Uninjured characters can restore hit points by taking a "short rest". For more information about HP, short rest and dying see the "health" section.

Willpower

Willpower (WP) is a character's way of pushing through tough situations or achieving extraordinary things. It represents your mental, emotional and physical stamina all in one. When your character is losing WP he or she is probably going through something emotional. When your character is spending WP on skills he or she is doing the best they can.

Characters with high WP are usually motivated and in high spirits, whereas characters with low WP might be more inclined to give up and surrender to the situation. Once per day you can regain 1 WP by doing something you enjoy (see your racial condition). Other characters might have skills that will help you feel better and regain WP. Or you can buy items for this purpose.

You are free to roleplay your WP (or lack thereof) as you see fit and realistic.

Divine charge

Every character gains 2 divine charge (DC) at dawn up to a maximum of 2. This represents the energy your soul generates that religious leaders can use during ceremonies. Such religious leaders usually ask you to join in such ceremonies every day. You will receive cards provided by the event organization to represent these DC.

Skills

Skills let you fight better, help others, create items, etc. Players must carry skill cards for every skill they have. These are provided by the event organization. Do not use the skill if you do not have the card. A description of the skill is provided on the skill card. You can only use one skill at a time. Using a skill may cost one or more WP. A skill can override rules in this rule-book for individual characters.

Conditions

A condition is a character's state of being. This may be physical, mental or social state. The event organization will provide cards for all conditions. Players must carry all condition cards of their character. Conditions include such things as race, social disorders, disfigurement and contacts. A condition can override rules in this rule-book for individual characters.

Counters on cards

For some skill, condition and item cards you have to keep a counter. This is simply a number that it put on the corresponding card with pen or pencil. If the card becomes unreadable ask for a replacement from a GM.

Anonymous (not verified) Wed, 21-12-2011 19:08

Combat

Combat
Effect Default Description
Hit 1 You lose 1 hit point (HP).
Break 1 This effect can be called on items. If the break effect is strong enough the item is destroyed. (See Toughness)
Fall 2 You fall to the ground. After two seconds you can stand up again.
Drop 2 You let go of the item in the hand, it drops to the ground, after two seconds you can pick it up again.
Stumble 2 You stumble about two meters away from the opponent for two seconds while you regain balance. This is the default effect of getting hit by a throwing weapon. No call will be made.
Daze 2 You are disorientated for two seconds. You cannot attack, defend, use a skill or run.
Charm 2 For two seconds you cannot attack or otherwise bodily harm the source of the effect.
Fear 2 You cannot willingly move closer to the source of the effect for two seconds.
Bind 2 You cannot move or be moved from your current position for two seconds.
Weaken 2 Your character feels ill for two seconds. During combat, skills cost one willpower (WP) in addition to the normal cost of the skill.
Resist all The effect and/or HP loss of an attack was negated/blocked/resisted or reduced by the number called.
=Effects and Description

Effects

Effects are ways in which a character is influenced by the game. Effects can be called by characters or by a Game master. Effects have a default number. If a number is called with the effect, use this number instead of the default. With Hit the number indicates how much hp you lose and with Break the number indicates how strong the break effect was. These have a default of 1. With all other effects the number following the effect is the number of seconds it lasts (default 2).

For example Stumble 4 is a stumble effect that lasts 4 seconds and hit 2 is a hit effect that causes you to lose 2 HP.

An effect always works when it is called. Players are thus not allowed to call an effect when they are not sure all the requirements needed to call it are met.

Weapons

In Heimr LARP any character can wield any weapon, as long as he has an item card and physrep for it. When you are hit by a weapon you lose 1 HP unless an effect is called while you are hit with the weapon. So the effect replaces this 1 HP damage if an effect is called.

Movement and Restraint

Some characters can not move, or do not want to be moved. Do not go tugging or pushing people. To keep it friendly the following rules apply:

  • One character can move a willing character with a leg injury
  • Two characters can move an character unable to stand and resist
  • Three characters can move an unwilling bound character
  • Four characters can move an unwilling character
Anonymous (not verified) Wed, 21-12-2011 19:08

Health

Health

A character's health is of critical importance. This chapter explains what you can do to stay healthy, and what will happen if you do not. Skills for healing can be found in the various domains.

Short Rests

By taking a short rest, characters who have more than 0 HP can restore all their HP. Characters who are injured (0 or less HP) can not take a short rest. The short rest must be uninterrupted for at least five minutes. During this time a character may not use skills, engage in combat, do physically straining activities such as running, get upset or angry. Any player that is not very active will find themselves meeting the conditions of being at rest most of the time.

Injury effects

When a character is hit with an attack that causes the HP to become 0 or lower the character becomes injured. When a character becomes injured they receive an effect based on what body part got hit by the attack. The effect lasts as long as the character is injured. Characters can have additional effects from injuries, if they are hit on multiple body parts while injured. The effects are as followed:

Location Effect
Either arm Drop item
Leg(s) Fall
Torso Daze

Injuries

There are three levels of injury, depending on how low your HP is. The three levels are:

HP Resulting injury
Bloodied 0 This injury requires treatment but is not life threatening.
Mangled -1 The character is bleeding to death. After 5 minutes you lose another HP.
Mutilated -2 The character falls unconscious instantly and dies after 5 minutes.

Unconsciousness

When a character becomes unconscious for a longer time (because he is in trance, coma or is sleeping), the player might at some point want to leave. You can leave your unconscious character behind. To do so, leave an article of clothing, of roughly the length of your body, in the place where your character lays. Leave behind all your item cards, money and your racial condition. Items can be stolen by taking the item cards. You can kill an unconscious character that has no player present, by ripping their racial condition.

Dying

If your character dies you should remain lying on the spot for as long as necessary for people to finish interacting with your remains. Always leave behind all your item cards and money. After this you should go see a game master to create a new character or help the team by becoming an DC (directed character).

Anonymous (not verified) Wed, 21-12-2011 19:08

Items

Items

Items are things of value which characters own in the game. They range from weapons to magical devices and everything in between. Most items are represented by a physical representation and an item card.

Item Card

Item cards describe the in-game properties of an item. On an item card you can find the item's name, its price and other details like the effect given to the wielder. The item card must be carried by the player that is in possession of the item. Any object that does not have an item card does not have any special in-game properties and can be used for decoration only, apart from weapon physreps which are not allowed in the game area without an item card.

Item cards can have "markers" on them. These are small stickers attached to the item card to indicate certain special things happened to an item. For example, a broken sword has a "broken" marker attached to the item card to indicate its broken state.

Market Price

Each item card has a market price. The market price is the price of the item when buying it during downtime. For details about buying and selling items, see the Downtime Periods rules. Some items will have a market price of "Var", these have special rules governing their market price that will be described in the item's description.

Large Items

Large items are those that are too heavy or unwieldy to easily carry around. These items will be marked with "Large" on the item card.

Toughness

Many items have a toughness value on their item card. This number indicates how difficult it is to break that item in such a way that it becomes useless. If an item has a toughness of 0, any character can destroy it simply by smashing it. Any item with a toughness of 1 or higher can only be destroyed by the break effect. If the break is equal to or stronger than the item's toughness, it is destroyed. For example a sword with toughness 2 can only be broken with a break 2 or higher effect.

When an item is destroyed you must mark its item card with a "broken" marker and can no longer use the item until it is repaired.

Consumables

Certain items will be marked as "consumable" on their item cards. These items are considered consumables and will generally provide a single benefit after which they are consumed. Consumed items cannot be used again, you should mark the item card with a "consumed" marker. You can then give the item card back to a GM.

Physical Representation

A physical representation or "physrep" for short, is an object that looks like the item it represents in the game. Every item, unless otherwise noted in the item's description, requires a physrep. For most items, you are free to choose a physrep that resembles the item as closely as possible, although the item's description may contain a suggestion. However, some items will be marked as having special physrep requirements. These requirements will be specified in the item's extended description in the rule book. Note that you cannot use the same physrep for multiple items.

You are allowed to carry one item for which you have no physrep. This is a concealed item. If a player searches you for concealed items you must show the item card from the concealed item. A Large item may not be concealed, this will be marked on the item card.

One large item can be carried in your hands without a physrep. You should indicate you are carrying an item by holding your hands out in front of you, with the card resting on your palms. You should take this item to a concealed location as soon as possible and leave it there until you acquire a suitable physrep.

Trading and Stealing Items

Stealing, looting or exchanging items should be done by exchanging the item card. Do not take another player's physreps without their permission. If you steal an item you must take the item card and attach it to your own physrep. Because most items can be concealed (no physrep), you can steal something without having the physrep with you.

If a physrep is on the player's body you must remove the physrep before you can take the item card. For example if you want to steal someone's chain mail you should actually get him out of it, before you can take the item card. Difficult to remove items (like a chain mail) can only be removed from unconscious or willing characters. The unconscious character's player must help removing the item. Alternatively, spend a few minutes tugging and moving things on an unconscious character to indicate you are removing the item, without actually removing the physrep.

Carrying Capacity

Generally, you are allowed to carry as many items as you can carry physreps for. For large items, consider that while your physrep may not be very heavy, the item it represents something heavy or unwieldy, so try to limit how many large items you carry. As a rule of thumb, carry one extra large item in addition to those you actively use.

When travelling to or from an event, you can carry up to 50 items. Any item marked as "Large" takes the place of 8 items.

Anonymous (not verified) Wed, 21-12-2011 19:08

Change log

Change log

July 2017

  • Reworded Items page
  • Introduced "Consumable" concept for items.
  • Made "Large" item explanation more explicit.
  • Changed Physrep rules to no longer require explicit descriptions in the item card.
  • Added some explanation of "normal" carrying capacity.

September 2015

  • Weakened now only hampers skill use during combat

May 2015

  • Added the ***Charm ***and ***Fear ***effects.
  • ***Bind ***has been simplified to only 1 effect.
  • Removed the ***Drain ***effect.
  • Throwing weapons removed from the core rules (now a rule on the actual item).
  • All effects override the 1 damage rule from weapons now (not just the hit effect).
  • Concentration rules have been removed (now described by primordial magic itself).

November 2013

  • Changed everything into the "1 HP loss per attack" system. (LARGE CHANGE!)
  • You now have a maximum amount of items that you can carry with you at the start and end of an event.
  • Amplified the effect terms. (e.g. Break, instead of Break.)
  • Changed the wording of HP and Willpower somewhat.
  • Removed the rule that stated you need to have item cards attached to your phys-reps.
  • Removed that "flaps" counter system for now.
  • Conditions also represent special social states (next to special mental and physical states)
  • Removed the miss effect and merged it with the Resist effect.
  • Changed the wording of some things (HP, WP, unconscious characters) to better explain what they actually represent in game so players can react to it more in character.
  • Added the fact that you leave items and money with your dead character.
  • Removed the "source" prefix for effects.

April 2013

  • Created change log
  • Removed Willpower threshold
  • Added counters
  • Changed what players should do when an item breaks
Anonymous (not verified) Mon, 11-03-2013 21:31

Creating a Character

Creating a Character

To create a new character, you must go through the following steps:

  1. Pick the race of your character
  2. Choose skills and conditions from the domains (20 points)
  3. Buy items for your character (500 copper)

Character races

Every character must start by choosing a race. All racial conditions for Heimr are listed in the Character Card chapter. For some races, more then one racial condition is available. This gives players more diversity in portraying characters of the same race. When you've chosen a racial condition, move on to selecting domains.

Domains

A domain is a collection of skills, items, conditions and down time options. Every domain has its own theme and challenges players in a different way. You can choose skills from as many domains as you like. We recommend using 1 to 3 domains for a character. To get an idea of what the domains are about, read their introduction. Some domains may suite you better then others. Currently, the following domains are available:

Skills and Conditions

From the domains you've selected you can start picking skills and conditions. Most characters start with 20 points which they can spend on skills and conditions. You can convert up to 5 of these points to extra money for your character. For every point you get 100 copper.

Some skills and conditions are divided into multiple levels. The higher the level the more powerful and expensive the skill. You can not choose skills or conditions more then once. This includes skills and conditions of different levels.

Items and Money

Characters have 500 copper to buy items for their new character. You can choose items from any domain, though you probably won't have much use for items from domains you don't have skills or conditions from except for Defence and Armed Combat, since most characters will at least buy some kind of weapon and armour. Unlike many role playing games you do not require skills to use weapons or armour. Every character has basic training in every weapon and armour type.

Every item has a market price. The market price is the price of an item when you buy it from a store during character creation.

You can use any copper you haven't spend as starting capital for your character.

Anonymous (not verified) Mon, 13-08-2012 14:39

Races

Races

There are the fifteen races of Heimr. All of these can be picked freely during character creation. Your races determines your maximum HP, WP and gives you the ability to regain WP trough an indulgence. Apart from these things all races also come with extra abilities detailed on the race cards below. If you want to know more about these races you can read up about them on the online lore wiki on the Heimr website.

Asgardians

Race Elf
HP 1
WP 7
Downtime Rule In character creation, spend 14 extra points on dormant skills.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Fae
HP 1
WP 6
Unique Rule Spend 2 WP to enter a hyperfocus: While uninjured, for the next 15 minutes you must stay focused on 1 activity. During this time gain 4 temporary WP
Downtime Rule You have the Spark condition
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP

Midgardians

Race Human
HP 1
WP 8
Downtime Rule Retraining dormant skills costs 5 per point
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Gnome
HP 1
WP 7
Downtime Rule Once per month you can reduce the cost of training a skill with 7
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Halfling
HP 1
WP 7
Downtime Rule You have an additional 6 each month.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Slemmering
HP 1
WP 6
Downtime Rule You have an additional 5 each month.
Unique Rule Extra indulgence: Three times per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP

Utgardians

Race Ogre
HP 2
WP 6
Downtime Rule Your recovering wounds heal faster. Divide their cost by 2
Unique Rule When you become Infected you can spend 1 WP, if you do you lose that infection.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Orc
HP 1
WP 7
Unique Rule Once per day you can perform an armed combat skill or defensive skill without paying its willpower cost.
Unique Rule While you are uninjured you can spend 2 WP, if you do you regain 2 HP.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Troll
HP 1
WP 8
Unique Rule If you sleep 6 uninterrupted hours in a day you regain 1 WP
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Tellurian
HP 2
WP 6
Unique Rule If you have 2 or more Tellurian companions nearby (same event) you have 7WP.
Downtime Rule You gain the Sturdy Stance 1 skill and it costs 2 less to maintain
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP

Other Races

Race Nymph
HP 1
WP 7
Unique Rule While your romantic partner is nearby (same event), you have 8 WP. If he or she dies you lose 4 WP.
Unique Rule Spend 10 minutes romancing your partner in private and spend 1 WP, if you do they regain 1WP.
Unique Rule Three times per day, romancing your partner costs no WP.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Shanata
HP 1
WP 7
Downtime Rule In character creation, spend 3 extra points on dormant skills.
Unique Rule Animalistic rage: If you choose to rage you instantly gain +1 HP (can go above your maximum). If you do not attack anyone for 10 seconds you are weakened for the rest of the day and you fall back to your maximum HP if you are above it.
Downtime Rule Lose 4 months downtime (Tree regeneration): Lose all conditions, all skills go dormant. After this, spend 18 points regaining conditions lost this way and retraining dormant skills. You can only do this once.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Merfolk
HP 1
WP 7
Unique Rule You cannot run.
Unique Rule Once per day you can extract poison from your gills to apply to a weapon, spend 2 WP: If you hit with this weapon within the next 15 minutes, call Daze
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Lizardman
HP 1
WP 7
Unique Rule You can consciously stop blood flow to a limb. After 2 minutes the limb dies: You have -1 HP, lose 2 WP and gain an Amputated Arm or Leg condition.
Downtime Rule When you enter downtime with an Amputation you spend 30 to regrow the lost limb. Lose the Amputation condition.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Feyfolk (Explorer)
HP 1
WP 8
Downtime Rule Spend 40 during downtime (Transform): Choose a different 'Feyfolk' Character card. You cannot transform for the next 3 months.
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Race Feyfolk (Destroyer)
HP 2
WP 6
Unique Rule You gain the Breaking Strike 1 skill and it costs 4 less to maintain
Downtime Rule Spend 40 during downtime (Transform): Choose a different 'Feyfolk' Character card. You cannot transform for the next 3 months
Shared Rule Once per day, do something you enjoy for 5 min (Indulgence): Regain 1 WP
Anonymous (not verified) Mon, 18-03-2013 23:37

Defence

Defence

Nobody plans to come into contact with the weapons of the enemy. But every smart person plans for it. - Galfog, gnome mercenary.

The defence domain contains skills items and conditions that defend you from attack from different characters. The most common examples are armours and skills that give you extra HP or that negate effects.

Anonymous (not verified) Tue, 07-01-2014 23:16

Armour

Armour

Most characters faced with combat will wear some sort of armour. Each armour item starts with 3 counters on it. These represent the integrity of the armour. Every time you become injured (0 HP or lower), the armour is damaged and you must remove one counter. When all the counters are removed, the armour is damaged to such an extent that it no longer gives you extra HP. During downtime, you can have your armour repaired by paying the restore price. This restores all its 3 counters. You can only equip one armour item at a time.

Physrep Requirements

Light Armour

A fully covering armour of leather or hides.

Medium Armour

A fully covering armour of boiled leather, ring armour or several layers of leather.

Medium/Heavy Armour

A fully covering armour of boiled leather or ring armour, with a chain mail or scale mail vest or haubergeon that protects the torso.

Heavy Armour

A gambeson with a chain mail or scale mail hauberk protecting the torso, arms and upper legs. With plate greaves protecting the lower legs.

Massive/Heavy Armour

A gambeson with a chain mail or scale mail hauberk protecting the torso, arms and upper legs, with a breast plate on top. With plate greaves protecting the lower legs and a helmet to protect the head.

Massive Armour

A fully covering plate armour, including a helmet, a gorget, pauldrons, couters, vambraces, gauntlets, a cuirass with a fauld, tassets and a culet, a mail skirt, cuisses, poleyns, greaves, and sabatons.

Armour type Market price Restore price HP Bonus Special
Light 200¢ 200¢ 1 None
Medium 500¢ 400¢ 2 None
Medium/Heavy 700¢ 500¢ 2 Ignore 1 stumble per day.
Heavy 1100¢ 600¢ 3 Ignore 1 stumble per day.
Heavy/massive 1600¢ 700¢ 3 Ignore 1 stumble per short rest.
Massive 2100¢ 800¢ 4 Ignore 1 stumble per short rest.
=List of armour types
Item Light Armour
Market price 200¢
Restore price 200¢
Unique Rule When wearing this, you have +1 HP.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Item Medium Armour
Market price 500¢
Restore price 400¢
Unique Rule When wearing this, you have +2 HP.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Item Heavy/Medium Armour
Market price 700¢
Restore price 500¢
Unique Rule When wearing this, you have +2 HP.
Unique Rule Once per day call resist against a stumble effect.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Item Heavy Armour
Market price 1100¢
Restore price 600¢
Unique Rule When wearing this, you have +3 HP.
Unique Rule Once per day call resist against a stumble effect.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Item Massive/Heavy Armour
Market price 1600¢
Restore price 700¢
Unique Rule When wearing this, you have +3 HP.
Unique Rule Once after every short rest you can call resist against a stumble effect.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Item Massive Armour
Market price 2100¢
Restore price 800¢
Unique Rule When wearing this, you have +4 HP.
Unique Rule Once after every short rest you can call resist against a stumble effect.
Unique Rule This armour only fits the original owner. Pay the restore price to refit the item.
Large This item is large.
Shared Rule When you drop to 0 HP or lower, add 1 counter.
Shared Rule When this item has 3 counters it is broken and cannot be worn.
Shared Rule This item has special Physrep requirements.
Anonymous (not verified) Mon, 01-10-2012 22:48

Shield

Shield

Shields come in different sizes and with a different toughness. Lastly, superior shields make it easier to use shield skills.

A higher toughness defends against a break 1 effect the enemy might call. But no shield made by mortal hands can withstand break 2 effects.

Note that unless otherwise mentioned, the arm and hand used to carry a shield cannot be used to wield a weapon.

Physrep Requirements

Shield Physrep
Buckler Maximum diameter 40 cm.
Shield Maximum diameter 90 cm.
Great Shield Maximum diameter 125 cm.
Shield Toughness Market Price Special
Buckler 1 200¢ Can be worn on arm
Reinforced Buckler 2 300¢ Can be worn on arm
Shield 1 400¢ None
Reinforced Shield 2 800¢ None
Superior Shield 2 1600¢ 1 Free skill per day
Great Shield 1 600¢ None
Reinforced Great Shield 2 1200¢ None
Superior Great Shield 2 2400¢ 1 Free skill per day

List of Weapons & Shields

Item Buckler
Market price 200¢
Restore price 120¢
Toughness 1
Unique Rule The hand used to carry a buckler can be used to wield a weapon.
Unique Rule If this shield is broken while strapped to your arm, you take HP damage when the shield is hit.
Shared Rule This item has special physrep requirements.
Item Reinforced Buckler
Market price 300¢
Restore price 210¢
Toughness 2
Unique Rule The hand used to carry a buckler can be used to wield a weapon.
Unique Rule If this shield is broken while strapped to your arm, you take HP damage when the shield is hit.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Shield
Market price 400¢
Restore price 240¢
Toughness 1
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Reinforced Shield
Market price 800¢
Restore price 560¢
Toughness 2
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Shield
Market price 1600¢
Restore price 1120¢
Toughness 2
Unique Rule If you had this shield at the beginning of the day you can perform a bash skill once without paying its willpower cost this day.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Great Shield
Market price 600¢
Restore price 360¢
Toughness 1
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Reinforced Great Shield
Market price 1200¢
Restore price 840¢
Toughness 2
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Great Shield
Market price 2400¢
Restore price 1680¢
Toughness 2
Unique Rule If you had this shield at the beginning of the day you can perform a bash skill once without paying its willpower cost this day.
Large This item is large.
Shared Rule This item has special physrep requirements.
Anonymous (not verified) Sat, 18-01-2014 22:40

Shield Skills

Shield Skills

Shield bash skills are used to keep the enemy at bay, floor him, or even daze him for a time in exchange for willpower.

Skill Shield Bash 1
Points 4
WP 1
Unique Rule Lightly tap the enemy with your shield and spend 1 WP then call Stumble.
Shared Rule You cannot use this skill with a buckler.
Details The shield can be used offensively in the hands of a proficient soldier.
Level Upgrade to Level 2 by training 6 points
Skill Shield Bash 2
Points 10
WP 1
Unique Rule Lightly tap the enemy with your shield and spend 1 WP then call Fall or Stumble.
Shared Rule You cannot use this skill with a buckler.
Details With sufficient force the enemy is swept off his feet.
Anonymous (not verified) Mon, 01-10-2012 22:42

Defensive Skills

Defensive Skills

Combat mobility simply gives you more HP.

Skill Combat Mobility 1
Points 8
Unique Rule You have +1 HP.
Unique Rule This skill doesn't work when you are wearing heavy armour or better.
Details It won't stall death forever, but moving along with the blows of your enemy might give you enough time to finish him of.
Level Upgrade to Level 2 by training 8 points
Skill Combat Mobility 2
Points 16
Unique Rule You have +2 HP.
Unique Rule This skill doesn't work when you are wearing heavy armour or better.
Details You have reached the pinnacle of moving out of harms way.

Sturdy stance defends against the stumble , fall or bind effect in exchange for willpower.

