Last Updated: Tuesday, June 14, 2016
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Earning Service Points
1 Hour = 100 SP
$1 = 20 SP
5 Hours = 500 SP
$20 = 400 SP
10 Hours = 1000 SP
$50 = 1000 SP
25 Hours = 2500 SP
$100 = 2000 SP
SP Assignment Awards
NPCing for the Weekend
If you NPC for the weekend, you receive the following benefits:
You earn 500 SP for that event.
You earn +2 Build for that event, on top of any additional build for RPing, Bought Build, or paying for your PC normally.
Kitchen Staff: 500 Service Points, and your NPC duty for the weekend is waived. This MUST be approved by the Director prior to the Game!
Kitchen Help: 100 Service Points for an hour's time helping to prepare the Feast (cutting vegetables, etc.)
Serving Help: 200 Service Points for helping serve the Feast.
Feast Cleanup: 300 Service Points for an hour's time helping with cleanup and washing dishes after the feast.
General Cleanup: 100 Service Points for an hour's time washing dishes in The Inn.
Bar Wenching: 100 Service Points and any In-Game tips for 4 hours of Bar Wenching.
Kitchen Staff for each weekend will be chosen by the Director, and will have the ability to sign off on SP for other Help, Cleanup, and Bar Wenching. Other awards will be at the discretion of the Kitchen Staff - you must fulfill the full time and obligation to be eligible for the SP award.
Spending SP for Fates
A player can choose to use service points at the beginning of the weekend to gain a special Fate for one of their characters. You may not purchase multiples of any individual Fate per event. Fates can only be purchased at sign-in, must take place inside of Logistics and be signed off by the active MM on duty.
Fate Of The Beginner - Cost: 200 SP (or 2 Gold)
Either +10 BP (Healable); or +5 of any and all Career Points types. This fate refreshes periodically. Character must be below 10th level to purchase this Fate.
Fate Of Lesser Protection - Cost: 500 SP (or 5 Gold)
1 of the following Defensive Spell Buffs: Stoneskin, Barkskin, Fluid Motion, Divine Negation, Elemental Shield, Displacement, Mind Shield, Inviolate Form, Deep Pockets, Protect Item. Automatically recast at the beginning of each period.
Fate Of Greater Protection - Cost: 1000 SP (or 10 Gold)
1 of the following Valance Spells: Negation, Alchemy Shield, or Mind Citadel. Does not refresh after being used.
Fate Of Insight - Cost: 100 SP (or 1 Gold) per Build Point of Skill
1 extra use of a skill you already possess. Skill duplicated is determined at the time of purchase. (Lower Profession only)
Fate Of Wisdom - Cost: 200 SP (or 2 Gold) per Build Point of Skill
1 use of a skill/spell you have the prerequisites for. Skills are restricted to their normal use (Periodic/Event/Continuous) and Spells may be cast as if known. (Lower Profession only)
Fate Of Guidance - Cost: 500 SP (or 5 Gold) per Build cost of skill
Learn one skill without a teacher. (This is the only Fate that can be purchased anytime during the weekend. Lower Profession only, cannot open new lists. We reserve the right to deny any lore.)
Fate Of Power - Cost: 1000 SP (or 10 Gold)
+5 Career Points of choice for the weekend. Points refresh periodically.
Fate Of Precision Cost - 1000 SP (or 10 gold)
+1 Damage for the weekend.
Fate Of Endurance - Cost:1000 SP (Or 10 Gold)
Additional 15 Healable Body for the weekend
Fate Of Fortune - Cost: 1000 SP (Or 10 gold)
A random Bauble, Device, or Invention, with a small chance for a Rune or an Item with Sockets. Dice are rolled at Logistics when this fate is purchased.
Fate of Meager Supply - Cost 100 SP or 1 Gold
1 unit of Silver, or 1 Alchemical or Elemental Essence
Fate Of Lesser Supply - Cost: 500 SP (or 5 Gold)
1 Unit of Tamaril Hide, Crystal or Ironwood, or 5 Elemental or Alchemical Essences.
Fate Of Moderate Supply - Cost: 1000 SP (or 10 Gold)
1 unit of Gold, Electrum or Meteoric Ore.