Skill Sturdy Stance 1
Points 3
WP 1
Unique Rule If you spend 1 WP you can call Resist against a Stumble effect.
Details Digging your heels in the sand, you keep standing where you are.
Level Upgrade to Level 2 by training 4 points
Skill Sturdy Stance 2
Points 7
WP 1
Unique Rule If you spend 1 WP you can call Resist against a Stumble or fall effect.
Details You don't fall down so easily. They will have to work for that.
Level Upgrade to Level 3 by training 5 points
Skill Sturdy Stance 3
Points 12
WP 1
Unique Rule If you spend 1 WP you can call Resist against a Stumble, fall or bind effect.
Unique Rule You can perform this skill once without spending WP after every short rest.
Details Your legs tend to be strong enough to resist most magical barriers.

Sturdy hands defends against the drop weapon effect in exchange for willpower.

Skill Sturdy Hands 1
Points 4
WP 2
Unique Rule If you spend 2 WP you can call Resist against a drop weapon effect.
Details Bashing a weapon from your hands is harder than they think.
Level Upgrade to Level 2 by training 4 points
Skill Sturdy Hands 2
Points 8
WP 1
Unique Rule If you spend 1 WP you can call Resist against a drop weapon effect.
Details A light grasp not a clingy one. It is all in the wrist.
Level Upgrade to Level 3 by training 5 points
Skill Sturdy Hands 3
Points 11
WP 1
Unique Rule If you spend 1 WP you can call Resist against a drop weapon effect.
Unique Rule You can perform this skill once without spending WP after every short rest.
Details Your weapon is your life. Rarely do you drop it.

Clear head defends against the fear, daze and charm effects in exchange for willpower.

Skill Clear Head 1
Points 4
WP 1
Unique Rule If you spend 1 WP you can call Resist against a fear effect.
Details You are not distracted by fear that easily.
Level Upgrade to Level 2 by training 4 points
Skill Clear Head 2
Points 8
WP 1
Unique Rule If you spend 1 WP you can call Resist against a fear or daze effect.
Details It is really hard to stun you. Even spellcasters might be surprised.
Level Upgrade to Level 3 by training 5 points
Skill Clear Head 3
Points 11
WP 1
Unique Rule If you spend 1 WP you can call Resist against a fear, daze or charm effect.
Unique Rule You can perform this skill once without spending WP after every short rest.
Details You have seen it all. Nothing distracts you from the battle at hand.
Anonymous (not verified) Mon, 01-10-2012 22:42

Armed Combat

Armed Combat

She had performed the move thousands of time in the training yard. It gave her only a slight edge over her opponent, but that was all she needed. The blade fell from her enemies hands and was followed up by a wounding trust. She smiled slightly. She never used it before in actual battle, for battle was fortunately rare in her life. But she was sure it had saved her life just now.

Armed combat is the domain that gives characters the offensive items and skills used on the medieval battlefield. These give you the prerequisites your character needs in an attack, such as a weapon, shield and armour. But only by training in the use of your weapons can you hope to survive.

Some skills in this domain require you to hit an opponent on a specific part of the body. Disarming strike for example let's you call Drop Weapon after hitting an opponent on the arm.

Anonymous (not verified) Wed, 21-12-2011 11:28

Weapons

Weapons

Most armed combat skills are done with a weapon but even if you don't have such skills it might be wise to carry a weapon for basic protection.

The toughness of weapons you choose is important. Some opponents may be able to cause a break effect. Having a weapon that's tough enough to withstand the break effect may just save your life. Bows and crossbows come with sufficient ammunition for normal circumstances. So you don't have to worry about running out unless a game master indicates otherwise.

Physrep Requirements

Weapon Physrep
Throwing Weapon Throwing Weapon.
Light Weapon Weapons with a length of 30 cm to 60 cm.
Medium Weapon Weapons with a length of 60 cm to 110 cm.
Great Weapon Two-handed weapons with a length of 110 cm to 150 cm.
Pole Weapon Staff-like weapons with a length of more than 150 cm.
Thrusting Weapon Two-handed stabbing weapon with a length of more than 150 cm.
Bow and Arrows Bow (max. 35 pound), quiver and arrows.
Crossbow and Bolts Crossbow (max. 35 pound), quiver and arrows.
Weapon Toughness Market Price Special
Throwing Weapon 1 15¢ Only does stumble (but you can use ranged skills to do damage)
Superior Throwing Weapon 1 30¢ Only does stumble, Skills cost less to perform.
Crude Light weapon 1 100¢ Skills cost extra to perform
Light weapon 2 200¢ Skills cost extra to perform
Superior Light weapon 2 400¢ None
Crude Medium weapon 1 250¢ None
Medium weapon 2 300¢ None
Superior Medium weapon 3 600¢ Skills cost less to perform
Great weapon 2 400¢ Skills cost less to perform, you can stumble people away.
Superior Great weapon 3 800¢ Skills cost less to perform, you can stumble people away.
Pole Weapon 2 400¢ None
Superior Pole Weapon 3 800¢ Skills cost less to perform
Thrusting Weapon 1 400¢ None
Superior Thrusting Weapon 2 800¢ Skills cost less to perform
Bow and Arrows 60¢ None
Superior Bow and Arrows 120¢ Skills cost less to perform
Crossbow and Bolts 120¢ None
Superior Crossbow and Bolts 240¢ Skills cost less to perform

List of Weapons

Item Throwing Weapon
Market price 15¢
Restore price
Toughness 1
Unique Rule When you hit somebody call Stumble.
Shared Rule You can reuse throwing weapons.
Shared Rule Throwing weapons can only be used for throwing attacks.
Shared Rule This item has special physrep requirements.
Item Superior Throwing Weapon
Market price 30¢
Restore price 15¢
Toughness 1
Unique Rule When you hit somebody call Stumble.
Unique Rule If you had this weapon at the beginning of the day you can perform a throw skill once without paying its willpower cost this day.
Shared Rule You can reuse throwing weapons.
Shared Rule Throwing weapons can only be used for throwing attacks.
Shared Rule This item has special physrep requirements.
Item Crude Light Weapon
Market price 100¢
Restore price 50¢
Toughness 1
Unique Rule Skills cost 1 WP extra to perform with this weapon.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Light Weapon
Market price 200¢
Restore price 100¢
Toughness 2
Unique Rule Skills cost 1 WP extra to perform with this weapon.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Light Weapon
Market price 400¢
Restore price 200¢
Toughness 2
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Crude Medium Weapon
Market price 250¢
Restore price 125¢
Toughness 1
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Medium Weapon
Market price 300¢
Restore price 150¢
Toughness 2
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Medium Weapon
Market price 600¢
Restore price 300¢
Toughness 3
Unique Rule If you had this weapon at the beginning of the day you can perform a strike skill once without paying its WP cost this day.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Great Weapon
Market price 400¢
Restore price 200¢
Toughness 2
Unique Rule If you had this weapon at the beginning of the day you can perform a strike skill once without paying its WP cost this day.
Unique Rule Once per day call stumble on a person too close to hit with this weapon.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Great weapon
Market price 800¢
Restore price 400¢
Toughness 3
Unique Rule If you had this weapon at the beginning of the day you can perform a strike skill twice without paying its WP cost this day.
Unique Rule Twice per day call stumble on a person too close to hit with this weapon.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Pole Weapon
Market price 400¢
Restore price 200¢
Toughness 2
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Pole Weapon
Market price 800¢
Restore price 400¢
Toughness 3
Unique Rule If you had this weapon at the beginning of the day you can perform a strike skill twice without paying its WP cost this day.
Unique Rule Once per day call stumble on a person too close to hit with this weapon.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Thrusting Weapon
Market price 400¢
Restore price 200¢
Toughness 1
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Thrusting Weapon
Market price 800¢
Restore price 400¢
Toughness 2
Unique Rule If you had this weapon at the beginning of the day you can perform a strike skill once without paying its willpower cost this day.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Bow and Arrows
Market price 60¢
Restore price 30¢
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Bow and Arrows
Market price 120¢
Restore price 60¢
Unique Rule If you had this weapon at the beginning of the day you can perform a shot skill once without paying its WP cost this day.
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Crossbow and Bolts
Market price 120¢
Restore price 60¢
Large This item is large.
Shared Rule This item has special physrep requirements.
Item Superior Crossbow and Bolts
Market price 240¢
Restore price 120¢
Unique Rule If you had this weapon at the beginning of the day you can perform a shot skill once without paying its WP cost this day.
Large This item is large.
Shared Rule This item has special physrep requirements.
Anonymous (not verified) Mon, 01-10-2012 22:37

Melee weapon skills

Melee weapon skills

The focused strike is simply used to deal more damage in exchange for willpower.

=Skill Focused Strike 1
=Points 4
=WP 2
=Unique Rule If you hit an opponent and spend 2 WP you can call Hit 2
=Shared Rule Use a large melee weapon for this skill
=Details This skill heightens the chance that your blow will injure the enemy.
=Level Upgrade to Level 2 by training 4 points
=Skill Focused Strike 2
=Points 8
=WP 2
=Unique Rule If you hit an opponent and spend 2 WP you can call Hit 3
=Shared Rule Use a large melee weapon for this skill
=Details You might even be able to disable an armoured enemy with a single blow.
=Level Upgrade to Level 3 by training 4 points
=Skill Focused Strike 3
=Points 12
=WP 2
=Unique Rule If you hit an opponent and spend 2 WP you can call Hit 4
=Shared Rule Use a large melee weapon for this skill
=Details Precision and superior force enable you to drop most armoured combatants with ease.

The Breaking strike is used to break shields and weaker weapons in exchange for willpower.

=Skill Breaking Strike 1
=Points 4
=WP 2
=Unique Rule If you intentionally strike an opponent's weapon or shield and spend 2 WP you can call Break 1 but your weapon also receives this effect.
=Shared Rule Use a large melee weapon for this skill
=Details Breaking shields or bending enemy weapons is a handy skill. It reduces the value of your loot, but at least you survive the combat. It is extremely potent against most shields or bad quality weapons.
=Level Upgrade to Level 2 by training 6 points
=Skill Breaking Strike 2
=Points 10
=WP 2
=Unique Rule If you intentionally strike an opponent's weapon or shield and spend 2 WP you can call Break 1 or Break 2 but your weapon also receives this effect.
=Shared Rule Use a large melee weapon for this skill
=Details You will be able to break the toughest of shields and most weapons.
=Level Upgrade to Level 3 by training 6 points
=Skill Breaking Strike 3
=Points 16
=WP 1
=Unique Rule If you intentionally strike an opponent's weapon or shield and spend 1 WP you can call Break 1 or Break 2 but your weapon also receives this effect.
=Shared Rule Use a large melee weapon for this skill
=Details Breaking stuff doesn't tire you as much as it used to do.

The Shoving strike is used to shove away enemies that get to close to hit in exchange for willpower. It is usually used by people with long weapons (like two handed weapons, polearms and spears) to keep the enemy at bay.

=Skill Shoving Strike
=Points 4
=WP 1
=Unique Rule If you grab the tip of your weapon with your off-hand, move the weapon towards your opponent and spend 1WP you can call Stumble.
=Shared Rule Use a large melee weapon for this skill.
=Details Especially useful against multiple enemies or enemies with shorter weapons than you.

The Tackling strike is used to floor the enemy by paying willpower and hitting the enemy on the leg.

=Skill Tackling strike 1
=Points 6
=WP 2
=Unique Rule If you hit an opponent on a leg and spend 2WP you can call Hit 1 and Fall.
=Shared Rule Use a large melee weapon for this skill
=Details Hitting knees or sweeping feet away might cause your enemy to drop to the ground.
=Level Upgrade to Level 2 by training 4 points
=Skill Tackling strike 2
=Points 10
=WP 1
=Unique Rule If you hit an opponent on a leg and spend 1WP you can call Hit 1 and Fall.
=Shared Rule Use a large melee weapon for this skill
=Details You have gotten much more proficient hitting low.

The disarming strike is used to disarm the enemy by paying willpower and hitting the enemy on the arm.

=Skill Disarming strike 1
=Points 6
=WP 2
=Unique Rule If you hit an opponent on the arm where they hold a weapon twice and spend 2WP you can call Hit 1 and Drop Weapon.
=Shared Rule Use a large melee weapon for this skill
=Details After hammering your opponent's weapon arm, a clumsy and tired fighter will surely drop it.
=Level Upgrade to Level 2 by training 4 points
=Skill Disarming strike 2
=Points 10
=WP 2
=Unique Rule If you hit an opponent on the arm where they hold a weapon and spend 2WP you can call Hit 1 and Drop Weapon.
=Shared Rule Use a large melee weapon for this skill
=Details You have gotten much more proficient at disarming somebody.
=Level Upgrade to Level 2 by training 5 points
=Skill Disarming strike 3
=Points 15
=WP 1
=Unique Rule If you hit an opponent on the arm where they hold a weapon and spend 1WP you can call Hit 1 and Drop Weapon.
=Shared Rule Use a large melee weapon for this skill
=Details Disarming somebody doesn't tire you as much as it used to do.
Anonymous (not verified) Mon, 01-10-2012 22:40

Ranged Weapon Skills

Ranged Weapon Skills

Damaging throw is used to actually deal damage with throwing weapons in exchange for willpower. Normally throwing weapons don't do damage, but simply stumble the enemy (see the core rules).

=Skill Damaging Throw
=Points 4
=WP 1
=Unique Rule If you hit an opponent and spend 1 WP you can call Hit 1
=Shared Rule Use a throwing weapon for this skill
=Details To actually hurt somebody with throwing knifes or other thrown weapons requires practice.

Focused shot is simply used to deal more damage in exchange for willpower.

=Skill Focused Shot 1
=Points 4
=WP 2
=Unique Rule If you hit an opponent and spend 2 WP you can call Hit 2
=Shared Rule Use a bow or crossbow for this skill
=Details This skill heightens the chance that your arrow will injure the enemy.
=Level Upgrade to Level 2 by training 4 points
=Skill Focused Shot 2
=Points 8
=WP 2
=Unique Rule If you hit an opponent and spend 2 WP you can call Hit 3
=Shared Rule Use a bow or crossbow for this skill
=Details You might even be able to disable an armoured enemy with a single shot.
=Level Upgrade to Level 3 by training 4 points
=Skill Focused Shot 3
=Points 12
=WP 2
=Unique Rule If you hit an opponent and spend 2 WP you can call Hit 4
=Shared Rule Use a bow or crossbow for this skill
=Details Superior aim enables you to drop most armoured combatants with ease.

Pinning shot is used to floor the enemy by paying willpower and shooting his or her leg.

=Skill Pinning Shot
=Points 3
=WP 1
=Unique Rule If you hit an opponent on a leg and spend 1 WP you can call Hit 1 and Fall
=Shared Rule Use a bow or crossbow for this skill
=Details Penetrating the leg of your enemy will stop him or her from running towards you, at least for a while.

Disarming shot is used to force the enemy to drop their item (usually a weapon or shield) by paying willpower and shooting his or her arm.

=Skill Disarming Shot
=Points 3
=WP 1
=Unique Rule If you hit an opponent on an arm holding an item and spend 1 WP you can call Hit 1 and Drop item
=Shared Rule Use a bow or crossbow for this skill
=Details Arrows usually cause enough pain and fright to temporarily disable limbs, even if the wound isn't all that lethal.
Anonymous (not verified) Mon, 01-10-2012 22:44

Battlefield Surgery

Battlefield Surgery

A good surgeon is useless during the first battle of the war. - Anonymous general defending his choice of expensive field medics to his colleagues.

Battlefield surgery is the domain focused on treating combat related injuries. After a battle, surgeons and their assistants franticly work to save the lives of those who lay dying. Treating injuries on the battlefield is a race against the clock. You will likely encounter situations where there will be more patients than you can treat.

It is up to surgeons and their assistants to quickly decide how to spread their resources. Do you try to save everyone? Should you focus on those most likely to survive? Surgeons and assistants must work coordinated, and you'll likely do it under pressure of the friends of those who's lives you're trying to save.

Treating injuries is divided up into two stages. If the injury is life threatening, the first step is to stabilize the patient so they will not bleed to death. You can use the battlefield surgery skill to do this. When the patient is stable you can then stitch and bandage the wound to close it.

In the first stage, the battlefield surgery stage, the surgeon picks a card at random from a deck of cards that they carry with them. This card determines how many willpower the patient loses (affected by the skill of the surgeon and the size of the team working on the patient) and whether or not the patient dies from his or her wounds.

In the second stage. The stitching and bandaging stage, the healer picks a card at random from a different deck of cards and this card determines whether or not the wound gets infected.

After the wound has been stitched and bandaged the slow process of healing actually begins. Unless magic is used, this healing process will not end before the ending of the event and players will need to deal with their various wounds and infections during downtime.

Anonymous (not verified) Wed, 21-12-2011 11:31

Stitching And Bandaging

Stitching And Bandaging

Stitching and bandaging is used to treat already stabilized patients or wounds that are not life threatening. At this stage it is important to properly clean and dress the wound so it does not become infected. Infected wound will cause a fever and will cost resources (in downtime) to heal. There is about a 1 in 5 chance a wound becomes infected.

This is done with a set of condition cards available at check in. Each time the skill is used, give the top two cards to the patient. Nine out of every ten cards will be blanc, the others will be an Infected Wound condition.

=Skill Stitching And Bandaging
=Points 2
=Unique Rule Clean, stitch and bandage somebody with 0 HP for 4 minutes. The patient is now at 1 HP (and thus will regain HP normally during his next short rest). The patient also loses 1 WP.
=Shared Rule Use bandages to bind the injury. Metal armour pieces must be removed before using this.
=Details You know how to clean, stitch up and bind a wound. It is painful and messy and there is a large chance of infection.

Hygienic stitching lessens the chance of infections but takes focus and concentration to perform.

=Skill Hygienic stitching
=Requires Stitching And Bandaging
=Points 2
=WP 1
=Unique Rule You are not allowed to ask whether or not your patient has a minor infection condition.
=Unique Rule If you spend 1 WP while using the stitching and bandaging skill you can remove any minor infection that the patient has gained from the wound you are treating.
=Details You know how to keep your tools and the wound clean. Infection is always a risk in the field, but by concentrating you know how to lower the chance considerably.

The wound washing skill makes sure you only spend willpower on patients that actually have a minor infection.

=Skill Wound washing
=Requires Hygienic stitching
=Points 2
=Unique Rule You carefully wash any filth from the wounds for 5 minutes before stitching and bandaging the wound. You are allowed to ask whether or not your patient has a minor infection condition.
=Details By washing the wound carefully and analysing the filth, you know whether or not you need to be extra careful with your equipment.

The nursing skill can be used to help mitigate the willpower loss most patients experience after becoming wounded. It is an especially helpful skill when patients are herded together in an infirmary of sorts.

=Skill Nursing
=Points 4
=Unique Rule Attend to the healthcare and mobility needs of a person with an Illness or Wounded condition for 1 hour and spend 1 WP. After you have done this they regain 1 WP.
=Unique Rule You can use this skill 4 times a day without spending willpower.
=Unique Rule You can use this skill simultaneously on up to 4 patients. You can stop and resume this skill at any time without losing the time already spend.
=Details Good bedside manners and a genuine smile go a long way towards healing.
Anonymous (not verified) Mon, 12-11-2012 09:41

Stabilizing Patients

Stabilizing Patients

The skill Battlefield surgery is used to treat life threatening injuries. This skill requires a deck of cards called the "complication deck". After trying to heal a person you draw a card from the complication deck to see what happens.

=Skill Battlefield surgery 1
=Requires Stitching And Bandaging
=Points 3
=Unique Rule You can try and stabilize dying patients. Draw a card at random for your complication deck and do what it says.
=Shared Rule When you start to work on a patient they do not lose consciousness or die unless a complication card says differently.
=Downtime Rule Higher levels of this skill have a better complication deck.
=Details You know how to stop people from bleeding to death if it isn't all that bad yet but as soon as people slip into unconsciousness you don't know what to do.
=Level Upgrade to Level 2 by training 3 points
=Skill Battlefield surgery 2
=Requires Stitching And Bandaging
=Points 6
=Unique Rule You can try and stabilize dying patients. Draw a card at random for your complication deck and do what it says.
=Shared Rule When you start to work on a patient they do not lose consciousness or die unless a complication card says differently.
=Downtime Rule Higher levels of this skill have a better complication deck.
=Details You know how to fix all sorts of battlefield related injuries. Even when people have slipped into unconsciousness you know what to do although it does take considerable strain not to panic.
=Level Upgrade to Level 3 by training 4 points
=Skill Battlefield surgery 3
=Requires Stitching And Bandaging
=Points 10
=Unique Rule You can try and stabilize dying patients. Draw a card at random for your complication deck and do what it says.
=Shared Rule When you start to work on a patient they do not lose consciousness or die unless a complication card says differently.
=Downtime Rule Higher levels of this skill have a better complication deck.
=Details Your expertise knowledge and theoretic keeps your head cool while working on a patient. You only panic slightly when they are already unconscious when you arrive.

All the other skills in this section enhance the use of the battlefield surgery skill above.

Experienced surgery decreasing the willpower the patient loses from complication cards.

=Skill Experienced surgery 1
=Points 3
=Unique Rule You are better at performing battlefield surgery: The patient loses 1 less WP from your complication cards (but always loses at least 1).
=Details You have seen some blood and guts in your time. You know how to handle this.
=Level Upgrade to Level 2 by training 3 points
=Skill Experienced surgery 2
=Points 6
=Unique Rule You are better at performing battlefield surgery: The patient loses 2 less WP from your complication cards (but always loses at least 1).
=Details You have seen grown man cry for their mothers and pray to their gods, but you keep pulling them trough.
=Level Upgrade to Level 3 by training 3 points
=Skill Experienced surgery 3
=Points 9
=Unique Rule You are better at performing battlefield surgery: The patient loses 3 less WP from your complication cards (but always loses at least 1).
=Details You have lost count of the amount of lives you have saved. Your experience will save some more.

Surgeon assistant is a skill that will enable several healers to heal one patient, decreasing the willpower he loses from complication cards even further.

=Skill Surgeon assistant 1
=Requires Stitching And Bandaging (any level)
=Points 1
=Unique Rule You can help perform battlefield surgery (you have to be present from beginning to end, only two people can help at maximum) this has the following effect: The patient loses 1 less WP from complication cards (but always loses at least 1).
=Details You know what to hand when the healer asks for it and know where to apply pressure without anyone telling you.
=Level Upgrade to Level 2 by training 3 points
=Skill Surgeon assistant 2
=Requires Stitching And Bandaging (any level)
=Points 4
=Unique Rule You can help perform battlefield surgery (you have to be present from beginning to end, only two people can help at maximum) this has the following effect: The patient loses 2 less WP from complication cards (but always loses at least 1).
=Details You can give the needed equipment even before the surgeon asks for it and work on some other wounds he missed on the side.

Helping hands is a skill with which you can make an unskilled person help you with healing a person in much the same way a surgeon assistant would.

=Skill Helping hands 1
=Requires Battlefield surgery (Any level)
=Points 2
=Unique Rule You can instruct a single person to help you perform battlefield surgery (the person needs to be present from beginning to end) this has the following effect: The patient loses 1 less WP from complication cards (but always loses at least 1).
=Details You can ask any unskilled lowlife on how to hand you certain equipment and how to keep pressure on certain wounds.
=Level Upgrade to Level 2 by training 3 points
=Skill Helping hands 2
=Requires Battlefield surgery (Any level)
=Points 5
=Unique Rule You can instruct up to two people to help you perform battlefield surgery (the helpers need to be present from beginning to end) this has the following effect: The patient loses 1 less WP from complication cards per person helping you (but always loses at least 1).
=Details You can keep order and discipline around the surgery table and make sure nobody panics.

Focused surgery reduces willpower the patient loses in exchange for willpower payed by the surgeon. This can even be used to stop the patient from falling to 0 willpower at the last moment.

=Skill Focused surgery 1
=Points 3
=WP 2
=Unique Rule Spend 2 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 1 time during every use of battlefield surgery.
=Details At the expense of your own emotional well being you go beyond the call of duty to help this particular patient.
=Level Upgrade to Level 2 by training 3 points
=Skill Focused surgery 2
=Points 6
=WP 2
=Unique Rule Spend 2 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 2 times during every use of battlefield surgery.
=Details At the expense of possibly your own sanity, you pour everything you have into this important patient.
=Level Upgrade to Level 3 by training 3 points
=Skill Focused surgery 3
=Points 9
=WP Var
=Unique Rule Spend 1 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 2 times during every use of battlefield surgery. The second time you use this skill it costs 2 WP.
=Details THIS... ONE... SHALL... NOT... DIE!.
=Level Upgrade to Level 4 by training 3 points
=Skill Focused surgery 4
=Points 12
=WP Var
=Unique Rule Spend 1 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 3 times during every use of battlefield surgery. The second and third time you use this skill it costs 2 WP.
=Details You have a saintlike regard for your patients and might have given your own life for them if you could.

Amputate is used as a last resort method of saving a patients life in exchange for losing a limb. Instead of dying they lose a limb and another complication card is pulled but the next few WP they lose during surgery will be negated (possibly saving their lives entirely).

=Skill Amputate 1
=Points 2
=Unique Rule When a patient would die from a complication card, ignore the card and amputate a wounded limb instead (this only works if the patient isn't injured on the torso). Spend 4 minutes on this.
=Unique Rule Pick another card at random from the complication deck.
=Unique Rule The next 3 WP the patient loses during this surgery are negated.
=Shared Rule Give the patient the amputated limb condition when he survives.
=Details You crudely hack off the wounded limb, scorch the stump and pray.
=Level Upgrade to Level 2 by training 2 points
=Skill Amputate 2
=Points 4
=Unique Rule When a patient would die from a complication card, ignore the card and amputate a wounded limb instead (this only works if the patient isn't injured on the torso). Spend 4 minutes on this.
=Unique Rule Pick another card at random from the complication deck.
=Unique Rule The next 4 WP the patient loses during this surgery are negated.
=Shared Rule Give the patient the amputated limb condition when he survives.
=Details You know exactly where to cut to maximize the chance of survival and have some experience in burning wounds closed.
=Level Upgrade to Level 3 by training 2 points
=Skill Amputate 3
=Points 6
=Unique Rule When a patient would die from a complication card, ignore the card and amputate a wounded limb instead (this only works if the patient isn't injured on the torso). Spend 4 minutes on this.
=Unique Rule Pick another card at random from the complication deck.
=Unique Rule The next 5 WP the patient loses during this surgery are negated.
=Shared Rule Give the patient the amputated limb condition when he survives.
=Details You have sterilized equipment specifically designed to remove wounded limbs and perform this operation routinely.
Anonymous (not verified) Mon, 12-11-2012 09:42

Complication deck

Complication deck

These are all the possible cards within the Complication deck.

10%

=Complication Vigorous stabilization
=Unique Rule If you pay 1 WP the healing succeeds after about 1 minute otherwise draw another card.
=Unique Rule If the healing succeeds the patient now has 0 HP and should ask a wounded condition from a game master.

30%

=Complication Stabilized
=Unique Rule The patient loses 1 WP and you lose 1 WP.
=Unique Rule The healing succeeds after about 1 minute.
=Unique Rule The patient now has 0 HP and should ask a wounded condition from a game master.

5%

=Complication Stabilized with minor infection
=Unique Rule The patient loses 2 WP and you lose 1 WP.
=Unique Rule The healing succeeds after about 1 minute.
=Unique Rule The patient now has 0 HP and should ask a wounded AND Minor infection condition from a game master.

5%

=Complication Stabilized but infected
=Unique Rule The patient loses 3 WP and you lose 1 WP.
=Unique Rule The healing succeeds after about 1 minute.
=Unique Rule The patient now has 0 HP and should ask a wounded AND Infected condition from a game master.

1%

=Complication Minor blood loss
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 1 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Blood loss
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 2 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Major blood loss
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 3 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Bleeding artery
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 4 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Bleeding major artery
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 5 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Multiple bleeding arteries
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 6 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Stops breathing
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 7 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Heart attack
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 8 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Major heart attack
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 9 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Heaven is calling
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 10 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar wound
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 1 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar puncture wound
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 2 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar organ hit
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 3 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar body reaction 1%
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 4 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar heart attack
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 5 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar wound
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 1 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar puncture wound
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 2 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar organ hit
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 3 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar body reaction
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 4 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar heart attack
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 5 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

4%

=Complication We need more hands!
=Unique Rule There are too many wounds to keep closed just by yourself.
=Unique Rule If you are the only healer tending to this patient he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

3%

=Complication Don't move the patient!
=Unique Rule Moving a patient can worsen the wounds.
=Unique Rule If the patient was moved from the spot where they originally got wound he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

3% (At level 2 these cards are replaced by "Hmmm, strange..." cards)

=Complication What the hell?!
=Unique Rule You are completely unfamiliar with other races their biology.
=Unique Rule If the patient is not the same race as any of the healers he loses 4 WP.
=Unique Rule Draw another card after about 1 minute.

0% (At level 3 these cards are replaced by "I've read about this" cards)

=Complication Hmmm, strange...
=Unique Rule You are very unfamiliar with other races their biology.
=Unique Rule If the patient is not the same race as any of the healers he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

0%

=Complication I've read about this
=Unique Rule You are unfamiliar with other races their biology.
=Unique Rule If the patient is not the same race as any of the healers he loses 2 WP.
=Unique Rule Draw another card after about 1 minute.

3%

=Complication No time to clean!
=Unique Rule If you have healed another person in the last 10 minutes your equipment is still dirty.
=Unique Rule If your equipment is still dirty the patient should ask for an *infection* condition from a GM after this surgery.
=Unique Rule Draw another card after about 1 minute.

3%

=Complication This one might make it
=Unique Rule Healers notice that this patient is pretty stable at the moment.
=Unique Rule Draw another card after about 1 minute, but you are allowed to ignore the next card if you want and draw again.

3%

=Complication This might take a while...
=Unique Rule Stabilizing these wounds is tedious and time consuming.
=Unique Rule Draw another card after about 4 minute (-1 minute per healer working on this patient).

2%

=Complication So many wounds...
=Unique Rule There are to many wounds to keep closed with 2 people.
=Unique Rule Unless there are three healers tending to this patient he loses 3 WP.

2%

=Complication Magic is cleaner than weapons
=Unique Rule Weapons tend to be dirty, but magic leaves very clean wounds.
=Unique Rule If some of the wounds of this patient are caused by magic spells the patient can't gain further infections during this surgery.
=Unique Rule Draw another card after about 1 minute.

2%

=Complication Fighting in the dirt
=Unique Rule Nature might contaminate wounds.
=Unique Rule If the patient is being treated on a dirt floor (outside) the patient should ask for an *infection* condition from a GM after this surgery.
=Unique Rule Draw another card after about 1 minute.

1%

=Complication Keep fighting!
=Unique Rule The patient is losing his will to live.
=Unique Rule Unless a non-healer is supporting the patient (comforting words, prayer, holding hands, etc) when this cards is drawn he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Shock! Oh gods!" cards)

=Complication I don't know what to do!
=Unique Rule The patient goes into shock and loses consciousness if he was still conscious.
=Unique Rule You can spend 3 WP to prevent this, if you don't do this the patient loses 5 WP.
=Unique Rule Draw another card after about 1 minute.

0% (At level 3 these cards are replaced by "Shock!" cards)

=Complication Shock! Oh gods!
=Unique Rule The patient goes into shock and loses consciousness if he was still conscious.
=Unique Rule You can spend 2 WP to prevent this, if you don't do this the patient loses 5 WP.
=Unique Rule Draw another card after about 1 minute.

0%

=Complication Shock!
=Unique Rule The patient goes into shock and loses consciousness if he was still conscious.
=Unique Rule You can spend 1 WP to prevent this, if you don't do this the patient loses 5 WP.
=Unique Rule Draw another card after about 1 minute.

1%

=Complication Disease
=Unique Rule The open wound and weakness of body triggers a disease to flourish in the patient.
=Unique Rule The patient should ask for a random disease condition from a game master after this surgery.
=Unique Rule Draw another card after about 1 minute.

1% (Battle fatigued, unwilling to kill, unwilling to torture or hated enemy are examples of possibilities)

=Complication Mental Trauma
=Unique Rule The patient gains a mental trauma as a result of this ordeal.
=Unique Rule The patient should ask for a random mental trauma condition from a game master after this surgery.
=Unique Rule Draw another card after about 1 minute.

1%

=Complication I can handle it alone from here
=Unique Rule Healers notice that this patient is no longer in mortal danger but still needs immediate treatment from 1 healer.
=Unique Rule Ignore any further mention of WP loss or death.
=Unique Rule Draw another card after about 1 minute.
Anonymous (not verified) Thu, 08-06-2017 00:09

Medical conditions

Medical conditions

The following conditions don't provide any benefit. Usually they are gained during the game and characters will try to avoid them. But you are free to start the game with any of these conditions if you want.

You can gain the infection conditions during the use of the "battlefield surgery" skill but "hygienic stitching" can negate minor infections.

=Condition Infection
=Unique Rule Two hours after you gain this condition you develop a fever; You are constantly weakened.
=Shared Rule At the end of the event this condition and all like it are replaced by a Recovering wounds condition
=Condition Minor Infection
=Unique Rule Four hours after you gain this condition you develop a fever; You are constantly weakened.
=Shared Rule At the end of the event this condition and all like it are replaced by a Recovering wounds condition

You can gain the wounded condition during the use of the "battlefield surgery" skill.

=Condition Wounded
=Unique Rule For one hour: If the wound is on your torso, you are dazed, else you can't use the injured limb. You can ignore this effect by spending 2 WP.
=Unique Rule If hit on the wounded body part, your HP reduces to -1 automatically.
=Shared Rule You shouldn't cover the wound with heavy or higher grade armour. The wound must remain bandaged.
=Shared Rule At the end of the event this condition and all like it are replaced by a Recovering wounds condition

You gain the Recovering wounds condition when you end the event with a wound or infection. The amount of resources it takes to get rid of a Recovering wounds condition is determined by the amount of wounds, infections, diseases, WP, cost of living (hygiene) and a random factor.

=Condition Recovering wounds
=Unique Rule At the ending of a event this condition replaces all wounded and infection conditions.
=Unique Rule In your next downtime period you must spend x to lose this condition.

You can gain the amputation conditions during the use of the "amputate" skill.

=Condition Amputated Arm
=Unique Rule You're missing a hand and part of your arm. You can't carry or hold things that require the use of that arm. You can't use, learn or maintain skills that need two hands (ask a GM when in doubt)
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.
=Condition Amputated Leg
=Unique Rule You can't run. Stumble effects cause you to Fall. You need a crutch or staff to stand and to walk.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.

You can buy the "wooden leg" and "replacement hand" items in downtime to negate some of the effects of the amputation conditions.

=Item Wooden Leg
=Market price 40¢
=Toughness 1
=Unique Rule You can stand and walk without using a crutch or a staff.
=Shared Rule You can only use this if you have an Amputated Leg.
=Item Replacement Hand
=Market price 40¢
=Toughness 1
=Unique Rule Use the replacement hand to hold things that don't require grip. You can use items that can be strapped to the arm such as a shield.
=Shared Rule You can only use this if you have an Amputated Arm.
Anonymous (not verified) Mon, 03-12-2012 22:03

The Marketplace

The Marketplace

Show me your blade... yes, I thought so. This will crack the moment an evermine weapon hits it right there. You should tell your captain to give this one to his kids and demand that he invest in some real equipment for his soldiers. - Unknown spy sowing discord among the ranks.

This domain will be used for items and services that can be found in medieval or campfollower marketplaces. It also includes conditions detailing how your character manages its money, household and investments during the optional downtime system.

Anonymous (not verified) Tue, 02-10-2012 15:51

Home management and monthly salary

Home management and monthly salary

The "home" condition is used to define where your character lives. We advice that everybody chooses a home location because it adds to the flavour of your character and we give you a free rumour as a reward.

=Condition Homeowner in ...
=Unique Rule At the beginning of every event you receive one free rumour and a list of items that are expensive or cheap in your location.
=Unique Rule You can gain this condition by spending 60 or for free during character creation. If you gain this condition choose a location for your home.
=Details You are bound to a single location that you return to in downtime.

When you are specialized in a specific job you might want to get a higher salary condition. It will give you additional copper when you work on your job but your character will also demand a higher standard of living; increasing the money you lose every month. If you actually go out to do something dangerous some of that extra cash flow will be used by your character to invest in this endeavour. In addition to all the rules named in the higher salary condition a higher standard of living also shortens the time it takes for you to recover from diseases and infections somewhat due to having a more hygienic lifestyle.

=Condition Higher Salary 1
=Unique Rule You get 5¢ per spent on your profession.
=Unique Rule You now spend 500¢ per month on your standard of living.
=Unique Rule If you had this condition for an entire downtime period you receive an extra 30¢ at the beginning of an event.
=Unique Rule If you have 12 points worth of non-dormant skills or conditions in a single domain this condition is free.
=Shared Rule You are free to lose this condition at any time: If you do; you will have 1 less maximum WP for a full year.
=Condition Higher Salary 2
=Unique Rule You get 6¢ per spent on your profession.
=Unique Rule You now spend 600¢ per month on your standard of living.
=Unique Rule If you had this condition for an entire downtime period you receive an extra 60¢ at the beginning of an event.
=Unique Rule If you have 16 points worth of non-dormant skills or conditions in a single domain this condition is free.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
=Condition Higher Salary 3
=Unique Rule You get 7¢ per spent on your profession.
=Unique Rule You now spend 700¢ per month on your standard of living.
=Unique Rule If you had this condition for an entire downtime period you receive an extra 90¢ at the beginning of an event.
=Unique Rule If you have 22 points worth of non-dormant skills or conditions in a single domain this condition is free.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.

The "lower cost of living" condition will lower the copper you lose every month to keep up your standard of living.

=Condition Lower Cost of Living
=Unique Rule You spend 1% less ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 20.
=Unique Rule You can gain this condition multiple times. You pay 1 extra per time you already have this condition.
=Details For whatever reason (good investment skills, bargain hunting, less regard for luxury goods, self repair, etc.) you spend less on your standard of living than others.

The "higher cost of living" condition will give your character a higher standard of living than his salary would suggest. This makes your character very happy, motivated and healthy but it is usually hard to keep up this level of luxury for long.

=Condition Higher Cost of Living 1
=Unique Rule You have 1 more maximum WP.
=Unique Rule You spend 5% more ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 10.
=Shared Rule You are free to lose this condition at any time: If you do; you will have 1 less maximum WP for a full year.
=Details You are living a bit more luxurious than your peers. You are probably burning the wealth gained from a lucky investment or a shady one time income.
=Condition Higher Cost of Living 2
=Unique Rule You have 1 more maximum WP.
=Unique Rule You spend 10% more ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 30.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
=Details You are living the good live; maybe above your means. Have you secured a steady income next to or even instead of a good salary?
=Condition Higher Cost of Living 3
=Unique Rule You have 1 more maximum WP.
=Unique Rule You spend 35% more ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 100.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
=Details The world is divided in the rich and the poor; and the rich will get richer and the poor will keep getting poorer. This is the tipping point; either you will burn up really fast or you will soar ever higher.
Anonymous (not verified) Thu, 14-11-2013 16:53

Craft and repair skills

Craft and repair skills

People with the crafters skill take raw material and time and turn them into usable items.

=Skill Crafter 1
=Points 5
=Unique Rule Spend 1 to craft items worth up to 40¢.
=Unique Rule You can sell items you craft for 61% of the market price during downtime.
=Shared Rule When crafting items spend half the items' worth in material cost.
=Shared Rule You require a pattern for any item you craft.
=Details You are a journeyman level craftsman.
=Level Upgrade to Level 2 by training 5 points.
=Skill Crafter 2
=Points 10
=Unique Rule Spend 1 to craft items worth up to 50¢.
=Unique Rule You can sell items you craft for 62% of the market price during downtime.
=Unique Rule You now spend 500¢ per month on your standard of living.
=Shared Rule When crafting items spend half the items' worth in material cost.
=Shared Rule You require a pattern for any item you craft.
=Details You are an Expert level craftsman.
=Level Upgrade to Level 3 by training 6 points.
=Skill Crafter 3
=Points 16
=Unique Rule Spend 1 to craft items worth up to 60¢.
=Unique Rule You can sell items you craft for 63% of the market price during downtime.
=Unique Rule You now spend 600¢ per month on your standard of living.
=Shared Rule When crafting items spend half the items' worth in material cost.
=Shared Rule You require a pattern for any item you craft.
=Details You are a Master level craftsman.

The Artesian crafter skill is used get extra profit by making the items you create more aesthetically pleasing and marketing them to rich clients.

=Skill Artesian Crafter
=Points 5
=Unique Rule The price that you can sell items that you craft for is heightened by 1%.
=Details The items that you craft are especially innovative or aesthetically pleasing. This makes them highly valued by certain buyers.

People with the repairman skill are crafters specialized in making broken items whole again. Some items are so valuable that you don't want to buy a new one every time it breaks. These items should be repaired or reforged instead. This takes time and money and there is a chance it might fail.

=Skill Repairman
=Points 1
=Unique Rule To repair an item, spend half the restore price and 1 per 20¢ of the amount you spend. There is a 80% chance the item is restored. If not, you can try again.
=Shared Rule You can buy this skill up to 5 times. Every time you buy it again the chance of success is increased by 5%.
=Shared Rule You require the pattern of the item you are repairing.
=Details You can attempt to repair broken items.

Jury rigging is the art of taking a broken item and patching it up in the field in such a manner that it will probably survive the next encounter.

=Skill Jury rigging
=Points 4
=Unique Rule Spend 5 minutes and 5% of the market price of the item worth of jury rigging material.
=Unique Rule After this a weapon or shield can be used again until its owners next short rest. The first time its toughness is lowered by 1 until it is repaired.
=Unique Rule After this an armour can be used again until its owners next short rest. Every time it provides 1 less HP until it is repaired.
=Shared Rule You require the pattern of the item you are jury rigging
=Details You can take most broken items and make them work for at least one more fight.
=Skill Salvaging
=Points 1
=Unique Rule Spend 5 minutes on a single broken item. The broken item is removed from the game and you gain 25% of it's market price worth of jury rigging material.
=Shared Rule You require the pattern of the item you are salvaging
=Details Repairing them and selling them might net you more money, but you need the materials now.
=Item Jury rigging material
=Market price Var
=Unique Rule This item can be used to temporarily repair broken items with the Jury rigging skill.
=Shared Rule Write the worth of the material you currently have on you on this card in ¢.
=Physrep Scraps of leather, small pieces of wood or metal, rope, etc.
Anonymous (not verified) Thu, 13-02-2014 20:10

Crafting custom made items

Crafting custom made items

With the custom crafter skill you can sit down with another character to design and craft an item specifically for them during the event.

=Skill Custom Crafter
=Points 2
=WP 1
=Unique Rule Spend 1 WP and at least 20 minutes designing the custom item with the client.
=Unique Rule In the next downtime you can craft an item with the custom modifier(s) if you pay the extra material cost specified. This modifier only has effect if the item is used by the specific client.
=Shared Rule You require a pattern for any item you customize.
=Details You are gifted at making items designed for a specific person. Based on his or her measurements, wishes and tastes.

Example custom modifiers

The following custom modifiers can be added to items for the mentioned price if you have the Custom Crafter skill. These are examples, but feel free to involve a DM in the design process of custom items. You can come up with your own modifiers and a DM will give you an estimate of the price. In downtime you will receive the correct price. Also feel free to come up with modifiers for items that are not on this list.

Weapons

  • 25: If you had this weapon at the beginning of the day you can perform a throw/strike/shot skill once without paying its willpower cost this day.
  • 50*x where x is the level of the skill: If you had this weapon at the beginning of the day you can perform a throw/strike/shot skill once without having learned it this day.
  • 100*x where x is the level of the skill: If you had this weapon at the beginning of the day you can perform a throw/strike/shot skill as if you had learned it.
  • 25: Replace "Skills cost 1 WP extra to perform with this weapon." with "The first skill you perform with this weapon each day costs 1 WP extra"
  • 100: +1 toughness (can't be used to create toughness 4 weapons)
  • 10*x: +x amount of throwing weapon fysreps

Shield

  • 5*x where x is the amount of cm: The shield is allowed to be x more maximum diameter
  • 25: If you had this shield at the beginning of the day you can perform a bash skill once without paying its willpower cost this day.
  • 50*x where x is the level of the skill: If you had this shield at the beginning of the day you can perform a bash skill once without having learned it this day.

Armour

  • 200: Once per day call resist against a stumble effect.
  • 500: Once after each short rest call resist against a stumble effect.
  • 300: Once per day call resist against a daze effect.
  • 600: Once after each short rest call resist against a daze effect.
  • 300: Once per day call resist 1 against a hit 2 (or higher) effect.
  • 600: Once after each short rest call resist 1 against a hit 2 (or higher) effect.
  • 200: Locked gauntlet: Immune to drop weapon effect after securing your weapon (takes 10 seconds). Also takes 10 seconds to take the weapon from your hand. Can't perform strike skills.

Wooden leg

  • 100: stumble no longer causes you to fall.
  • 100: you can run.
  • 100: +1 toughness

Wooden arm

  • 100: You can combine this replacement hand with another item. If you do you can "hold" this item normally. (Which might grant access to more skills that might be otherwise impossible. Check with the DM)
  • 200: You can combine this replacement hand with a weapon. Locking the weapon in place or taking it of takes 10 seconds. You can't perform strike skills with this weapon but are immune to drop weapon effects.
  • 100: +1 toughness
Anonymous (not verified) Wed, 14-10-2015 23:32

Crafting equipment and patterns

Crafting equipment and patterns

If you gain a level in the crafter skill you get 500c worth of patterns and crafting equipment from 1 category for free. (copper that is left after this process is banked and can be used to buy patterns from this category in the future.)

Unless otherwise mentioned below every item has a pattern variation. This pattern is as expensive as the item itself and gives one character the ability to craft the item with the crafter skill.

You cannot sell patterns.

Weaponsmithing

=Item Membership (Weaponsmithing guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Crude Light weapon
  • Light weapon
  • Superior Light weapon
  • Crude Medium weapon
  • Medium weapon
  • Superior Medium weapon
  • Great weapon
  • Superior Great weapon
  • Pole Weapon
  • Superior Pole Weapon
  • Stabbing weapon
  • Superior Stabbing weapon

Carpentry

=Item Membership (Carpentry guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Cart (100¢)
  • Buckler (200¢)
  • Shield (400¢)
  • Great shield (600¢)
  • Bow (60¢)
  • Superior Bow (120¢)
  • Crossbow (120¢)
  • Superior Crossbow (240¢)
  • Wooden leg (40¢)
  • Replacement Hand (40¢)

leathercrafting

=Item Membership (Leathercrafters guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Light armour (200¢)
  • Medium armour (500¢)

armoursmithing

=Item Membership (Armoursmith guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Heavy/medium armour (700¢)
  • Heavy armour (1100¢)
  • Massive/heavy armour (1600¢)
  • Massive armour (2100¢)
  • Reinforced Buckler (300¢)
  • Reinforced Shield (800¢)
  • Superior Shield (1600¢)
  • Reinforced Great Shield (1200¢)
  • Superior Great Shield (2400¢)

Brewery

=Item Membership (Brewery guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Barrel of Ale (200¢) => 100x mug of ale (2¢)
  • Barrel of Liquor (600¢) => 100x glass of liquor (6¢)

Chocolatery

=Item Membership (Chocolatery guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.
  • Box of Sweets (300¢) => 50x sweets(6¢)
  • Bottle of drinkable chocolate (180¢) => 10 servings of drinkable chocolate (18¢)

Cultivation

=Item Membership (Cultivation guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.
  • Barrel of Tabacco (600c) => 100x a portion of tabacco (6¢)
  • Box of cigars (500¢) => 25x cigar (20¢)
  • A bundle of primordial touched Yarrow (1000¢) => 10x primordial touched Yarrow (100¢)
  • A bottle of Opiate (100¢) => 10x Opiate (10¢)
  • Box of hallucinogen (150¢) => 10x Hallucinogen (15¢)

Anointing

=Item Membership (Anointing guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.
  • "Worship" ceremony components (Free)
  • "Sacrifice" ceremony components (Free)
  • "Soul sacrifice" ceremony components (Free)
  • "Vow" ceremony components (Free)
  • "Signal to the divine realms" ceremony components (20¢)
  • "Divine being summoning" (200¢)
  • "Divination" ceremony components (20¢)
  • "Sanctify" ceremony components (20¢)
  • "Hallow" ceremony components (100¢)
  • "Welcome" ceremony components (5¢)
  • "Marriage" ceremony components (50¢)
  • "Initiation" ceremony components (5¢)
  • "Lay to rest" ceremony components (5¢)
  • "Convert" ceremony components (200¢)
  • "Absolve" ceremony components (30¢)
  • "Divine intervention" ceremony components (50¢)
  • "Self blessing" ceremony (10¢)
  • "Blighting" ceremony components (25¢)
  • "Flash nullify" ceremony components (25¢)
  • "Binding" ceremony components (25¢)
  • "Unweaving" ceremony components (400¢)
  • Bronze Emblem Of (250¢)
  • Silver Emblem Of (500¢)
  • Golden Emblem Of (1000¢)
  • Bundle of Incense (300¢) => 50x Incense(6¢)
  • Box of Sacred Ointments (200¢) => 10x Sacred Ointments (20¢)
  • Shrine Centrepiece of (100¢)
  • Altar of (2500¢)

Non craftable

The following items cannot be crafted and have no patterns:

  • Caravan guard
  • Share of a company
  • Relic
Anonymous (not verified) Thu, 02-04-2015 23:06

Temporary reinforcement

Temporary reinforcement

With temporary reinforcement skill you can apply modifications to items that temporarily improve the function of an item. An item can only have one of those temporary improvements at a time and most of these improvements disappear after one use. All of these improvements cost materials to apply which can be bought in downtime.

=Skill Temporary Reinforcement
=Points 2
=Unique Rule Spend at least 10 minutes modifying the item. After this time the item is temporarily improved. Explain the effect to the owner of the item.
=Unique Rule You require the appropriate reinforcement materials for this skill to work.
=Unique Rule If you have the pattern of the item you are improving it only costs 5 minutes to modify the item.
=Shared Rule An item can only carry one improvement at a time.
=Details You are gifted at making small in the field adjustments to items that temporarily improve their functionality.

Example temporary reinforcement materials

You can use one of the example temporary improvements below or you can come up with your own improvements and buy them in downtime. They need to be approved and priced by a DM.

=Consumable Reinforcement Materials (Sharpened Weapon)
=Market price 50¢
=Unique Rule The next time you call "hit" with this weapon you can add 1 to the effect.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
=Consumable Reinforcement Materials (Added Durability)
=Market price 100¢
=Unique Rule The next time a break call would destroy this item; you can call a "resist" instead.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
=Consumable Reinforcement Materials (Hooked Weapon)
=Market price 200¢
=Unique Rule The next time you call "break" with this weapon you can add 1 to the effect and your own weapon won't break.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
=Consumable Reinforcement Materials (Armour Durability)
=Market price 200¢
=Unique Rule The next time you have 0 HP this armour doesn't lose a counter.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
Anonymous (not verified) Wed, 04-11-2015 21:57

Service Skills

Service Skills

The service skills can be used to make people feel better and to distract them from stressful situations. Getting paid fairly to do such thankless jobs might be the hardest challenge.

=Skill Street Performer
=Points 3
=WP 1
=Unique Rule Spend at least 15 minutes performing: For every 5 minutes of your performance, one member of your audience (you choose) regains 1 WP or the use of their "indulgence".
=Unique Rule Spend 1 WP for every 5 minutes of your performance, except for the first 15 minutes each day.
=Details Performance may include juggling, storytelling, playing an instrument, singing, theatre etc.
=Skill Prostitute
=Points 3
=WP 1
=Unique Rule Spend 15 minutes in private with another person, providing sexual favours and spend 1 WP. They regain 1WP or the use of their "indulgence".
=Unique Rule You can use this skill 3 times a day without spending willpower.
=Details The oldest profession. Normal sex doesn't give back willpower, but you are specially trained in the art of pleasing your clients.
=Skill Health Specialist
=Points 6
=WP 1
=Unique Rule Spend 15 minutes attending to a person's healthcare and spend 1 WP. They regain 1WP or the use of their "indulgence"
=Unique Rule You can use this skill 5 times a day without spending willpower.
=Details Healthcare may include massages, skin care, barbering, piss-propheting, make-up, etc.
=Skill Weeper
=Points 4
=WP 1
=Unique Rule Spend at least 10 minutes mourning. For every 5 minutes, one member of the funeral attendees (you choose) regains 1 WP or the use of their "indulgence".
=Unique Rule Spend 1 WP for every 5 minutes of mourning at somebodies funeral, except for the first 25 minutes each day.
=Details Professional weepers are skilled at making the dead person look more important than he or she was and are good at consoling random strangers about death.
Anonymous (not verified) Tue, 23-10-2012 10:03

Stimulants

Stimulants

Stimulants are used to increase the effects of your indulgence (see your racial condition). Some have nasty side effects or are expensive. But your character probably loves using one or several of these on a regular basis to take the edge of the stressful situations they tend to get themselves into.

Consumable A Mug of Ale
Market price
Unique Rule After consuming three of these items during your indulgence, you regain 2WP instead of 1WP.
Consumable A Glass of Liquor
Market price
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Consumable A Portion of Tobacco
Market price
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Item Hookah
Market price 100¢
Unique Rule If you spend your indulgence with this item and consume three portions of tobacco you regain 3WP instead of 2WP.
Unique Rule Indulging like this takes 15 minutes instead of 5.
Consumable Sweets
Market price
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Consumable Drinkable chocolate
Market price 18¢
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Unique Rule If you slowly warm the chocolate for 20 minutes before consuming it during an indulgence you regain 3WP instead of 1WP.
Consumable Cigar
Market price 20¢
Unique Rule After consuming this item during your indulgence, you regain 3WP instead of 1WP.
Consumable Hallucinogen
Market price 15¢
Unique Rule After consuming this item during your indulgence, you regain 3 WP instead of 1WP.
Unique Rule After consuming this item you are dazed and hallucinate for an hour.

Opiate works a bit different from other stimulants. Instead of increasing the effect from your indulgence, the opiate stops pain, making stitching less of a horrible experience.

Consumable Opiate
Market price 10¢
Unique Rule Drink this, then wait 2 minutes. For the next hour after this, you are Dazed but you do not lose WP from the stitching and bandaging skill being used on you.

Primordial touched Yarrow is a plant warped by the influence of an unstable primordial flow. It is most often used to keep soldiers fighting even when they are wounded or have fevers from infections. But because of its rareness and danger of harvesting it is relatively expensive.

Consumable Primordial touched Yarrow
Market price 100¢
Unique Rule If you consume this after 5 seconds you are no longer dazed or weakened by effects that you had at the moment of consuming this for a full hour.
Unique Rule After the hour has past you are dazed and weakened for a full hour.
Anonymous (not verified) Tue, 23-10-2012 10:01

Money Lending

Money Lending

You gain loan conditions automatically when you have too little money in downtime to pay for your expenses because you are wounded. You cannot gain loan conditions any other way.

=Condition Loan
=Unique Rule When you gain this condition you receive 50¢ for every level of this condition.
=Unique Rule You lose 1¢ per month for every level of this condition.
=Unique Rule You can lose this condition by paying 50¢ for every level of this condition.
=Unique Rule If you do not lose this condition in a year, people might pay you a visit to get their money in the form of items, labour or other things of value.
=Details You have a loan with a respectable person in your home community that trusts you to pay him back.

There are always people with ideas but without the funds to act on these ideas. If you have the funds you might be able to make a profit from other people their ideas. You can use investment conditions to represent the fact that you put money into a starting business. When you receive these conditions it is cool to discuss with the GM's what business plan exactly you have invested in.

=Condition Investment
=Unique Rule Every month there is a change of 10% that you will lose this condition.
=Unique Rule Every month there is a change of 20% that you will gain the share level x item and lose this condition. x is random and ranged from 15 to 25.
=Unique Rule You can gain this condition by spending 2000¢. You can only do this once per year.
=Details You have found a person with a good idea. The idea might work; or it might not. Your money is in their hands now. But if you have enough money to burn and an understanding of the law of large numbers...
=Condition Shady Investment
=Unique Rule Every month there is a change of 40% that you will lose this condition.
=Unique Rule Every month there is a change of 40% that you will gain the share level x item and lose this condition. x is random and ranged from 15 to 25.
=Unique Rule You can gain this condition by spending 2000¢.
=Details You have found a person with a get rich quick scheme, a business plan and he wants to cut you in... he just needs some money to get started.

After a company has been created through an investment, the player will hold 20% of the shares. In effect, the other party will hold 4 shareholder conditions of the same level (80% of the company); which can later be bought by players.)

Shares usually cost around 250 ¢ per level. But this obviously fluctuates a lot.

=Item Share
=Market price Var
=Unique Rule You gain 10¢ for every level this item has per month.
=Unique Rule Every month the level and price of this item can fluctuate.
=Shared Rule All the share items of a single company are all the same level.
=Shared Rule Depending on the amount of shareholders you might have a say in the company its policy.
=Details You are co-proprietor of a business. You receive a monthly dividend from this business depending on how well the business is doing.
Anonymous (not verified) Tue, 23-10-2012 16:49

Trade skills

Trade skills

People with the merchant skill are skilled at getting things cheap so they can sell them... not so cheap. Most merchants are crafters themselves and sell their own wares or at least have a deal with one or more crafter to supply them with items to sell.

=Skill Merchant
=Points 5
=Unique Rule Every month you can buy or sell up to 1000¢ worth of items with this skill.
=Unique Rule Buying items with this skill is at 85% of their market price.
=Unique Rule Selling items with this skill is at 65% of their market price.
=Unique Rule You now spend 500¢ per month on your standard of living.
=Downtime Rule You can buy this skill multiple times. Each time you do so either your buying or selling price shifts 1% (alternately, you choose which first), you can buy or sell 1000¢ worth of items extra and your standard of living is increased by 100¢ per month.
=Details You know your way around the markets, have a lot of trading contacts and know how to barter well.

The barter skill can be used to exchange things that you find lying about for things you might actually need.

=Skill Barter
=Points 1
=Unique Rule Every month you can exchange 100¢ worth of items for 90% worth of other items.
=Downtime Rule You can buy this skill multiple times.
=Details You often forgo with money altogether, getting exactly what you need.
Anonymous (not verified) Thu, 13-02-2014 20:07

Travel and transport

Travel and transport

The cart item can be used to transport more items to and from an event than the core rules allow. However, transporting a cart of goods attracts unwanted attention, so you will need other players or hire NPCs to protect your cart. The chance of losing your cart is reduced by one fifth for a person wearing Medium Armour and a Medium Weapon.

=Item Cart
=Market price 100¢
=Unique Rule You can take an extra 800 items from or to a location. One large item counts as 8 items.
=Unique Rule There is a chance of 30% during every trip that you will lose all carts and all they transport.
=Unique Rule Each person protecting the cart during its entire trip lowers the chance it is lost.
=Shared Rule This item does not require a physrep.
=Details Carts are useful for hauling large amounts of stuff. Sometimes, however, it is better to leave it behind.

The caravan guard "item" lets you hire NPCs to protect your caravan during its trip.

=Consumable Caravan Guard
=Market price 15¢
=Unique Rule You hire a guard to protect one cart.
=Unique Rule The guard is equipped with a medium armour and a medium weapon.
=Unique Rule This item can be used once.
=Shared Rule This item does not require a physrep.
=Details It is relatively easy to find people that travel in the same direction and are willing to earn a few extra coppers.
=Skill Professional Guardian 1
=Requires You need a heavy armour (or better) and a weapon for this skill to work.
=Points 2
=Unique Rule You count as three persons when determining how many persons protect something in downtime.
=Details You know how to organize your patrol patterns and look the part so enemies will try a softer target.
=Level Upgrade to Level 2 by training 2 points
=Skill Professional Guardian 2
=Requires You need a massive armour and a weapon for this skill to work.
=Points 4
=Unique Rule You count as five persons when determining how many persons protect something in downtime.
=Details The local scum knows not to mess with whatever you are protecting.

The caravan safety skill lowers the chance of your charts being attacked. It is probably only worth it if you have several charts.

=Skill Caravan Safety 1
=Points 5
=Unique Rule The chance a caravan you travel with is lost is 20% instead of 30%.
=Details You know how to travel safer across the land. Maybe you have some contacts with the locals or you might know a safer route.
=Level Upgrade to Level 2 by training 5 points.
=Skill Caravan Safety 2
=Points 10
=Unique Rule The chance a caravan you travel with is lost is 10% instead of 30%.
=Details You know how to travel safer across even the most dangerous areas. You might even have a positive relationships with the local bandits.
Anonymous (not verified) Sat, 22-02-2014 19:27

Divine Magic

Divine Magic

The priest gathered the followers to Talor and felt their awe and worship create small pockets of energy during the ceremony. Most of it he send directly towards the divine realms, as per agreement, but a small portion he was allowed to keep. "Talor is thankful for your devotion. And I will now grant you his blessing. For we have a confusing day ahead, and we will need his clarity."

Divine magic is the domain that gives characters access to the powers of gods. The skills in this domain are the skills of priests and crusaders. Priests are an important part of any society. They are the link between a deity and the people. If you create a priest, this domain requires a great deal of social interaction, you will be seeking out new followers for your deity, guiding followers and performing ceremonies.

Crusaders are people called upon by their community to help protect and strengthen the faith. Most crusaders use their divine abilities to enhance their other skills such as soldering, surgery or even use of other kinds of magic. Crusaders work best when paired with a priest with a steady following.

Anonymous (not verified) Wed, 21-12-2011 11:30

Priest skills and conditions

Priest skills and conditions

A deity is a godly figure who has command over divine magic. This is a very powerful form of magic. Divine magic works by adjusting the physical laws of the world around people and objects. To power their magic, deities need to collect divine charge from the world. For this purpose, deities need to have mortals representing them on the world, fighting for their cause. These are the priests and the crusaders of this domain.

Divine Charge

The energy source of all divine magic are divine charges (DC). There are several ways to get DC. If you have a Devoted condition, the easiest way is by gathering worshippers and getting them to pray during a divine ceremony, to an emblem or at a shrine. During such ceremonies divine charges are released most of which are send to your deity, you can use the rest to cast blessings or power the ceremony itself. How much you keep depends on your devotion. Another way to get divine charge is through certain ceremonies.

Priest skills

The ceremony master skill gives you access to most priest ceremonies (not the blessing ceremony) and gives you a discount on such ceremonies.

=Skill Ceremony Master
=Points 2
=WP 1
=Unique Rule You can perform priest ceremonies by spending the necessary components and 1WP. The components are lost during the ceremony unless they are free.
=Unique Rule This skill teaches you no blessings (so you cannot perform blessing ceremonies with this skill).
=Unique Rule Ceremony components cost 30¢ less if you buy them for personal use.
=Details You are not necessarily a full fledged priest but you often perform ceremonies for your local church to lighten the load on the priests. Instead of devotion you probably power these ceremonies with sacrifices.

The priest skill gives you access to a large list of ceremonies that can be performed by purchasing the needed components. The most important one of these ceremonies is the "blessing" ceremony which gives you access to blessings to empower yourself and your flock. It is highly recommend to take the Devoted condition when you become a priest because worshippers will be your primary source of DC.

=Skill Priest 1
=Points 1
=WP 1
=Unique Rule You can perform priest ceremonies by spending the necessary components and 1 WP. The components are lost during the ceremony unless they are free.
=Unique Rule You know your deity's signature blessings and 4 additional blessings (choose them when you gain this skill).
=Details You are a priest with a lousy backwater education. You are thought only a limited amount of blessings.
=Downtime Rule Upgrade to Level 2 by training 1 point
=Skill Priest 2
=Points 2
=WP 1
=Unique Rule You can perform priest ceremonies by spending the necessary components and 1 WP. The components are lost during the ceremony unless they are free.
=Unique Rule You know all blessings.
=Details The priest is a cornerstone of any community, empowering every loyal worshipper with the power of the deity.

The preacher skill can be used to empower the mental and emotional resolve of your flock.

=Skill Preacher
=Requires Priest
=Points 5
=WP 1
=Unique Rule Help someone for 5 minutes with advice on matters of faith, give them a fitting task to fulfil their religious need and spend 1 WP.
=Unique Rule When the recipient completes the task they regain 1 WP or the use of their "indulgence".
=Unique Rule You can use this skill 4 times a day without spending willpower.
=Shared Rule This is a Sacred way of gaining WP.
=Details In troubled and stressful times people flock to the priest for advice and support. But listening to worries, troubles and past sins all day wears down the mind.

The pilgrim skill can be used to fill up emblems with the energy of the local people during your travels.

=Skill Pilgrim
=Points 3
=Unique Rule For every you spend during downtime one of your emblem items starts your next event with one more DC.
=Details During your travels to important places you stop and stay a while in the villages you pass to give people a chance to pray to your emblems.

The Missionary skill can be used to increase the level of your "devoted" condition by spending resources.

=Skill Missionary
=Requires Priest
=Points 4
=Unique Rule If you spend 5 during downtime you will gain 1 counter on this skill.
=Unique Rule You can use counters on this skill to increase the level of your devoted condition. Only half of the counters is allowed to come from this skill.
=Details You are frequently sends out into the world to convert and initiate as many people into the faith as you can. This works better if you have true stories to tell about your deeds and godly miracles.

Devotion

The Devoted condition represents your character's relationship with the deity he or she serves. The higher the level, the better this deity appreciates you and the more power he lets you keep for yourself after a divine ceremony. There are six levels of devotion. Only the first two are available for new characters. To increase your devotion, you should collect devotion counter for your Devoted condition. The more you and your allies accomplish things your deity appreciates, the more counters you'll collect and the higher your Devotion will become. Devotion counters will be given to you by the game master when you enter downtime.

=Condition Devoted 1
=Requires Priest or crusader
=Points 5
=Unique Rule For every 8 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Downtime Rule This condition can be trained as if it was a skill.
=Details The divine beings trust you enough to perform ceremonies in the name of the deity, but not much more. You are allowed to keep about 13% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 2 if this condition has 30 counters or more.
=Condition Devoted 2
=Requires Priest or crusader
=Points 8
=Unique Rule For every 6 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Downtime Rule This condition can be trained as if it was a skill.
=Details Divine beings start to actively notice your deeds. You are allowed to keep about 20% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 3 if this condition has 20 counters or more.
=Condition Devoted 3
=Unique Rule For every 4 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Details The deity itself is informed of your name and deeds. You are allowed to keep about 25% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 4 if this condition has 40 counters or more.
=Condition Devoted 4
=Unique Rule For every 3 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Details The deity speaks to you for a moment in a dream and thanks you personally for your deeds. You are allowed to keep about 33% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 5 if this condition has 60 counters or more.
=Condition Devoted 5
=Unique Rule For every 2 DC you gather during ceremonies you get to keep 1 DC to use during this ceremony.
=Details The deity speaks to you for a moment in a dream about once a year. Divine beings might ask you for help or advice. You are allowed to keep about 50% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can upgrade to level 6 if this condition has 100 counters or more.
=Condition Devoted 6
=Unique Rule For every 4 DC you gather during ceremonies you get to keep 3 DC to use during this ceremony.
=Unique Rule Or for every 2 DC you gather you get to keep 1 DC.
=Details The deity speaks to you for a moment in a dream about once a month. Divine beings might ask you for help or advice. You are allowed to keep about 75% of the divine charge generated by the ceremony.
=Downtime Rule In downtime, you can exchange this condition for Living Saint if this has 120 counters or more and you meet the requirements.

Saints

The highest rank of deity devotion is Saint. They are given access to a great deal of power by their deity. It is very difficult to become a saint. Characters can only become saint if they choose the Purity condition at character creation(!). This has no other advantage then that it opens the potential to become a saint.

=Condition Purity
=Requires Vowed To:
=Points 3
=Unique Rule If you break a vow or demonstrably go against the mandates of your god you lose the Purity and Living Saint conditions.
=Details You have lived your life by the teachings of your deity.
=Condition Living Saint
=Requires You must have the purity condition to gain this condition.
=Unique Rule You get to keep all DC you gather.
=Unique Rule If you die your body becomes a Relic item with 15 counters.
=Details The deity speaks to you for a moment in a dream about once a week and trusts you enough that you would make about the same decisions he or she would make; therefore you are allowed to keep all of the divine charge generated by the ceremony.
Anonymous (not verified) Mon, 02-07-2012 22:33

Crusaders skills

Crusaders skills

Crusaders are the militant arm of the church. The power of a crusader comes from their special ability in carrying multiple blessings at the same time and their specialized crusader ceremonies. A crusader should be specialized in other skills as well (usually skills from the defence and armed combat domains).

=Skill Crusader 1
=Points 2
=Unique Rule While you have this skill you can have 2 blessings instead of 1.
=Unique Rule You can perform crusader ceremonies by spending the necessary components to do so.
=Details Two or more blessings interlink, cause reality to distort and the recipient to expire unless they are trained to carefully weave these blessings in a special pattern.
=Level Upgrade to Level 2 by training 3 points
=Skill Crusader 2
=Points 5
=Unique Rule While you have this skill you can have 3 blessings instead of 1.
=Unique Rule You can perform crusader ceremonies by spending the necessary components to do so.
=Details Weaving three blessings so they don't interfere with each other is exceptionally harder than two. No mortal has succeeded in weaving four.
Anonymous (not verified) Fri, 10-02-2012 14:08

Ceremony components

Ceremony components

Both priests and crusaders have ceremonies that are the basis of their divine power. Ceremonies are performed by using items called "components". The component items are lost during the ceremony and priests and crusaders usually carry a bunch of these components with them.

Priest ceremonies

Priestly ceremonies are based on serving and enhancing the community. They are also a medium between the community and the divine realms of the deities. All divine ceremonies can in theory be performed on unwilling restrained victems.

The blessing ceremony

The blessing ceremony is the cornerstone of the priestly business. The worshippers worship and the priest gives blessings in return.

=Item (Ceremony Components) Blessing
=Market price Free
=Unique Rule You can use DC to cast blessings during this ceremony. The blessing conditions detail the amount of DC they cost.
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Shared Rule You can gather DC from worshippers during this ceremony. (see devotion condition for details)
=Details This is the most often used and widespread type of ceremony. The worshippers worship their deity and the priest hands out blessings in return.

Charging ceremonies

The following ceremonies can be used to gain additional Divine charge (DC) and should be performed as part of another ceremony.

The Sacrifice ceremony is used to sacrifice items to gain DC.

=Item (Ceremony Components) Sacrifice
=Market price Free
=Unique Rule You sacrifice something with monetary value to the deity and receive 1 additional DC to use during the ceremony for every 25¢ worth of market price you sacrificed.
=Shared Rule This ceremony takes at least 2 minutes to perform and is a part of another ceremony.
=Details In desperation sometimes people have even burned down their homes to appease the divine ones.

The Soul sacrifice ceremony is used to sacrifice permanent WP and souls to gain DC.

=Item (Ceremony Components) Soul sacrifice
=Market price Free
=Unique Rule The recipient his maximum WP is lowered forever and you gain 2 additional DC to use during the ceremony for every WP lowered this way.
=Unique Rule If all the WP of a person is sacrificed in this way he or she gains the soulless condition and you gain 4 additional DC.
=Shared Rule This ceremony takes at least 5 minutes to perform and is a part of another ceremony.
=Details Almost always seen as an evil act. The stealing of souls might call down the wrath of other deities when performed to often.

The Vow ceremony is used to gain the vow condition and some additional DC.

=Item (Ceremony Components) Vow
=Market price Free
=Unique Rule You or somebody else takes a solemn vow and gains the vow condition. You gain 6 additional DC to use during the ceremony.
=Shared Rule This ceremony takes at least 2 minutes to perform and is a part of another ceremony.
=Details You promise to uphold some virtue or ideal. This show of devotion is instantly rewarded.

Divine realm ceremonies

The following ceremonies need a direct connection with the divine realms, established with the "Signal to the divine realms" ceremony.

The "signal to the divine realms" ceremony is used to ask permission for and warn the divine realms about the upcoming ceremony.

=Consumable (Ceremony Components) Signal to the divine realms
=Market price 20¢
=Unique Rule After the ceremony go to a GM and tell them you performed this ceremony. You will receive an answer from a GM as soon as possible.
=Shared Rule 1DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details This ceremony is used in preparation for greater ceremonies. Like summoning ceremonies.

The "Divine being summoning" ceremony is used to call down divine beings (deamons and angels).

=Consumable (Ceremony Components) Divine being summoning
=Market price 200¢
=Unique Rule A divine being appears. The divine being is not bound to your service but is probably obedient.
=Shared Rule 10DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform and needs to be performed roughly 2 hours after the "signal to the divine realms" ceremony.
=Details This ceremony is often performed to call down divine beings as advisers or to help in battle.

The "Divination" ceremony is used to ask questions to the divine beings.

=Consumable (Ceremony Components) Divination
=Market price 20¢
=Unique Rule You receive an answer from a divine source. The source is confident it is the right answer. More DC might help.
=Shared Rule At least 1DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform and needs to be performed roughly 1 hour after the "signal to the divine realms" ceremony.
=Details Divine beings are not all knowing nor read minds. Still they are seen as wise and knowledgeable. They also know what their deity mandates.

The "Sanctify" ceremony is used to nominate a dead person for sainthood, changing his or her body into a holy relic. Living(!) Saints are so trusted by their deity that they see them as divine beings that still have a free will. Only a handful ever existed and some deities never had a living saint. But every deity has many potential saints that are sanctified after their death.

=Consumable (Ceremony Components) Sanctify
=Market price 20¢
=Unique Rule The body of the dead recipient (wherever it may be) is turned into a relic if he had the ***purity ***condition. The strength of the relic depends on the level of devotion: 1 at level 4, 3 at level 5 and 7 at level 6.
=Shared Rule 2DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform and needs to be performed roughly 10 minutes after the "signal to the divine realms" ceremony.
=Details Death is a beautiful guarantee of future purity.

Other divine ceremonies

The following components are used for divine ceremonies that don't fit into one of the categories above.

The "Hallow" ceremony is used to create a holy space where worshippers can relax and unwind. It also stops most hostile spirits, demons and angels from entering which creates an area that is hard to spy on and mostly protects people from possession.

=Consumable (Ceremony Components) Hallow
=Market price 100¢
=Unique Rule A single room or circle of 5m. radius is determined to be a hallow.
=Unique Rule Up to 10 people can gain the welcome condition during the ceremony.
=Shared Rule 5DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform.
=Details In this holy place, it is easier to let go of worries and pray. Hostile spiritual entities have trouble entering this space.

The "Welcome" ceremony is used to welcome others into the hallow created or to give power to the hallow to extend it's existence as it lives on in the minds of the recipients.

=Consumable (Ceremony Components) Welcome
=Market price
=Unique Rule Explain de definition of the hallow to the recipient(s) and give them a (new) welcome condition.
=Shared Rule This ceremony takes at least 1 minute to perform and can only be performed if somebody with a welcome condition is present. You need separate (Ceremony Components) for every recipient.
=Details A person late to the ceremony can be welcome non the less. This ceremony can also extend the duration of the hallow.

The "Marriage" ceremony is used to bind two people in holy matrimony.

=Consumable (Ceremony Components) Marriage
=Market price 50¢
=Unique Rule Give both recipients the married to: condition.
=Shared Rule 5DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 30 minutes to perform and should be performed on two recipients.
=Details Religiously recognized marriage bonds are strong and produce more offspring because the soul of a child is placed there by a deity.

The "Initiation" ceremony can be used to initiate (a group of) people into the faith. It needs to be refreshed every year around the recipients birthday.

=Consumable (Ceremony Components) Initiation
=Market price
=Unique Rule Give the recipient(s) the promised to: condition for your deity; they are allowed to reject this condition in secret.
=Shared Rule This ceremony takes at least 15 minutes to perform. You need separate (Ceremony Components) for every recipient.
=Details Your soul is explicitly linked to a divine realm during this ceremony and at least a part will go there after death if all goes well.

The "Lay to rest" ceremony can be used to help dead persons on their way to the afterlife.

=Consumable (Ceremony Components) Lay to rest
=Market price
=Unique Rule The priest may give 1 blessing condition the recipient might have had to anyone present during the ceremony.
=Shared Rule This ceremony takes at least 10 minutes to perform and before a day has past since the recipient has died. The body of the recipient needs to be present. Only 1 lay to rest ceremony can be performed per recipient and cannot be performed if the soul was sacrificed.
=Details The soul will end up where it needs to go eventually, but it might take years. This ceremony shortens the time considerably.

The "Consecration" ceremony is used to convert divine items into divine items linked to your deity.

=Consumable (Ceremony Components) Consecration
=Market price 200¢
=Unique Rule One divine item you are touching is becomes linked to your deity.
=Shared Rule 2DC should be used during this ceremony per 200¢ market price of the item (rounded up). (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform and one of the worshippers should be a crafter.
=Details This ceremony is usually used to steal altars of rival deities. It transfers the link to the divine realms of your deity. A craftsman should be present to promise to adjust the item its appearance.

The "Absolve" ceremony can be used to undo the lasting effects of the other ceremonies. Performing this ceremony to remove certain things could make some deities angry, even your own deity. Ask for permission of some higher priest or divine being if you are unsure.

=Consumable (Ceremony Components) Absolve
=Market price 30¢
=Unique Rule Strip the recipient of 1 welcome, married to ..., promised to ..., vow or blessing condition. Mention this to a GM.
=Shared Rule 1DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details Removing some of these might make your or other deities very angry. Ask permission if you have any doubt.

The "Exorcism" ceremony can be used to disrupt the tether some entities (like divine beings and spirits) can shape with mortal bodies.

=Consumable (Ceremony Components) Exorcism
=Market price 25¢
=Unique Rule Strip the recipient of 1 posssed condition. The entity possessing the recipient can combat this. The amount of DC determines whether or not you succeed.
=Shared Rule At least 1 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 1 minute to perform per DC.
=Details Priests know how to cut of a possession, wasting all the energy the divine being poured into the possession.

The "Restoration" ceremony can be used to heal wounds. It needs to be performed before the soul realises the the tissue is missing and reshapes itself accordingly.

=Consumable (Ceremony Components) Restoration
=Market price 20¢
=Unique Rule For every DC used during the ceremony 5 are subtracted from the cost to heal the wounds in downtime. If 6 DC is used the condition is removed instantly.
=Unique Rule Only works if Wounded was received in the last 4 hours.
=Shared Rule At least 1 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details This ceremony uses the same magic originally used to create the mortal races to replace missing tissue.

The "cleansing" ceremony can be used to heal infections.

=Consumable (Ceremony Components) Cleansing
=Market price 20¢
=Unique Rule For every DC used during the ceremony 4 are subtracted from the cost to heal the infections in downtime. If 3 DC is used the condition is removed instantly.
=Unique Rule Only works if Infection was received in the last 4 hours.
=Shared Rule At least 1 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 5 minutes to perform.
=Details This ceremony replaces bad humours and helps chase away evil spirits that rot the still living wound.

The "Divine intervention" ceremony can be used to call down effects not covered by the other ceremonies.

=Consumable (Ceremony Components) Divine intervention
=Market price 50¢
=Unique Rule All worshippers can write a single request on an OC sheet of paper.
=Unique Rule GMs will discuss any requests at the end of the day and will determine whether it's is in the deities best interest. Amount of DC and requests for the same thing will influence this.
=Shared Rule At least 2 DC should be used during this ceremony. (see devotion condition for details)
=Shared Rule This ceremony takes at least 10 minutes to perform.
=Details It is a slow process that takes many worshippers but could accomplish anything.

Crusader ceremonies

Crusader ceremonies are ceremonies usually conducted behind enemy lines and in great haste. Sometimes even during battle. They can usually only be performed by crusaders because they need multiple weaved blessings to work.

The "Self blessing" ceremony is used by crusaders to give themselves blessings.

=Consumable (Ceremony Components) Self blessing
=Market price 10¢
=Unique Rule You can use DC from the shrine to cast blessings on yourself. The total amount of DC you should gather from the shrine is detailed on your devotion condition. The blessing conditions detail the amount of DC they cost.
=Shared Rule This ceremony takes at least 5 minutes to perform and must be performed near a shrine and requires a devotion condition.
=Details When no priests are around crusades still need blessings.

The "Blighting" ceremony can be used by crusaders to temporarily disable divine items, or prepare them for destruction, in exchange for their blessings.

=Consumable (Ceremony Components) Blighting
=Market price 25¢
=Unique Rule Put a blight condition on a divine item.
=Shared Rule This ceremony takes 10 seconds to perform and you must have 2 blessing conditions. If you are damaged or receive an effect during these 10 seconds the ceremony fails.
=Shared Rule You lose both blessing conditions.
=Details This ceremony is used to temporarily destroy the link with the divine realms. If left unlinked for too long, the item also loses its divine protection and might be destroyed.

The "Flash nullify" ceremony can be used by crusaders to destroy divine items in exchange for their blessings. It only works on items with a blight that has been festering on it for a while. This ceremony is usually used to destroy altars of rival deities.

=Consumable (Ceremony Components) Flash nullify
=Market price 25¢
=Unique Rule An item you are touching is destroyed.
=Shared Rule This ceremony takes 10 seconds to perform and you must sacrifice 2 blessing conditions. If you are damaged or receive an effect during the ceremony it fails. The targeted item must have a blight condition older than 2 hours.
=Details This transfers the blessings to the item while unweaving them, causing reality to be distorted and the already weakened connection with the divine realm to shatter completely.

Hostile entities often possesses mortal bodies as cheap soldiers and to force allies to fight against each other. The "Combat Exorcism" ceremony doesn't actually exorcise these hostile entities from bodies but instead temporarily suppresses the connection to the body.

=Consumable (Ceremony Components) Combat Exorcism
=Market price 40¢
=Unique Rule Touch up to 4 possessed beings in the next minute and state "I exorcise you, being!". The possession is temporarily suppressed for a time depending on it's strength. Weak bonds might take days to regain control, but strong bonds only seconds.
=Shared Rule This ceremony takes no time but you must sacrifice 2 blessing conditions.
=Details This ceremony transfers the blessings to the poor mortal while unweaving them in such a way that it temporarily distorts the link to the entity.

Divine beings can escape the material realm by simply abandoning their material bodies which at that moment disintegrates. The "Binding" ceremony can be used by crusaders (usually during combat) to bind divine beings to the material realm in exchange for their blessings.

=Consumable (Ceremony Components) Binding
=Market price 25¢
=Unique Rule Touch a divine being and state "I bind you, being!". If weak enough the divine being is unable to use its ability to decouple itself from material bodies and flee to the divine realms today. If the divine being is strong several binding ceremonies are needed.
=Shared Rule This ceremony takes no time but you must sacrifice 2 blessing conditions.
=Details A crusader can transfer its blessings to the divine being weaving them into the link between the divine essence and the material body, strengthening it.

The "Unweaving" ceremony can be used by crusaders to completely destroy divine beings. Without a binding ceremony the divine being will probably just flee.

=Consumable (Ceremony Components) Unweaving
=Market price 400¢
=Unique Rule Touch a divine being during the entire ceremony. Its very essence is utterly destroyed. Tell a GM afterwards.
=Shared Rule This ceremony takes at least 5 minutes to perform. You must sacrifice 3 blessing conditions.
=Details You take your three carefully interwoven blessings, transfer them to the divine being and unweave them slowly but violently, causing reality to be distorted and the divine being to slowly disappear entirely. This will almost assuredly anger other divine beings.
Anonymous (not verified) Fri, 30-03-2012 16:36

Blessings

Blessings

A blessing is a temporary power, bestowed by a priest or crusader. When a blessing is cast the recipient of the blessings gets a condition card from the caster describing the blessing.

Casting Blessings

Blessings are cast during the blessing ceremony (see the ceremonies section). Before casting a blessing, ask the recipient if they will accept your blessing. How exactly you cast a blessing is up to you, for example: you could offer them some medium through which the blessing is transferred. This medium can be many things, for example a mark of blood, a sprinkle of water, inhaling the incense smoke or a simple touch. You could say a few lines of prayer or a few other appropriate words.

The DC it costs to cast a blessing is detailed on the blessing condition but "signature" blessings do not cost DC. You want to carry the conditions for the blessings that you want to cast before you start the ceremony. If you have run out of the blessing conditions you need you can always ask a GM for more.

Signature blessings

These are small signature blessings that do not cost DC to cast for a priest of the proper deity and are usually handed out as a reward by such priest in exchange for the DC. They can only be cast for free by a priest of that particular deity or they can be bestowed upon worshippers if they leave DC at some holy items.

=Blessing Last words (Talor)
=DC 1
=Unique Rule When you die you can contact 1 nearby person in a vision today, they regain three WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Talor and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details When you die you will have the ability to speak to one person for the last time.
=Blessing Tradable knowledge (Talor)
=DC 1
=Unique Rule Ask a DM for additional rumours and news.
=Shared Rule This blessing costs no DC to cast if you are devoted to Talor and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You hear whispers on the wind.
=Blessing Zest for life (Danu)
=DC 1
=Unique Rule It takes 2 more minutes for you to bleed to death.
=Shared Rule This blessing costs no DC to cast if you are devoted to Danu and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Your will to live heightens by this blessing.
=Blessing Blessed union (Danu)
=DC 1
=Unique Rule Unless something prevents it. Your next copulation will result in a pregnancy and the chance of the child being healthy is increased. If you have sex that could result in a child today you receive 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Danu and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You will become a parent.
=Blessing Holy armour (Gataur)
=DC 1
=Unique Rule Today you can ignore 1 time you should mark an armour card.
=Shared Rule This blessing costs no DC to cast if you are devoted to Gataur and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Your armour seems protected from damage by this blessing.
=Blessing Crafter's anticipation (Gataur)
=DC 1
=Unique Rule The first time you use the Custom Crafter skill to make a design today you receive 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Gataur and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Inspired by Gataur you can keep equipment in working shape.
=Blessing Just reflex (Ratish)
=DC 1
=Unique Rule When somebody causes you to stumble you can call stumble on him or her.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ratish and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details The balance of battle is restored by this blessing.
=Blessing Freedom call (Ratish)
=DC 1
=Unique Rule When somebody captures or imprisons you your closest free ally is warned of this telepathically when you choose.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ratish and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing causes divine beings to contact your allies or your behalf to ensure they can fight for your freedom.
=Blessing Evercleaning waters (Januri)
=DC 1
=Unique Rule You can't gain new infections.
=Shared Rule This blessing costs no DC to cast if you are devoted to Januri and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing washes clean your wounds.
=Blessing Power of love (Januri)
=DC 1
=Unique Rule Your love partner can gain 1 WP from a romantic encounter with you today. But loses 4 WP if you would where to die today.
=Shared Rule This blessing costs no DC to cast if you are devoted to Januri and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Love conquers much, but not all.
=Blessing Ecstatic Bloodthirst (Wana)
=DC 1
=Unique Rule Hack away at an unconscious enemy for 15 seconds; if you have more than 0 HP while you do this you regain 2 HP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Wana and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing rewards you with protection for being viscous against your fallen enemies.
=Blessing Evil eye of Wana (Wana)
=DC 1
=Unique Rule Stare at a single person for at least 5 minutes today. They will become sick within a year and a day if this blessing expires at dawn.
=Shared Rule This blessing costs no DC to cast if you are devoted to Wana and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details When ogres and witches start staring at you. You better run.
=Blessing Vitality Guard (Ranimsul)
=DC 1
=Unique Rule The first time when a complication card would put you at exactly 0 WP during surgery you are at 1 WP instead. The can only happen once per surgery.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ranimsul and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing guards you against death.
=Blessing Second wind (Ranimsul)
=DC 1
=Unique Rule The first time you spend your last WP today you regain 2 WP after 1 hour.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ranimsul and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details The tenacity of the halfling is legendary, but might be divinely inspired in some cases.
=Blessing Insubstantiation (Ganinisum)
=DC 1
=Unique Rule When you drop to 0 HP you can call resist against any attack or effect for up to 10 seconds. You also can't move or be moved during this period.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ganinisum and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This strange blessing protects you against further injuries by turning you into a ghostly image.
=Blessing Blessed party (Ganinisum)
=DC 1
=Unique Rule When at least 6 people with this blessing get together and party for an hour, they regain their spend indulgence. They can do this one time per day.
=Shared Rule This blessing costs no DC to cast if you are devoted to Ganinisum and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details These are the sort of parties they sing songs about.
=Blessing Composure (Uastra)
=DC 1
=Unique Rule After you have survived a surgery if you have lost WP you regain 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Uastra and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing steels your emotion in the face of injury.
=Blessing Uastra's Guidance (Uastra)
=DC 1
=Unique Rule When you are harvesting alchemy components, you only take half of the time.
=Shared Rule This blessing costs no DC to cast if you are devoted to Uastra and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing gives you the ability to more easily find nature's bounty.
=Blessing Shared indulgence (Vanessa)
=DC 1
=Unique Rule When you share a stimulant item with somebody you both gain the effects from the item.
=Shared Rule This blessing costs no DC to cast if you are devoted to Vanessa and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing gives you the ability to share your indulgent moments.
=Blessing Unbound pleasures of the flesh (Vanessa)
=DC 1
=Unique Rule You are protected from sexually transmitted diseases and you are infertile. If you have sex with at least three people today you regain 1 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Vanessa and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing gives you the ability to indulge in your sexual desires without any consequences... apart maybe from some social ones.
=Blessing Animation (Tal'kinita)
=DC 1
=Unique Rule One minute after you die you rise as a mindless vengeful zombie with 3 HP, all combat skills, and 3 WP. After 5 minutes you die again; for good this time.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tal'kinita and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing turns you into a mindless zombie that is hell-bent on killing its enemies for a few more minutes.
=Blessing Ancestral possession (Tal'kinita)
=DC 1
=Unique Rule You have a second character within this body and can switch with a minute of concentration. Switching back to yourself costs 4 WP. Your second character has 10 skillpoints.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tal'kinita and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You invite one of your ancestors to help you in these dire times with their ancient old skills.
=Blessing Blessed Healing (Zalsz)
=DC 1
=Unique Rule Any long lasting injury you gain while you have this blessing costs 5 less to heal.
=Shared Rule This blessing costs no DC to cast if you are devoted to Zalsz and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing unlocks regenerative powers inspired by the lizardmen.
=Blessing Creator's Sorrow (Zalsz)
=DC 1
=Unique Rule Any item that you have crafted gives twice as much DC during sacrifice rituals you partake in.
=Shared Rule This blessing costs no DC to cast if you are devoted to Zalsz and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details It matters not that this masterpiece is destroyed. The next time you build it will be better.
=Blessing Protecting the wounded (Tahordyn)
=DC 1
=Unique Rule If you have the wounded condition you need an additional hit on your wounded body part before your HP is reduces to -1 automatically.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tahordyn and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing helps those in need.
=Blessing Temperance (Tahordyn)
=DC 1
=Unique Rule If you haven't used an indulgence today and don't for the next 12 hours you gain 2 WP.
=Shared Rule This blessing costs no DC to cast if you are devoted to Tahordyn and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Good things come to those that wait.
=Blessing Glorious Fury (Nantillion)
=DC 1
=Unique Rule When you reduce an enemy to 0 HP you can call stumble on your next 2 attacks.
=Shared Rule This blessing costs no DC to cast if you are devoted to Nantillion and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing rewards the victors.
=Blessing Independence (Nantillion)
=DC 1
=Unique Rule You gain 2 WP. You lose 2 WP as soon as you are healed by or gain WP from somebody else.
=Shared Rule This blessing costs no DC to cast if you are devoted to Nantillion and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing rewards those that can take care of themselves.
=Blessing Changing blessing (Sin)
=DC 1
=Unique Rule Sin offers a different blessing every day as its first signature blessing.
=Shared Rule This blessing costs no DC to cast if you are devoted to Sin and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details You wonder what Sin came up with today.
=Blessing Random blessing (Sin)
=DC 1
=Unique Rule You receive a random blessing from a GM, this blessing can include effects not mentioned here.
=Shared Rule This blessing costs no DC to cast if you are devoted to Sin and the recipient has no blessing.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Don't like the first signature blessing of Sin? You can also ask the priest for a completely random one. Enjoy being a chicken for the rest of the day.

Blessings conditions

These blessings are cast with DC. They can be cast by any priest during a blessing ceremony.

=Blessing Boundless Justice
=DC 1
=Unique Rule Call resist against all charm effects.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing makes it clear: this is an enemy of god; no charm will distract from that fact.
=Blessing Angel's Flight
=DC 1
=Unique Rule When you drop to 0 HP, raise your hand to disappear. Return to a place within 10 paces within 10 seconds.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing causes you to make a small jump in the fourth spacial dimension when you become injured, hopefully propelling you to safety.
=Blessing Primordial Ripple
=DC 1
=Unique Rule Your somatic and verbal components both give 50 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing slightly stabilizes the primordial flow around you.
=Blessing Pilgrim's Health
=DC 1
=Unique Rule Any long lasting injury you gain while you have this blessing costs 15 less to heal.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing people heal faster.
=Blessing Halo Of Health
=DC 1
=Unique Rule While you've spend/lost less then 2 WP you will not bleed to death after 5 minutes when at -2 HP. You will lose 2 WP instead.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details As long as you feel on top of your game this blessing causes you to stabilize your bleeding.
=Blessing Proud Death
=DC 1
=Unique Rule One minute after you die you rise as a vengeful mindless zombie, with 6HP, all skills and 6 WP. You die again within 10 min.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing turns you into a relatively strong zombie after death.
=Blessing Rebuke
=DC 1
=Unique Rule Most possessions fail to take hold on you.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details Although the gods where hesitant to teach mortals this blessing at first, it is now primarily used against shamanic spirit possession.
=Blessing Demon's Spawn
=DC 2
=Unique Rule When you drop to 0 HP, raise your hand to disappear. Reappear within 10 seconds touching your attacker. Call "hit".
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing causes you to make a small jump in the fourth special dimension when you become injured, propelling your body into the enemy with force.
=Blessing Divine concentration
=DC 2
=Unique Rule When you perform an alchemy change that you have performed once before it only takes half the time.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing keeps you focused on the laboratory in front of you.
=Blessing Boundless Focus
=DC 2
=Unique Rule Call resist against all daze effects.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing protects against spellcasters lights, smoke and mirror or heavy blows to the skull.
=Blessing Primordial Stability
=DC 2
=Unique Rule Your somatic and verbal components both give 90 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing stabilizes the primordial flow around you.
=Blessing Resilient Hero
=DC 2
=Unique Rule Two seconds after you dropped to 0HP you can ignore wound effects while at 0. (For example: you can carry things in a wounded arm). You react normally at -1 and -2 HP.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing empowers your resolve and causes you to bite trough the pain of shallow injuries.
=Blessing Inspired Awe
=DC 2
=Unique Rule You have one more maximum WP. Your current WP doesn't change.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing opens your mind for divine pleasures.
=Blessing Miracle Healing
=DC 2
=Unique Rule Any long lasting injury you gain while you have this blessing costs 25 less to heal.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing people heal at a miraculous pace.
=Blessing Boundless courage
=DC 3
=Unique Rule Call resist against all fear effects.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing nothing scares you. God is on your side.
=Blessing Primordial Calming
=DC 4
=Unique Rule Your somatic and verbal components both give 150 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing stabilizes the primordial flow around you greatly.
=Blessing Endurance Imbued
=DC 4
=Unique Rule Shields you use have +1 toughness.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details With this blessing any shield you carry can withstand stronger blows.
=Blessing Strength Imbued
=DC 4
=Unique Rule Weapons you use have +1 toughness.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing makes it so that your weapons are harder to break.
=Blessing Heroic Fury
=DC 4
=Unique Rule Two seconds after you drop to 0 HP you can ignore wound effects while at 0 and -1. (For example: you can carry things in a wounded arm). You react normally at -2 HP.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing empowers your resolve and causes you to bite trough dangerous injuries.
=Blessing Angel's Shield
=DC 5
=Unique Rule As long as you've made no attack since your last short rest and have all your HP you can call "Resist 1", against any attack or hit effect.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing makes you invulnerable for shallow attacks unless you attack first.
=Blessing Angel's Touch
=DC 5
=Unique Rule The first time you touch an opponent who attacked you within the last 5 minutes, call "Hit". This doesn't end Angel's Shield.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing enacts divine justice to those that hurt you.
=Blessing Primordial Stillness
=DC 6
=Unique Rule Your somatic and verbal components both give 200 extra power you can use to power automata.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing stabilizes the primordial flow around you almost to a standstill.
=Blessing Godly Inspired
=DC 6
=Unique Rule You have two more maximum WP. Your current WP doesn't change.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing prepares you to be infused with religious ecstasy.
=Blessing Saint Protection
=DC 7
=Unique Rule You have 1 extra HP.
=Shared Rule This blessing expires at dawn or when you receive another blessing.
=Details This blessing protects you from direct physical harm.

Multiple Blessings

Crusaders can carry multiple blessing. There are many interesting combinations of blessings. You can have the same blessing more then once. You do this by applying the numbers in the blessing as many times as you have the blessing. For example if you have Saint Protection twice, you gain 1 + 1 HP.

If you have to call an effect, you double the power of that effect. If you have a blessing that causes stumble twice, you call stumble 4, since the default of stumble is 2, and you double it. Do not call the effect twice.

Anonymous (not verified) Sat, 24-03-2012 21:22

Items

Items

Priests and crusaders have several items that improve or support their skills.

Ceremonial items are items that can enhance a ceremony, either by generating extra willpower or by generating extra divine charges. Shrines are especially useful. Priests can set up a shrine at which characters can pray. The priest can then collect the tokens left at the shrine. This way the priest does not have to be present to collect prayer tokens when her followers are praying.

Emblems

Emblems are religious symbols created to carry additional divine energy for priests and crusaders.

=Item Bronze Emblem of ...
=Market price 250¢
=Unique Rule At the start of an event this item has 4 out of 6 DC that can be gathered from it during divine ceremonies.
=Unique Rule Anyone can worship this emblem's deity and leave their DC at this emblem in a small 1 minute ceremony.
=Shared Rule If you've used a different Emblem in a ceremony today you can't use this item.
=Item Silver Emblem of ...
=Market price 500¢
=Unique Rule At the start of an event this item has 6 out of 10 DC that can be gathered from it during divine ceremonies.
=Unique Rule Anyone can worship this emblem's deity and leave their DC at this emblem in a small 1 minute ceremony.
=Shared Rule If you've used a different Emblem in a ceremony today you can't use this item.
=Item Golden Emblem of ...
=Market price 1000¢
=Unique Rule At the start of an event this item has 8 out of 16 DC that can be gathered from it during divine ceremonies.
=Unique Rule Anyone can worship this emblem's deity and leave their DC at this emblem in a small 1 minute ceremony.
=Shared Rule If you've used a different Emblem in a ceremony today you can't use this item.

Ceremonial Items

Incense and Sacred ointment are sacred stimulants that can be used to increase the amount of WP you regain during an indulgence.

=Consumable Sacred Incense
=Market price
=Unique Rule Burn this during your indulgence (should be some form of worship): You regain 2 WP from the indulgence instead of 1.
=Shared Rule This item is Sacred.
=Consumable Sacred Ointment
=Market price 20¢
=Unique Rule Use this as a medium to transfer a blessing: The recipient regains 3 WP from his or her next indulgence instead of 1.
=Shared Rule This item is Sacred.

Shrines can be used to pray and receive small free blessing conditions without a priest present. A priest can than at a later time send the energy to the divine realms. If he or she does this within a day they even get to keep some of the power.

=Item Shrine Centrepiece of ...
=Market price 100¢
=Large This item is large.
=Unique Rule Priests and crusaders can use this item to set up a shrine for their deity.
=Unique Rule Anyone can worship at this shrine by leaving 2 DC at it. If they do they may ask a DM for the signature blessing condition from it's deity.
=Unique Rule DC left at a shrine can be gathered during divine ceremonies.
=Unique Rule At first light of the next day all DC should be removed.

Altars are elaborate and expensive holy items that double the rewards of sacrifices.

=Item Altar of ...
=Market price 2500¢
=Restore price 1000¢
=Toughness 3
=Unique Rule Sacrifice ceremonies to the appropriate deity made on this altar generate twice as much DC.
=Unique Rule This item requires the strength of 20 people to move and breaks when it is moved.
=Large This item is large.

Relics reduce the cost of a single blessing you cast today.

=Item Relic of ...
=Market price Var
=Large This item is large.
=Unique Rule If you had this item at first light the DC cost of one of the blessings you know is reduced by the number of counters for one day.
=Unique Rule When this item breaks with 2 or more counters this becomes two new Relics. Divide the counters of this item over the two Relics.
=Downtime Rule This is a special item made from the body of a Saint. If you wish to sell it, you will have to find a specific buyer. It cannot be bought normally.
=Details This is a piece of a death saint probably embalmed and stored in an emblem.
Anonymous (not verified) Mon, 10-09-2012 18:52

Divine Conditions

Divine Conditions

These conditions are all brought about by interaction with the divine powers wielded by priests, crusaders, divine beings or deities themselves.

The blight condition is attached to an item usually after an blighting ceremony.

=Condition Blight
=Unique Rule This item cannot be used.
=Unique Rule The connection of this item with the divine realms has been temporarily distorted.
=Unique Rule This condition can be removed by performing an absolve ceremony and then performing another absolve ceremony 3 hours later.
=Details Violent discharge of weaved blessings has caused this item to stop functioning. Another such an attack may destroy the item completely.

The soulless is usually gained after a sacrifice soul ceremony.

=Condition Soulless
=Unique Rule Your soul has left this body.
=Unique Rule You lose all skills and all conditions that are not part of your physical body.
=Unique Rule You lose all willpower and cannot regain any willpower.
=Unique Rule You cannot perform any actions unless ordered to, including eating and drinking. Any action you are ordered to perform will be performed to the minimum of your abilities. Any action that requires creativity will fail.
=Unique Rule Unless nourished or ordered to nourish yourself, your body dies in two days.

The welcome condition is used to create and welcome new people into a hallow granting them rest. This condition is usually gained after a hallow or welcome ceremony.

=Condition Welcome
=Unique Rule You are welcomed into the Hallow that the person specifies when you gain this condition.
=Unique Rule While within the Hallow you can regain 1 DC by spending 1 WP.
=Unique Rule Taking a short rest within the Hallow takes 2 less minutes (but always at least 1 minute).
=Unique Rule This condition will expire in a month.
=Details A hallow is a place of rest and recovery. But it is also a place perfectly suited for extensive worship.

The "married to" condition is used to interlink your soul with the soul of another. It also "warns" the divine realms of the potential for children and makes it more likely to convince to deity to hand the child a soul. This condition is usually gained after a marriage ceremony.

=Condition Married to ...
=Unique Rule You can at any time perform a small divine ceremony to determine whether or not the person you are married to is still alive, how far away he is from you and roughly in what direction he or she is. It might take a few minutes or even hours before you get an answer.
=Unique Rule When a person you are married to dies there is a 5% chance that you die as well within the same day.
=Downtime Rule If biologically possible the chance of impregnating a person you are married with is heightened from 20% per month to 50% per month if you are trying to impregnate (some racial variations apply) and the chance of stillborns is reduced by half.
=Details One of the effects of linking souls is that it could cause them to "stick" together when one of them leaves for the divine realms.

The "promised to" condition is used to "baptise" people. It needs to be replenished every year at roughly the same time as when you where born but makes it easier to worship multiple times per day. This condition is usually gained after an initiation ceremony.

=Condition Promised to ...
=Unique Rule Your soul or at least a part of it is linked to a certain divine realm. Since you can have multiple of these conditions your soul might end up in parts shattered across multiple divine realms.
=Unique Rule With the help of a priest dedicated to the god you are promised to you can spend 1 WP to lose the regain 1 DC.
=Unique Rule You lose this condition on your birthday.
=Downtime Rule You can choose to buy this condition for 10¢ during downtime or character creation.
=Details You are somewhat devoted to a certain deity and find it easier to worship this deity multiple times a day.

The "Nightly worshipper" condition is used to promote evening ceremonies instead of morning ceremonies. This condition is usually gained after an initiation ceremony.

=Condition Nightly Worshipper
=Unique Rule Instead of at the first light of the day, you regain DC and your blessings expire at the last light of the day.
=Downtime Rule You can choose to gain or lose this condition at character creation or during an initiation ceremony for free.
=Details You or your priest prefers you to worship during the night.

A vow is a solemn promise made by a worshiper to their deity, meant to show their dedication. It increases the speed that the devoted condition levels, unless you break the vow. The "vowed to" condition is usually gained after a vow ceremony.

=Condition Vowed to ...
=Unique Rule If you gain this condition write a vow on this card.
=Unique Rule Upgrading Devoted costs 5 counters less.
=Unique Rule If you break this vow you don't gain the beneficial effects from blessing conditions and you cannot add counters to your devoted condition for 6 months. If you are unsure whether or not a certain action breaks a vow ask a GM.

Characters with a vow can upgrade their Devoted condition more quickly. Because of this, it may be advantages to choose a vow during character creation. Some deities don't accept certain vows ask a GM in advice if you are in doubt. The following vows are available but if you can think of a cool vow ask a GM and we will discuss whether or not it can be used:

Vow Description
Devotion Your DC can only be gathered by priests or items devoted to a single deity. You must spend at least 2 WP every day to regain DC. You can gain this vow multiple times, this increases the amount of WP you have to spend to regain DC by 2 every time you take this vow.
Abstinence You cannot regain WP, unless it is through something Sacred or through a blessing.
Fealty Do not knowingly do or cause something that goes against a wish or desire of the person to whom you vow loyalty, even after their death. This person must approve this vow and most be promised to the Deity in question.
Ferocity Spend at least 3 WP when you're in a battle. Join every battle you know allies to be in, unless physically unable.
Honesty Do not lie, conceal information or deceive unless you explain this in advance.
Honour Do not steal, cheat or break promises, or knowingly let others do so.
Non-violence Do not attack mortal creatures, or knowingly contribute in another's effort to do so.
Poverty The money and market price of all the items you or others consider to be your possessions never exceed 50c.
Sovereignty Do not let mortals dictate your behaviour or deceive you into behaving in a manner unfavourable to you.
Anonymous (not verified) Sun, 25-03-2012 22:10

Alchemy

Alchemy

His hands where blue from all the spores. His tongue felt numb from all the taste tests. He felt strangely light headed from the fumes. But it was done. He closed his notes and put the flask to his lips. For a few seconds nothing happened, but after a while the world began to turn a strange hue of purple and the spirits stepped forward. "You can see us now. Or is it your head playing with you? Or is it us playing with your head?" The alchemist answered slowly "I don't know" and the spirit replied with a grin "Would it matter if you did?"

Alchemy is the art of purifying, mixing and testing ingredients to reach a certain wanted effect on the body. It is a strange mixture of magic and science and a highly local affair. A travelling alchemist almost always needs to come up with new recipes based on the local ingredients.

This is a complex domain. It is not as complex as primordial magic but comes close. The various steps one might(!) undertake in making a potion are the following:

Of course you could disregard this careful method and simply gather various dangerous plants in a cauldron and hope the mixture doesn't kill your client or yourself.

If you play an alchemist you will need a stock booklet in which you write down how many of each ingredient or mixtures you have. If you mix two ingredients together you do not need to consult a GM. Simply write down the new mixture in you stock booklet and note how many you mixed.

This is an example of how you could write a short entry into a stock booklet (and some personal notes):

You can mix ingredients freely as long as you note the mixture in your stock booklet in such a way that you can reproduce your steps (as seen in the above example).

Anonymous (not verified) Wed, 21-12-2011 11:32

Alchemy equipment

Alchemy equipment

Purifying equipment

The following items are used to change ingredients into more pure ingredients.

=Item Mortar and pestle equipment
=Market price 20¢
=Unique Rule With this item you can change some ingredients into a powder ingredient.
=Shared Rule Each change takes 5 minutes.
=Shared Rule Note a "powdered" version of the old ingredient into your stock booklet.
=Details A set of wooden and stone mortars and pestles used to powder ingredients into little bits.
=Item Pressing equipment
=Market price 20¢
=Unique Rule With this item you can change some ingredients into a fluid ingredient.
=Shared Rule Each change takes 5 minutes.
=Shared Rule Note an "oil" version of the old ingredient into your stock booklet.
=Details There are a lot of ingredients that hold some juice or oils that can be extracted by force.
=Item Filter equipment
=Market price 20¢
=Unique Rule With this item you can change some powder or fluid ingredients into two different ingredients.
=Shared Rule Each change takes 5 minutes.
=Shared Rule Note both a "filter residue" and a "filtered" version of the old ingredient into your stock booklet.
=Details Separating larger grained pieces from powders or fluids can be done with this set of sifters.
=Item Plant knife set
=Market price 20¢
=Unique Rule Can be used with the plant anatomy skill.
=Details A set of small knifes that can be used to cut specific parts of plants. Needs extensive training on plant parts to properly use.
=Item Desk Cauldron
=Market price 30¢
=Unique Rule Can be used with the alchemic cooking skill.
=Details A small cauldron that fits on a desk. Needs proper training to use in alchemic processes.
=Item Desk Distillery
=Market price 150¢
=Unique Rule Can be used with the distilling skill.
=Details A standard distillery that fits on a desk. Needs extensive training to be used.

Books

These books contain information about various ingredients.

=Item "Plant families of the north"
=Market price 300¢
=Unique Rule OC updated book with all plant families in Asgard. Get the physrep from the GM's.
=Details Contains information on all plant families found in the unified kingdom of Asgard. A new and updated version is released by the scribe caste about every 20 years. Author: Parison Ollradim of the scribe caste
=Item "Southern Heimr plant groups"
=Market price 300¢
=Unique Rule OC updated book with all plant families in Southern Heimr (Utgard). Get the physrep from the GM's.
=Details Contains information on all plant families found in the territory of the Utgard alliance. A new and updated version is periodically released by several Tellurian clans. Author: the Tellurians of Fireforge
Anonymous (not verified) Thu, 14-05-2015 16:14

Alchemy skills

Alchemy skills

Alchemy skills

The following few skills are needed to properly use certain alchemy equipment.

=Skill Plant anatomy
=Points 4
=Unique Rule You need a Plant knife set for this skill to work.
=Unique Rule You can change a plant ingredient into a roots, stem and flower ingredient.
=Unique Rule You can change a stem ingredient into a leaves and internodes ingredient.
=Unique Rule You can change a flower ingredient into a petals, ovary and stamen ingredient.
=Shared Rule Note the new ingredients in your stock booklet.
=Shared Rule Each change takes 1 minute.
=Details You know what parts of the plant are what.
=Skill Alchemic cooking
=Points 4
=Unique Rule You need a cauldron for this skill to work.
=Unique Rule With a cauldron you can change some ingredients into cooked versions.
=Shared Rule Note a "cooked" version of the old ingredient into your stock booklet.
=Shared Rule Each change takes 5 minutes.
=Details You know how to keep temperate even and how to boil gasses away from certain ingredient.
=Skill Distilling
=Requires Alchemic cooking skill.
=Points 4
=Unique Rule You need a distillery for this skill to work.
=Unique Rule With a distillery you can change some ingredients into two different ingredients.
=Shared Rule Note both a "still residue" and a "distilled" version of the old ingredient into your stock booklet.
=Shared Rule Each change takes 5 minutes.
=Details When you boil gasses away from certain ingredient you know how to catch them and turn them back into fluids by cooling.

The following skills are knowledge skills that will help you determine what certain ingredients are good for.

=Skill Herbology
=Requires Plant anatomy
=Points 4
=Unique Rule If you study a plant for 10 minutes you can say what family it is.
=Unique Rule You start the event with some random knowledge about plants that could(!) be in this area.
=Downtime Rule You can spend in downtime to research the plants in an area from books. Each gives you a chance to learn some random fact about a plant from that area.
=Details You know a lot about different plants or you have access to places where you can find out things about plants.
=Skill Bushcraft
=Points 2
=Unique Rule You can ingest a plant part in small portions in a relative safe way, after half an hour contact a GM and tell them what plant part you ingested with this skill.
=Unique Rule You can wear 4 plant parts on various parts on your skin in a relative safe way, after half an hour contact a GM and tell them what plant part you are wearing.
=Details You know how to carefully dose the ingestion to try and gets hints of the possible effects the plant part might have on you.

Improvised alchemy is a skill with which you can spend WP to adjust an ingredient to your liking.

=Skill Improvised alchemy
=Points 4
=WP 1
=Unique Rule During any alchemic change you can spend 1 WP. If you do this, you can choose to remove 1 effect from the resulting ingredient.
=Shared Rule If you do this note the resulting ingredient in your stock booklet separately and also note which effect is missing.
=Details You use some rare undocumented ingredients or hard to reproduce methods during the alchemic techniques. With enough concentration, it seems to work.

Systematic testing heightens the amount of testing substances that you can use at one time.

=Skill Systematic testing 1
=Points 3
=Unique Rule You can use up to 15 testing substances parallel, but it will take 15 minutes instead of 10.
=Details You probably have been travelling and testing the local plants for some time. You have devices a system of fluid efficiency.
=Level Upgrade to Level 2 by training 3 points
=Skill Systematic testing 2
=Points 6
=Unique Rule You can use up to 15 testing substances parallel, but it will take 15 minutes instead of 10.
=Unique Rule You can use up to 40 testing substances parallel, but it will take 20 minutes instead of 10.
=Details Your skill in testing substances in highly professional. You probably tested substances for a living at an alchemy lab at some point in your live.

The Toxin-resistance condition can be taken during character creation or trained later in life. They denote a high resistance against toxic effects which gives you the ability to drink more potions without averse effects.

=Condition Toxin-resistance
=Points 3
=Unique Rule Your toxin levels are allowed to be 1 higher before you have to contact a GM.
=Unique Rule At first light of each day you lose one additional random toxin level.
=Unique Rule You have a 10% chance of surviving consuming otherwise deadly substances.
=Downtime Rule This condition can be trained as if it was a skill.
=Downtime Rule You can have this condition more than once.
=Details Either you are born with a natural resistance against toxic substances or you have build up an immunity over the years.
Anonymous (not verified) Thu, 14-05-2015 16:19

Preservation substances

Preservation substances

Preservation substances

These substances can be used to preserve ingredient, potions, powders and porridges for longer periods of time. This can be used to sell your creations in downtime or use your alchemy substances on the next LARP event.

You do not get an item card for every Preservation substance you buy. Instead you can add them to your stock booklet.

=Consumable Hermlock
=Market price 10¢
=Unique Rule If you mix this substance with an ingredient it will not spoil for 2 years.
=Unique Rule If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect.
=Details Hermlock is a well known preservation agent. However it also has a quick acting primordial calming and dazing effect.
=Consumable Forntusk
=Market price 10¢
=Unique Rule If you mix this substance with an ingredient it will not spoil for 2 years.
=Unique Rule If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect.
=Details Forntusk is a well known preservation agent. However it also has a slow acting adrenaline inducing and addicting effect.
=Consumable Goodmir
=Market price 10¢
=Unique Rule If you mix this substance with an ingredient it will not spoil for 2 years.
=Unique Rule If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect.
=Details Goodmir is a well known preservation agent. However it also has an analgesic and sleep inducing effect.
=Consumable West-leaf powder
=Market price 10¢
=Unique Rule If you mix this substance with an ingredient it will not spoil for 2 years.
=Unique Rule If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect.
=Details West-leaf powder is a well known preservation agent. However it also has a snail like strength enhancing and fear inducing effect.
=Consumable Godstem
=Market price 10¢
=Unique Rule If you mix this substance with an ingredient it will not spoil for 2 years.
=Unique Rule If the product of this mixture has no negative side effects you can sell it in downtime for 20¢ per effect.
=Details Godstem is a well known preservation agent. However it is also well known for it's snail like potential healing effect while at the same time being a deadly substance.
Anonymous (not verified) Wed, 02-12-2015 22:37

Testing substances

Testing substances

Effect testing substances

These substances can be used to test an ingredient to see if it produces a certain effect. Note that even if you use all the variants that there is still a small chance that the effect is produced even though you detected nothing. When combined with animal testing and bushcraft the chance is even lower, but there will still be a minuscule chance the effect will surprise you when you eventually test it on one of the fifteen races.

You do not get an item card for every testing substance you buy. Instead you can add them to your stock booklet.

=Consumable Perdota
=Market price 10¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Perdota reacts with about 90% of all known analgesic substances.
=Consumable Fymota
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Fymota reacts with about 95% of all known hallucinogenic substances.
=Consumable Nurstata
=Market price 12¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Nurstata reacts with about 95% of all known healing substances.
=Consumable Hitsata
=Market price 10¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Hitsata reacts with about 92% of all known uppers.
=Consumable Normta
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Normta reacts with about 91% of all known beta-blocking substances.
=Consumable Gigata
=Market price 12¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Gigata reacts with about 94% of all known strength enhancing substances.
=Consumable Primota
=Market price 12¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Primota reacts with about 89% of all known substances that ripple the primordial flow.
=Consumable Clencita
=Market price 11¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Clencita reacts with about 85% of all known substances that calm the primordial flow.
=Consumable Berserta
=Market price 12¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Berserta reacts with about 89% of all known adrenaline heightening substances.
=Consumable Savita
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Savita reacts with about 92% of all known anti-toxins.
=Consumable Darkta
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Darkta reacts with about 94% of all known blinding substances.
=Consumable Mordta
=Market price 13¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Mordta reacts with about 94% of all known deadly substances.
=Consumable Zicklyta
=Market price 14¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zicklyta reacts with about 91% of all known infectiousness substances.
=Consumable Smalta
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Smalta reacts with about 87% of all known weakening substances.
=Consumable Trumbleta
=Market price 10¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Trumbleta reacts with about 92% of all known fear inducing substances.
=Consumable Zazarta
=Market price 13¢
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zazarta reacts with about 85% of all known soporific substances.
=Consumable Transita
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Transita reacts with about 91% of all known addictive substances.
=Consumable Melota
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Melota reacts with about 92% of all known dazing substances.
=Consumable Vibrota
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Vibrota reacts with about 92% of all known substances that induce tremors.
=Consumable Domyta
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Domyta reacts with about 87% of all known substances that suppress intelligence.
=Consumable Perdolim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Perdolim reacts with about 73% of all known analgesic substances.
=Consumable Fymolim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Fymolim reacts with about 73% of all known hallucinogenic substances.
=Consumable Nurstalim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Nurstalim reacts with about 70% of all known healing substances.
=Consumable Hitsalim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Hitsalim reacts with about 78% of all known uppers.
=Consumable Normlim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Normlim reacts with about 79% of all known beta-blocking substances.
=Consumable Gigalim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Gigalim reacts with about 78% of all known strength enhancing substances.
=Consumable Primolim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Primolim reacts with about 74% of all known substances that ripple the primordial flow.
=Consumable Clencilim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Clencilim reacts with about 71% of all known substances that calm the primordial flow.
=Consumable Berserlim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Berserlim reacts with about 77% of all known adrenaline heightening substances.
=Consumable Savilim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Savilim reacts with about 78% of all known anti-toxins.
=Consumable Darklim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Darklim reacts with about 72% of all known blinding substances.
=Consumable Mordlim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Mordlim reacts with about 79% of all known deadly substances.
=Consumable Zicklylim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zicklylim reacts with about 70% of all known infectiousness substances.
=Consumable Smallim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Smallim reacts with about 73% of all known weakening substances.
=Consumable Trumblelim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Trumblelim reacts with about 71% of all known fear inducing substances.
=Consumable Zazarlim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zazarlim reacts with about 79% of all known soporific substances.
=Consumable Transilim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Transilim reacts with about 72% of all known addictive substances.
=Consumable Melolim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Melolim reacts with about 75% of all known dazing substances.
=Consumable Vibrolim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Vibrolim reacts with about 71% of all known substances that induce tremors.
=Consumable Domylim
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Domylim reacts with about 71% of all known substances that suppress intelligence.
=Consumable Perdorum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Perdorum reacts with about 54% of all known analgesic substances.
=Consumable Fymorum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Fymorum reacts with about 52% of all known hallucinogenic substances.
=Consumable Nurstarum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Nurstarum reacts with about 49% of all known healing substances.
=Consumable Hitsarum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Hitsarum reacts with about 49% of all known uppers.
=Consumable Normrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Normrum reacts with about 55% of all known beta-blocking substances.
=Consumable Gigarum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Gigarum reacts with about 45% of all known strength enhancing substances.
=Consumable Primorum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Primorum reacts with about 46% of all known substances that ripple the primordial flow.
=Consumable Clencirum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Clencirum reacts with about 53% of all known substances that calm the primordial flow.
=Consumable Berserrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Berserrum reacts with about 50% of all known adrenaline heightening substances.
=Consumable Savirum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Savirum reacts with about 54% of all known anti-toxins.
=Consumable Darkrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Darkrum reacts with about 54% of all known blinding substances.
=Consumable Mordrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Mordrum reacts with about 55% of all known deadly substances.
=Consumable Zicklyrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zicklyrum reacts with about 48% of all known infectiousness substances.
=Consumable Smalrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Smalrum reacts with about 54% of all known weakening substances.
=Consumable Trumblerum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Trumblerum reacts with about 53% of all known fear inducing substances.
=Consumable Zazarrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zazarrum reacts with about 55% of all known soporific substances.
=Consumable Transirum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Transirum reacts with about 51% of all known addictive substances.
=Consumable Melorum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Melorum reacts with about 52% of all known dazing substances.
=Consumable Vibrorum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Vibrorum reacts with about 55% of all known substances that induce tremors.
=Consumable Domyrum
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Domyrum reacts with about 54% of all known substances that suppress intelligence.

Catalyst testing substances

These substances can be used to test an ingredient to see if it quickens or slows down a certain effect when mixed with an ingredient that produces that effect. If an effect is quickened by a catalyst the onset will be earlier but the effect will last shorter. If an effect is slowed down by an anti-catalyst the onset will be later but the effect will also last longer. If an effect is slowed down enough it disperses completely.

=Consumable Perdosil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Perdosil is used to detect analgesic catalysts with a 91% accuracy.
=Consumable Fymosil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Fymosil is used to detect hallucinogenic catalysts with a 95% accuracy.
=Consumable Nurstasil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Nurstasil is used to detect catalysts for substances that promote healing with a 98% accuracy.
=Consumable Hitsasil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Hitsasil is used to detect catalysts for uppers with a 97% accuracy.
=Consumable Normsil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Normsil is used to detect catalysts for beta-blocking substances with a 98% accuracy.
=Consumable Gigasil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Gigasil is used to detect catalysts for strength enhancing substances with a 90% accuracy.
=Consumable Primosil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Primosil is used to detect catalysts for substances that ripple the primordial flow with a 95% accuracy.
=Consumable Clencisil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Clencisil is used to detect catalysts for substances that calm the primordial flow with a 95% accuracy.
=Consumable Bersersil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Bersersil is used to detect catalysts for adrenaline with a 95% accuracy.
=Consumable Savisil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Savisil is used to detect catalysts for anti-toxins with a 91% accuracy.
=Consumable Darksil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Darksil is used to detect catalysts for blinding substances with a 91% accuracy.
=Consumable Mordsil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Mordsil is used to detect catalysts for deadly substances with a 98% accuracy.
=Consumable Zicklysil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zicklysil is used to detect catalysts for infectiousness substances with a 90% accuracy.
=Consumable Smalsil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Smalsil is used to detect catalysts for weakening substances with a 91% accuracy.
=Consumable Trumblesil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Trumblesil is used to detect catalysts for fear inducing substances with a 99% accuracy.
=Consumable Zazarsil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Zazarsil is used to detect catalysts for soporific substances with a 92% accuracy.
=Consumable Transisil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Transisil is used to detect catalysts for addictive substances with a 94% accuracy.
=Consumable Melosil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Melosil is used to detect catalysts for dazing substances with a 91% accuracy.
=Consumable Virbrosil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Virbrosil is used to detect catalysts for substances that induce tremors with a 97% accuracy.
=Consumable Domysil
=Market price
=Unique Rule If you mix this with an ingredient and study it after 10 minutes contact a GM. You can use up to 5 testing substances parallel. Both this item and the ingredient are lost in the process.
=Details Domysil is used to detect catalysts for substances that suppress intelligence with a 95% accuracy.
Anonymous (not verified) Thu, 14-05-2015 16:17

Pre-made potions

Pre-made potions

The following potions can be bought on the open market. Where time is a factor they have been presented with the most used time window for the potion in question but they can be bought for the following time windows:

  • Works after 10 seconds up to 10 minutes.
  • Works after 10 minutes up to 1 hour.
  • Works after 1 hour up to 12 hours.
  • Works after 12 hours up to 24 hours.
=Consumable Analgesic potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you are immune to WP loss due to stitching and bandaging for 10 minutes.
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture will stop you from feeling pain while you are being stitched up.
=Consumable Hallucination potion
=Market price 40¢
=Unique Rule 1 hour after consuming this you will start to hallucinate for 12 hours. You can snap yourself out of this.
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used by shamans to visit the world of the spirits for long periods of time.
=Consumable Healing potion
=Market price 40¢
=Unique Rule Your wounds will cost 10 less to heal if consumed at the latests 4 hours after receiving the wound or infection.
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used by to heal wounded people faster. Usually only used by the rich.
=Consumable Upper potion
=Market price 40¢
=Unique Rule 1 hour after consuming this you will regain 3 willpower. You will lose 3 willpower after 12 hours.
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used to make you feel good about the world. Usually consumed after stressful events.
=Consumable Beta-Blocking potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you won't lose the next 2 willpower during the use of surgery or ranged skills. (within 10 minutes).
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used to increase the focus of your fine motor skills.
=Consumable Strength potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you won't lose the next 2 willpower during the use of melee weapon skills. (within 10 minutes).
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used by warriors to increase their raw strength.
=Consumable Magic resistance potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you can call Resist against the next primordial automata effect cast on you. (within 10 minutes).
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used by warriors to protect against enemy mages.
=Consumable Primordial flow calming potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you won't lose the next 2 willpower during the use of primordial magic or divine magic. (within 10 minutes).
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used by mages and priests to calm the primordial flow around them.
=Consumable Adrenaline potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you ignore fear and effects from getting wounded (until you reach -2 HP) for 10 minutes.
=Shared Rule Your toxin level is increased by 1. If your toxin reaches 2 or higher you have to contact a GM.
=Shared Rule At first light of each day you lose one toxin level.
=Details This toxic mixture is used to keep warriors on their feet longer and make them unafraid in battle.
=Consumable Anti-toxin potion
=Market price 40¢
=Unique Rule 10 seconds after consuming this you lose 1 toxin level and all other effects from potions are removed.
=Unique Rule You are immune to poisons for up to 10 minutes.
=Details This mixture is used to save people from poisons. It is also used by frequent consumers of potions to reset their pallets so to speak in between consumption.
Anonymous (not verified) Wed, 11-05-2016 18:29

Primordial Magic

Primordial Magic

Drawing on the power in the air around him the mage focused all the energy into a single point. Then, drawing on the power in the staff she carried with her she added to this power even more. Waving a complex series of gestures while speaking ancient words to harness the last bit of energy within her she was ready to unleash the automata. The entire little dance had not taking longer than a few seconds and it was almost a rote action at this point. The winds around her picked up paste and the duelling mage in front of her was knocked on his back, losing his concentration on the, doubtlessly more powerful, spell he was preparing. But now that he had fallen down she had time to cast her truly offensive automata. It would all be over soon.

Primordial magic is the domain that gives you the ability to manipulate the five elements, the very building blocks of matters. The primordial magic domain enables you to create your own spells trough an extensive system called automata crafting. But if you want you can play a mage with the spells that are already in the system, or build by other players.

This domain has many skills, conditions and items that give you ways to conjure up power. With this power you can power your automata (or spells) to alter reality around you.

Anonymous (not verified) Wed, 21-12-2011 15:04

Automata

Automata

Automata are a collection of glyphs that can be triggered to produce an effect.

Inscribing Automata

Inscribing is the process of writing down the glyphs to create a new automata. To inscribe a new automata you take a number of glyphs and combine them on a hexagonal grid. The size and shape of this grid depends on the object you are inscribing. The available glyphs are listed on the glyphs page. Note that automata can only be inscribed on imbued items, which have been specially crafted so they can be inscribed. Inscribed automata can be removed from an item with the Imbue skill.

Each automata needs to be written on a surface consisting of hexagons oriented with the straight edges up. Each hexagon should be 2cm by 1.5cm. The size of the grid is the amount of surface of the object you are inscribing. Note that in the case of very thin objects like paper sheets only one side can be used. You are allowed to use a paper to represent the surface of the object when inscribing things like wands.

Rules

Each automata has to follow a certain set of rules. These rules were created by the original creators of primordial magic and serve as an abstraction on reality to make it possible to - literally - create magic effects.

To start the inscribing process, pick a starting grid tile and place the "Begin" glyph. Put other glyphs adjacent to the start glyph or other glyphs such that it will eventually produce the desired effect. It is very important during this process is to account for how the power flows through the glyphs: From the "Begin" glyph, the power will flow to the other glyphs in a single chain. The next glyph to be powered will be determined by starting from the top of the current glyph and moving clockwise. The first glyph that is encountered will be the next glyph to be powered. The previous glyph, take and put glyphs are excluded from this process. Should another, previously powered glyph be encountered this way the automata will short-cirtuit and be disintegrated.

Input and Output

Each glyph can have at most two inputs and one output. However, it depends on the glyph whether or not it will actually use an input or produce an output. To find the inputs, the same clockwise lookup is performed as for the next glyph except that Take glyphs are included. If the previous glyph produced an output, it is also included in the lookup. The first such glyph encountered is assigned to the first input of the next glyph, the second glyph is assigned to the second input.

For outputs, the surrounding glyphs are searched for a Put glyph using the same clockwise lookup. The first such glyph encountered will be used to put the value produced by the glyph. If there is no Put glyph, the value will be available for the next glyph to use. If nothing is done with the value, it will be lost.

Picking

Certain glyphs allow you to "pick" something. This represents a collection of Glyphs that your character knows that share a common design but have slightly varying parameters. Picking the parameters for the glyph does not mean creating a new glyph, but rather means that you know a glyph of that type with the chosen permutations. For example, the Create Particles glyph needs you to pick an amount and a type. If you need 5 Fire particles, you can pick "5" for the number and "Fire" for the type, which results in a "Create 5 Fire" glyph.

Dominance

Some glyphs are marked as "Dominant" with a certain element. If more than 50% of the power of your automata is spent on dominant glyphs of the same type and there are no glyphs of the opposite of that type, the automata will become dominant of that type. This can have certain benefits, most importantly it allows certain skills to provide you with bonuses.

The Effect

The end result of the automata - the effect, needs to be put into game terms once you are satisfied with your automata. To do this, contact a Game Master and hand him or her your automata. The game master will check it for you and then hand you a closed note with the effect in game terms. You can open and read the note the first time you activate the automata.

Activating Automata

To activate an automata, you have to put enough power into it. Each automata comes with a power cost that needs to be matched. The power cost of the automata depends on the glyphs used for the automata. You need to be able to touch the automata with one of your hands to be able to put the required power into it.

The source of the power used to activate the automata depends on the components you use. See components for a detailed list of all available components and how to use them. Once an automata has been activated, the automata creates an effect either at the palm of one of your hands or at a point of the object the automata was inscribed upon, as decided during activation. The effect persists for a certain duration, then dissipates. How long the effect persists depends on several things, primarily on what type of matter - if any - is used. Please see "Stability and Radiation" for more details.

Anonymous (not verified) Wed, 08-10-2014 14:42

Example Automata

Example Automata

To create an automata several steps have to be taken. This page provides an example automata and the process to create it.

Effect

To start off, we need to decide what kind of effect we want to achieve with the automata. For this example, we will create an automata producing a simple Stumble effect for two seconds and can be used during combat on touch.

With the effect decided upon, we need to decide how to produce this effect. There are many ways of producing a stumble effect, for example you could produce a gust of wind to push someone back, try to push someone backwards using pure force, make him feel like there is something ahead of him that he needs to get back from. However, one very simple way of producing the effect is using a property of the matter mages work with: Combining two opposing particle types annihilates them, releasing the energy used for those particles as a burst of light. Producing a burst of light in someones face is bound to cause them to stumble back.

Implementation

To start the implementation, we need to come up with a way of prducing this burst of light. Since annihilation happens when combining opposing particle types, we need to create a certain amount of two opposing particle types and then perform a combine on them. The amount of particles we need is dependant on the strength of the effect. To produce a Stumble effect we need to produce a flash of light of about 1350 power. Annihilation produces light equal to the amount of particles combined, so to produce a burst of light of 1350 power we need to produce about 675 grains of both types of particle, as each grain of particles requires one power to produce.

To put this all down on paper, we start off with a Begin glyph. Underneath that, we put a "Create Particles" glyph, picking "Fire" as the particle type and "675 grains" as the amount. We will need to store this value somewhere so that we can later use it for the combine operation, so we put a "Put" glyph to the top right of the "Create Fire", picking the location "Alpha". Underneath the "Create Fire" glyph, we put another "Create Particles" glyph, in this case picking "Water" as the type but using the same amount. We place a "Put" glyph to the top right of the "Create Water" to store the value again, this time picking "Beta" as the location.

Underneath the "Create Water", we now place a "Combine" glyph to perform the actual annihilation. "Combine" needs two values as input, so we put a "Take" glyph to the top right of the combine, picking "Alpha" for the location and we put a second "Take" to the bottom right of the combine, picking "Beta" for the location. These two glyphs will take the values from their respective locations and make them available for the "Combine" to use.

Final Implementation

Anonymous (not verified) Mon, 27-04-2015 00:57

Bind Automata

Bind Automata Anonymous (not verified) Thu, 14-05-2015 17:10

Charm Automata

Charm Automata Anonymous (not verified) Thu, 14-05-2015 17:09

Daze Automata

Daze Automata Anonymous (not verified) Thu, 14-05-2015 17:08

Fall Automata

Fall Automata Anonymous (not verified) Thu, 14-05-2015 17:05

Fear Automata

Fear Automata Anonymous (not verified) Thu, 14-05-2015 17:10

Hit 2 Automata

Hit 2 Automata Anonymous (not verified) Thu, 14-05-2015 17:07

Stumble Automata

Stumble Automata Anonymous (not verified) Thu, 14-05-2015 17:04

Glyphs

Glyphs

Basic

Glyph Begin
= Input None
= Output None
= Cost 0
= Comment Indicates the beginning of an automata.
Glyph Take <Location>
= Pick Pick a location. This glyph will take the value of that location.
= Input None
= Output Value at <Location>
= Cost 10
= Comment Takes the value at <Location> and makes it available to be used as input to the next glyph. Note that <Location> will be empty after this.
Glyph Put <Location>
= Pick Pick a location. This glyph will take the value of that location.
= Input Any value
= Output None
= Cost 10
= Comment Takes the output of the last glyph and puts it at <Location>. Note that this will fail if <Location> already contains a value.
Glyph Spacer
= Input None
= Output None
= Cost 10
= Comment Does nothing.

Creation

Glyph Create Particles <Amount> <Type>
= Pick Pick an amount. This glyph will create that amount of particles.
= Pick Pick a type except Force. This glyph will create particles of that type.
= Input None
= Output <Amount> particles of type <Type>
= Cost The cost of this glyph is equal to <Amount>
= Dominant The glyph is <Type> dominant.
= Comment A picked glyph used to create particles.
Glyph Create Force <Amount>
= Pick Pick an amount. This glyph will create that amount of particles.
= Input None
= Output <Amount> particles of Force
= Cost The cost of this glyph is equal to 2 * <Amount>
= Dominant The glyph is Force dominant.
= Comment A picked glyph used to create force.
Glyph Create Atoms <Amount> <Type>
= Pick Pick an amount. This glyph will create atoms equal to that amount.
= Pick Pick a type of atom. This glyph will create atoms of that type.
= Input None
= Output <Amount> grains of <Type> matter.
= Cost <Amount> * <Cost of Type> * 5
= Comment A templated glyph used to create matter. See your Material Compendium for the types of atoms you can create and the associated cost multiplier. Several parameters of the new matter are determined by what type of matter is created. Please see your Material Compendium for details.
Glyph Create Inverse
= Input An amount of particles.
= Output The inverse of the input particles. If the input is not particles, an error value will be output.
= Cost 200
= Dominant This glyph is dominant of the inverse type of IN1.
= Comment Modifies IN1 to output its inverse.

Transmutation

Glyph Combine
= Input Two particle values.
= Output The combination of both values.
= Cost 50
= Comment Combines IN1 with IN2. The type of the parameters determines what happens.
* If IN1 and IN2 are the same type, the output will be IN1 + IN2.
* If IN1 and IN2 are opposites, the output will be IN1 - IN2.
* If they are unrelated, IN1 will be output.
* If either input is a non-particle value an error value will be output.
Glyph Join
= Input Two values.
= Output This glyph is used to create complex structures, called aggregations, from base particles.
= Cost 100
= Comment Joins IN1 and IN2 together to create an aggregation. Aggregations of particles are atoms. Aggregations of atoms are molecules. Aggregations of molecules are objects. Note that this process can not be reversed. This process is potentially wasteful. It will create matter equal to the lowest amount of the inputs.
Glyph Apply
= Input Two values.
= Output IN1 modified by IN2, see below.
= Cost 150
= Comment Applies IN2 to IN1. This has different results depending on the types of IN1 and IN2.
* If both inputs are particles IN1 is output.
* If IN1 is not particles, atoms or molecules, IN1 is output.
* If IN2 is an atom, molecule or something else IN1 is output.
* If IN2 is Force, IN1 will be accelerated by that amount of force.
* If IN2 is Fire, IN1 will be heated 1C for every 50 Fire.
* If IN2 is Water, IN1 will be cooled 1C for every 50 Water.
* If IN2 is Earth, IN1 will be compressed with 1 Pa for every 50 Earth.
* If IN2 is Air, IN1 will be expanded with 1 Pa for every 50 Air.
* If IN2 is Spririt, IN1 will be pulled closer to the material world.
* If IN2 is Divine, IN1 will be pushed towards the divine realms.
* If IN2 is a Trigger target, IN1 will be shaped in such a way that it fits onto the target like armour.

Convenience

Glyph Heat
= Input A value of atoms or molecules and an amount of Fire.
= Output IN1 heated by IN2.
= Cost 200
= Dominant Fire
= Comment Heats IN1 using IN2, as if using the Apply glyph. Will do nothing if IN1 is not atoms or molecules or if IN2 is not Fire.
Glyph Cool
= Input A value of atoms or molecules and an amount of Water.
= Output IN1 cooled by IN2.
= Cost 200
= Dominant Water
= Comment Cools IN1 using IN2, as if using the Apply glyph. Will do nothing if IN1 is not atoms or molecules or if IN2 is not Water.
Glyph Propel <Amount>
= Pick Pick an amount of Force. This glyph will create that amount of force and use it to propel IN1.
= Input A value of particles, atoms or molecules.
= Output IN1 accelerated by <Amount> force.
= Cost <Amount> + 200
= Dominant Force
= Comment A convenience glyph used to propel objects created using primordial magic. Will do nothing if IN1 is not particles, atoms or molecules.

Artithmetic

Glyph Add
= Input Two values.
= Output IN1 + IN2
= Cost 100
= Comment Adds IN1 to IN2. The output type is always the same type as IN1.
Glyph Subtract
= Input Two values.
= Output IN1 - IN2
= Cost 200
= Comment Subtracts IN1 from IN2. The output type is always the same type as IN1.
Glyph Multiply
= Input Two values.
= Output IN1 * IN2
= Cost 300
= Comment Multiplies IN1 by IN2. The output type is always the same type as IN1.
Glyph Divide
= Input Two values.
= Output The floor of IN1 / IN2 when IN2 is not empty.
= Output An error value when IN2 is empty.
= Cost 500
= Comment Divides IN1 by IN2. The output type is always the same type as IN1.
Glyph Modulo
= Input Two values.
= Output The remainder of IN1 / IN2 when IN2 is not empty.
= Output An error value when IN2 is empty.
= Cost 500
= Given Divides IN1 by IN2 and outputs the remainder. The output type is always the same type as IN1.
Glyph Minimum
= Input Two values
= Output Whichever value is the smallest.
= Cost 100
= Comment This will compare two values and output the smallest. Type is ignored for this comparison.
Glyph Maximum
= Input Two Values
= Output Whichever value is the greatest.
= Cost 100
= Comment This will compare two values and output the greatest. Type is ignored for this comparison.

Triggers

Trigger Touch
= Input None
= Output When touching something, a value representing the thing touched. Otherwise nothing.
= Cost 100
= Comment Checks if the activator or the object inscribed touches something. Which one exactly is determined by the inscriber.
Trigger Word
= Input None
= Output If the word is said, a value representing the direction in which the activator is currently standing. Otherwise nothing.
= Cost 200
= Comment Checks if a certain command word is spoken. The command word is chosen by the inscriber, as well as whether anyone or only the activator can trigger it.
Trigger Gesture
= Input None
= Output If the gesture is performed, a value representing the direction in which the gesture is performed. Otherwise nothing.
= Cost 200
= Comment Checks if a certain gesture is performed. The gesture is chosen by the inscriber, as well whether anyone can trigger it or just the activator.
Trigger Particle
= Input A value to trigger on.
= Output IN1 if touched by a value matching IN1, otherwise nothing.
= Cost 100
= Comment Checks if either the activator or the object inscribed is touched by a value equal to that of IN1. Note that the value does not need to be created by primordial magic.

Emotion Manipulation Glyphs

These glyphs produce effects that manipulate emotions of others.

Glyph Fear <Duration>
= Pick Pick a duration in seconds. This glyph will produce enough substance for a Fear effect of that duration.
= Input None
= Output An amount of substance that can be used to produce a Fear effect when it comes into contact with someone.
= Cost 750 * <Duration>
= Comment Using specially crafted atom-like structures using Divine particles, it is possible to induce a Fear effect in someone.
Glyph Charm <Duration>
= Pick Pick a duration in seconds. This glyph will produce enough substance for a Charm effect of that duration.
= Input None
= Output An amount of substance that can be used to produce a Charm effect when it comes into contact with someone.
= Cost 750 * <Duration>
= Comment Using specially crafted atom-like structures using Divine particles, it is possible to induce a Charm effect in someone.

Flow Control

Glyph Wait
= Input One value
= Output None
= Cost 10
= Comment Waits for a number of seconds equal to value. Waiting costs no addiitonal power.
Glyph Loop
= Input A value.
= Output IN1 reduced by 1.
= Cost 10
= Comment This glyph can be used to create loops in the power flow of an automata. The first time this glyph would be considered for the next glyph to flow power to, it is ignored. The second time it will be activated as normal.
Glyph Branch
= Input A value.
= Output IN1
= Cost 10
= Comment This glyph will divert the power flow. It checks to see if IN1 is a value. If it is, the flow of power continues normally at the next glyph. If the value is empty instead, it will skip the first glyph it finds and instead divert the flow to the next glyph.
Anonymous (not verified) Wed, 08-10-2014 14:50

Stability and Radiation

Stability and Radiation

Primordial Magic creates many forms of matter. This has the potential to greatly affect the world around the magician. However, this matter only exists for a short while, eventually dissipating into the same nothing it came from. This process releases the energy of the matter back into the environment. This process is called radiation, as each particle decays and radiates away.

Unfortunately for primordial mages, this can negatively impact the environment. The exact reason is a subject of debate among the more scholarly mages, but the result is that sometimes, things go awry. Older mages have been known to grow tumours, lose their hair or even more radical things - including death. In addition, sometimes spells go wrong and instead of simply fizzling, create an anomaly.

In game terms, this is represented by an instability score. One of the side effects of an newly inscribed spells can be to increase your instability score. If your instability score reaches 10, you should contact a GM. Instability cannot be reduced.

Anonymous (not verified) Wed, 20-04-2016 22:56

Components

Components

Components are small things you can do or use to provide power to your automata when activating them. What components you have access to depends on your skills. You need to use at least one component to activate your automata.

Unless otherwise noted, each component can be used only once per activation and each component requires exactly one second to use. In addition, only one component can be used at the same time, so you will have to string them together to use multiple components. Every component provides a certain amount of power as described by the component. Once finished using components you have five seconds to power an automata before the power is lost.

Using components requires a certain amount of concentration, which means you can not fight, run or perform other phisically heavy tasks. If your concentration is broken, all power you gathered to activate the automata is lost and you need to start again. Note that components that are consumed when used for power will still be lost!

Types of Components

Each component type represents a different source of power.

Verbal and Somatic

These are the most basic of components, that provide a little power even to an untrained apprentice. They represent an innate power source, the power of your own body. Both components are a way to access this power. The Verbal component is something like a spoken word, a short melody or even just a raw shout. The Somatic component is a gesture, like a hand wave, a piroutte or similar. Both components can be the same every time or something completely different per activation. Verbal and somatic components can be used at the same time, this is an exception to the normal rules of only allowing on use at a time.

Material

Material components are small amounts of matter that are consumed to provide power to your automata. They are simple things like a handful of sand or a cup of water, but also more elaborate things like a piece of silk or a specially crafted gold coin. Each material component provides an amount of power as described on the item card of that component. To use the component, perform an action with the material, preferrably something that indicates the material is being consumed. For example, in the case of a handful of sand you can sprinkle it around. You can use any amount of material components during activation, but each material component is consumed during use. Note that each material component still counts as a separate use, so using five materail components will take ten seconds.

Focus

A focus component is a specially crafted item that can be used to focus and channel the ambient energy around you. The amount of power provided is described on the item card. Focus components are not consumed when used. To use a focus component, wave it around it the air around you, touch it to the ground or perform some other action with the object to indicate the energy gathering.

Willpower

Willpower can be used to add power to your automata. To do so, choose an amount of willpower you want to expend. After concentrating for two seconds, you expend the amount of willpower. This will provide you 500 power for every willpower expended.

Hitpoints

Your own flesh and blood can be used to power your automata. To use this component, cut or otherwise damage yourself to become injured. You will drop to 0 hit points and receive 500 power. Note that this will not break your concentration like taking damage normally would. This process can be repeated once during the same activation, the second use drops you to -1 hitpoint and will also provide you with 500 power.

Special Components

There are several special components that are provided by skills, like "Sacrifice Flesh" or "Power Reserve". The details of these components are described by the skills, but remember that unless otherwise noted, the normal rules apply to them.

Anonymous (not verified) Wed, 08-10-2014 14:13

Skills and Conditions

Skills and Conditions

These skills and conditions generally give a mage power. These sources of power can then be used to power automata (which can be seen as the spells the mage can cast).

The spark is a mutation that enables the mutant to actually tap into the primordial flow for power and influence. Without the spark there would be no primordial mages. In theory you are able to cast spells but unless they are incredibly basic they will require willpower or your blood to power them.

=Condition The Spark
=Points 1
=Unique Rule You have the ability to power automata.
=Unique Rule Your somatic component provides 100 power.
=Unique Rule Your verbal component provides 100 power.
=Unique Rule You can use verbal, somatic, hitpoint, willpower components to power automata.
=Details Some people are born with an innate ability to affect the primordial flow around them.

Power reserve is a condition that gives a person the ability to cast more powerful spells without needing to spend consumable resources. It is also the only way to gain more power without formal automata crafting training.

= Condition Power Reserve
=Points 5
= Requires The Spark condition
=Unique Rule You have access to a special "Power Reserve" component. This component provides 200 power and requires just one second of concentration to use.
=Shared Rule You can have this condition multiple times. Each time gives you access to another use of the power reserve component during the same activation.
=Details Some people have an innate gift for Primordial magic that allows them to use much more powerful automata than they normally would be able to.

Probably the first skill any mage learns. Automata crafting gives you the ability to create your own spells and gives you access to enough power to cast them trough additional components.

= Skill Automata Crafting
=Points 4
=Requires The Spark condition
=Unique Rule You have the ability to craft new automata. You will gain in character documents detailing this process.
=Unique Rule Your somatic component provides 200 power.
=Unique Rule Your verbal component provides 200 power.
=Unique Rule You can use material and focus components to power automata.
=Downtime Rule You receive a free Materal Compendium item when you acquire this skill.
=Details After learning how to power automata, the second thing an apprentice mage learns is how to craft his own automata.

Most powerful mages specialize in an element to further their power.

= Skill Element Focus
=Points 5
=Requires Automata Crafting skill
=Unique Rule Choose a Particle Type other than Divine. Glyphs that are Dominant of that type cost 20 power less, to a minimum of 10 power.
=Unique Rule For every 5 Dominant glyphs of this skill's type in an automata the power reduction is increased by 2.
=Shared Rule You can gain this skill multiple times. Each time you must select a different Particle Type and this skill costs 1 point more.
=Details There are mages that focus on mastering a single element instead of all at once. They become masters of that element but may not have much control over the other elements.

A small trick most mages learn to gather additional power from their immediate surroundings by finding sand water or sticks from the ground that hold primordial flow irregularities.

= Skill Component Crafting
=Points 1
=Requires Automata Crafting skill
=Unique Rule You can find basic material components using a bit of matter and some energy. Spend 10 minutes crafting a component to get one basic material component.
=Details With a bit of time and concentration you can turn any ordinary thing into something you can use to power your automata.
= Skill Imbue
= Points 8
= Requires Automata Crafting skill
= Unique Rule You can assist someone using the Crafter skill to craft items. Spend 1ℜ and 12¢ for each 1ℜ the crafter spends. The item becomes an Imbued <Item> once finished.
=Unique Rule You now spend 600¢ per month on your standard of living.
= Unique Rule You can reset the automata on an imbued item by spending 1ℜ cleaning and polishing the item.
= Details Using specialised glyphs and automata, you can modify items so they become receptive to primordial magic.
Anonymous (not verified) Thu, 02-10-2014 23:03

Items

Items

Imbued Objects

Automata need to be inscribed on imbued objects. The items following items describe some common items avaialbel for this.

=Consumable Imbued Paper
=Market Price
=Unique Rule Can hold an 8 by 10 automata grid.
=Unique Rule This item is consumed after activating the automata on it.
=Details Cheap scrolls are often used to weave and sell one-time uses of specific automata.
=Consumable Imbued Canvas
=Market Price
=Unique Rule Can hold a 10 by 16 automata grid.
=Unique Rule This item is consumed after activating the automata on it.
=Details Larger than the scroll, which means it can hold more complex automata.
= Item Imbued Common Item
= Market Price Var
= Unique Rule This item can hold an automata based on its type. See the rulebook for details.
= Unique Rule The market price of the item depends on its type. See the rulebook for details.
= Details A common item specially adjusted to carry automata.
=Item Imbued Item
=Market Price Var
=Unique Rule This item modifies another item. Keep it together with that item.
=Unique Rule The item can hold an automata based on its type. See the rulebook for details.
=Unique Rule The modified item's market price is increased by 50%.
=Details Specially crafted items can hold primordial magic.

Imbued Item Grids

The following two tables list the grids associated with items described above.

= Imbued Common Item
=Imbued Item = Market Price = Automata Grid = Hex area
Wand 20¢ A rectangle 2 wide and 8 high. 16
Rod 60¢ A rectangle 3 wide and 18 high. 54
Staff 120¢ A rectangle 4 wide and 30 high. 120
Earring 22¢ An annulus with diameter 5 and 2 wide. 18
Ring 50¢ An annulus with diameter 9 and 2 wide. 42
Amulet 100¢ An unfilled triangle with sides of length 15 and 3 wide. 96
Belt 110¢ A strip 24 wide and 4 high. 96
Robe 135¢ A grid in the shape of a robe. 150
= Imbued Item
= Imbued Item Automata Grid
Weapon A grid symbolizing the weapon. Higher quality items have a larger grid.
Armour A grid symbolizing the armour. Higher quality items have a larger grid.
Small Shield A circle with diameter 5.
Medium Shield A circle with diameter 8.
Large Shield A rectangle 8 wide and 10 high.

Material Components

Some materials are infused with small primordial flow irregularities and can be used to power automata.

=Consumable Basic Material Component
=Market Price
=Unique Rule Provides 100 power when used to activate an automata.
=Details A handful of fine sand, a puff of smoke, a cup of water or similar material.
=Consumable Improved Material Component
=Market Price
=Unique Rule Provides 300 power when used to activate an automata.
=Details A small rod of iron, a wedge of dried wood, a lit candle.
=Consumable Superior Material Component
=Market Price 30¢
=Unique Rule Provides 1000 power when used to activate an automata.
=Details A silver coin. A rabbit's foot.
=Consumable Exquisite Material Component
=Market Price 90¢
=Unique Rule Provides 3000 power when used to activate an automata.
=Details A gold coin. A piece of silk.
=Consumable Extraplanar Material Component
=Market Price Var
=Unique Rule This is a special item made from parts acquired from different planes. If you wish to sell it, you will have to find a specific buyer. It cannot be bought normally.
=Unique Rule Provides 6000 power when used to activate an automata.
=Details A living flame from Danu's divine realm. The essence of a murder spirit. The threads woven by a fate weaver.

Focus Components

=Item Basic Focus Component
=Market Price Var
=Unique Rule Provides up to 100 power when used to activate an automata.
=Unique Rule The item costs 18¢ for every 10 power it can supply.
=Details A simple wooden staff. A pewter symbol hanging from a chain. A simple but elegant dagger.
=Item Improved Focus Component
=Market Price Var
=Unique Rule Provides up to 300 power when used to activate an automata.
=Unique Rule The item costs 20¢ for every 10 power it can supply.
=Details An ornate wooden staff. A sword with a large gem in the pommel. A slightly silly but well-made pointy hat.
=Item Superior Focus Component
=Market Price Var
=Unique Rule Provides up to 1000 power when used to activate an automata.
=Unique Rule The item costs 24¢ for every 10 power it can supply.
=Details A metal rod with a deamon's head at one end. A long pipe filled with expensive tobacco. A breastplate with a gold dragon embossed on the front.
=Item Exquisite Focus Component
=Market Price Var
=Unique Rule Provides up to 3000 power when used to activate an automata.
=Unique Rule The item costs 30¢ for every 10 power it can supply.
=Details A gold and silver crown set with several large gems. A wood and metal staff with a fist-sized diamond in its top. A curved dagger made of pure gold with an ivory hilt.
=Item Extraplanar Focus Component
=Market Price Var
=Unique Rule Provides up to 10000 power when used to activate an automata.
=Unique Rule This is a special item made from parts acquired from different planes. If you wish to sell it, you will have to find a specific buyer. It cannot be bought normally.
=Details A beastling's horn. A good and evil rock from the realm of Ratish. An ethereal book containing stories written by hundreds of storytelling spirits.

Other Items

=Item Material Compendium
=Market Price 300¢
=Unique Rule OC updated book which contains descriptions of several things important for Primordial Magic, primarily among them descriptions of the various types of matter, their properties and uses. Get the physrep from the GM's.
=Details Almost all mages that create their own spells have a copy of this or a similar book. This book details how spells can be crafted. Author: The Thaumatology caste of Asgard.
Anonymous (not verified) Thu, 30-04-2015 23:26

Particle Types and Units

Particle Types and Units

The following is a description of the particle types and several in game units.

Particle Types

The first five particle types are the primary constituents of matter. They are divided into two pairs and one single type. The two pairs are Fire and Water and Earth and Air. Fire and Water annihilate eachother. Earth and Air also annihilate each other. The single type is Spirit, which is separated into two forms, Positive Spirit and Negative Spirit. Positive spirit annihilates negative spirit and vice-versa, but positive spirit does not annihilate positive spirit and negative spirit does not annihilate negative spirit.

There are currently two other, special particle types available. The first type is Divine, which is a special form of energy that is primarily used by Divine magic, but certain spells need to use it as well. Most notably, it is needed for spells affecting emotions like fear. Divine particles always annihilate eachother. This means first and foremost that any combine operation on divine energy is always subtractive. Second, no glyphs can be divine-dominant, because such glyphs would disintegrate on first use. Lastly, care needs to be taken when handling larger amounts of Divine particles as they can become unstable and disrupt the rest of the automata.

The second special type is Force. Force is a special type used in primordial magic that represents kinetic force. Contrary to Divine, Force is always additive. For dominance, any force dominant glyph may only manipulate force, no other elements are allowed. The exception to this is the apply() operation, which is allowed to be used with Force and any other type.

Annihilation

Annihilation is the process whereby two opposing particle types completely annihilate each other.

Units

These units are used to describe in-game quantities. Note that the in-game system uses base-6 for counting, denoted here with 0s. This means 0s10 equals 6, 0s100 equals 36, 0s55 equals 35, etc.

Volume

  • Grain
    The base unit and smallest amount of the system. The grain is defined as the minimum amount of matter needed to affect anything. It is approximately equal to the volume of a sphere of 5mm diameter or 65mm3.
  • Pebble
    0s105 (41 in decimal) Grains, approximately a sphere of 2cm diameter.
  • Fist
    0s43 (27 in decimal) Pebbles, approximately a sphere of 6cm diameter.
    0s5043 (1107 in decimal) Grains.

Weight

  • Grain
    The weight of 1 Grain of Carbon. Approximately 0.15g.
  • Stone
    The weight of 1 Fist of Carbon. Approximately 256g.

Force

  • Muscle
    The amount of force needed to accelerate 1 Fist of Carbon so it moves 1 yard in 1 second.
    1 Force particle produces 1 Muscle.
    Approximately equal to 0.25 Joule.
  • Strike
    The amount of force that is delivered to a target by a sword strike. Equal to 0s1040 (240) Muscle.
    Approximately equal to 60 Joule.

Time

For time we use the normal seconds, minutes, hours since things get way too complicated otherwise.

Length

For now, we simply use the traditional English units of measurement, inch, foot, yard and mile.

Anonymous (not verified) Thu, 09-10-2014 22:00

Downtime Periods

Downtime Periods

The downtime system is entirely optional. You can choose not to allocate your resources and to simply ignore the entire system, in which case we will do it for you. If you don't care what your character does in between events you can stop reading now.

Downtime is a period of time in which you do not actively play your character. Between games, or sometimes as a time skip within a game, some months of downtime might pass. During this time nothing of much interest happens to your character. Your character can use this time to make preparations for more challenging times. Characters regain all their HP and WP during downtime. You determine what happened during downtime once the downtime period has ended and you go back in character unless a GM tells you otherwise.

Resources

Every character gains 120 resources at the end of each month and you are allowed to spend all these points in one go at the start of the next event. At most your character can have 6 months of downtime in between two events. These 120 resources can be used to do all sorts of things like learning new skills, practicing the skills you already have, working a dayjob, or achieve other kinds of goals during downtime. Healing from an injury or other maladies also often costs resources.

A resources is a very abstract way to measure the time, energy, social contacts, ingenuity, spare change, and other such things your character has to spend each month. But for some players it might help to think about resources as purely time. In that case 1 resource is about 2 to 4 hours.

Cost of living

Every month you lose 400 copper. This represents your character paying for its rent, food, travel expenses, clothing, hobbies, general healthcare. etc. Most characters use a dayjob to pay for this.

You can decide yourself the details of what your character spends their money on. Some characters might give most of it away to charity. Other might support a large family. And some might spend it all on hedonistic excess. Detailing what you character spends their money on is entirely optional but might be interesting to think about for flavour purposes.

If you think the expenses you character makes during downtime are narratively interesting for the LARP events or influence the setting in any way you can discuss this with a GM.

Dayjob

Every resource you spend on your dayjob nets you 4 copper. This is unskilled work; almost everybody can find some form of unskilled work in Heimr. Most characters spend 100 resources on a dayjob to fund their cost of living.

Practicing skills you already have

Every month you will need to practice your skills or they will go dormant. Practicing skills with resources doesn't just take time, but also represents your character keeping his equipment in shape, visiting social contacts, etc.

Practicing a skill costs 1 resource per point the skill costs. Most characters spend enough resources to practice all their skills so nothing goes dormant. You are not allowed to let a skill go dormant and retrain that skill in the same downtime period.

Dormant skills cannot be used during play.

Note: Conditions don't need to be practiced! Only skills!

Training new skills

If you spend 20 resources per point on a new skill. You will have trained the skill. (some conditions can be gained in the same way).

Retraining dormant skills

Retraining skills that have gone dormant is easier than training entirely new skills. It only costs 10 resources per point but otherwise works the same as training a new skill.

Other things to spend resources on

Some skills, conditions and items grant you the ability to spend resources on other things than the ones mentioned above. (For example; the crafting skills will give you the ability to craft items with resources). However if you want to spend resources on an activity that you think of yourself simply send an email to a game master and they will discuss it with you. For example; do you want to research the history of a specific deamon or do you want to spend time collecting rare coins or do you want to spend time in the pub listening to gossip, or anything else? Send an email!

Items

You can buy and sell items during downtime. To buy an item, you must pay its market price. When selling an (undamaged) item you receive 50% of the market price. If the item is broken you receive 5% of the market price. If it is a partially damaged armour you receive 50% of the market price minus 1/3th of the restore price for every counter on it.

If your item is broken or damaged and you wish to repair it you must pay 50% of the market price unless a specific restore price is named on the item card. Please remember that if an item has a Market Price of Var it has special rules governing its market price and may be more difficult to buy or sell.

There are cheaper ways to buy, sell or repair items. Ask characters about it; especially merchant or craftsmen.

Anonymous (not verified) Mon, 13-08-2012 14:58

Primordial Magic In-Character Information

Primordial Magic In-Character Information

This chapter contains in-character information needed by Primoridial Mages.

Anonymous (not verified) Wed, 30-03-2016 22:16

Atoms

Atoms

In-game statistics for atoms as produced by Primordial Magic.

Anonymous (not verified) Wed, 30-03-2016 22:17

Water 1

Water 1

Properties

Name: Water 1
OC Name: Hydrogen
Group: Water

Weight: 1.008
Standard State: Gas
Melting Point: 13.99K
Boiling Point: 20.271K
Density: 0.08988 g/L

Half-Life:
Decay Energy:
Side Effects:

Anonymous (not verified) Wed, 30-03-2016 22:29

Water 2

Water 2

Properties

Name: Water 2
OC Name: Oxygen
Group: Water

Weight: 15.999
Standard State: Gas
Melting Point: 54.36K
Boiling Point: 90.188K
Density: 1.429 g/L

Half-Life:
Decay Energy:
Side Effects:

Anonymous (not verified) Wed, 30-03-2016 22:51

Emotions

Emotions

10 basic emotions

Emotion First element Second element Third element
Joy Fire Spirit Divine
Trust Air Spirit Divine
Fear Fire Earth Divine
Surprise Water Spirit Divine
Sadness Earth Spirit Divine
Disgust Earth Water Divine
Anger Fire Water Divine
Anticipation Fire Air Divine
Confusion Air Water Divine
Comprehension Air Earth Divine
Anonymous (not verified) Wed, 20-04-2016 22:56