Fate Of Greater Supply - Cost: 2500 SP (or 25 Gold)
1 unit of Mithril, Wytchwood, or Drake Scales, or 2 Lesser Weave, Divine, or Druidic Essences. Greater Essences may not be purchased with a Fate.
Fate Of The Treasure Hunter - Cost: 2000 SP (or 20 Gold)
Your choice of the following: 1 Copper, Silver, Crystal, or Ironwood Weapon Card, or 4 Rank I Compounds, or 3 Rank II Compounds, or 2 Rank III Compounds or 1 Rank IV Compound.
Fate of Fortune Table
Bauble of Trip
Bauble of Throw
Bauble of Body Block
Bauble of Critical Attack
Bauble of Puncture Armor
Bauble of Waylay
Bauble of Basic Disguise
Bauble of Detect Traps
Bauble of Climb
Bauble of Courage
Bauble of Gift of the Predator
Bauble of Pick Basic Locks
Device of Break Limb
Device of Flee
Device of Break Shield
Device of Charm
Device of Cloak of the Green
Device of Advanced Entry/Escape
Device of Hide in Shadows
Device of Stunning Blow
Device of Shatter Weapon
Invention of Cleave
Invention of Interrogate
Invention of Deflect
Mystic Morphic Rune
Item with a d6/2 (Rounded Up) number of sockets in it.
Mystic Morphic Rune: This mysterious rune will turn into another rune (from a first tier Heroic ability) of the bearer's choice. A form must be chosen before the rune can be socketed. Once chosen, it becomes that new rune, and follows all of the rules for that rune, and cannot be changed. Regardless of which rune is chosen, the duration of the Mystical Morphic Rune is always 3 months from the month it is found, and may be extended as normal by socketing it.
Consenesco (Lesser Weave)
Valeo (Greater Weave)
Caelum (Lesser Divine)
Ager (Greater Divine)
Auctus (Lesser Druidic)
Morior (Greater Druidic)
Elemental Essences are worth 1 Gold each, 5 are provided by Fate of Lesser Supply
Alchemical Essences are worth 1 Gold each, 5 are provided by Fate of Lesser Supply
Lesser Essences are worth 10 gold each, 2 are provided by Fate of Greater Supply
Greater Essences are worth 20 gold each, and cannot be purchased using a Fate.
Normal Item Values
Normal Steel Dagger
1 Gold (Labor only, steel is free)
Normal Steel Sword
2 Gold (Labor only, steel is free)
Silver 1H Sword
2 Gold in Materials, 2 Gold for Labor
Electrum 1H Sword
20 Gold in Materials, 4 Gold in Labor
Mithril 1H Sword
40 Gold in Materials, 6 Gold for Labor
Superior or Exalted Armament
+10 Gold each
Superior or Exalted Armor
+5 gold per location
Any Rank I Potion
Any Rank II Potion
Any Rank III Potion
Any Rank IV Potion
1 Bar of Silver
10 Silver (1 Gold)
1 Bar of Gold
1 Bar of Copper
1 Stack of Tamaril Hide
1 Bundle of Ironwood
1 Shard of Crystal
1 Bar of Electrum
1 Bar of Meteoric Ore
1 Bundle of Wytchwood
1 Bar of Mithril
1 Stack of Drake Scales
Basic Essence (Elemental / Alchemical)
Evaluate Item Values
Uncut Gems (Eng.#)
Small Smooth Gem
Large Smooth Gem
Small Uncut Gem
Large Uncut Gem
Small Brilliant Cut Amethyst
Small Brilliant Cut Emerald
Small Brilliant Cut Ruby
Small Brilliant Cut Sapphire
Small Brilliant Cut Topaz
Small Brilliant Cut Amber
Small Brilliant Cut Diamond
Small Brilliant Cut Pink Diamond
Individual Socket Value
1st / 1 Socket
2nd / 2 Sockets
3rd / 3 Sockets
4th / 4 Sockets
5th / 5 Sockets
6th / 6 Sockets
N/A (Artificer only, make own)
N/A (Artificer only, make own)
Please remind people who do NOT have the Evaluate Item skill that they should not be able to ID or evaluate items, if you see them doing it.
Runes are commonly valued at 1 GP per CP spent to to make them, plus materials (Essences). Maker’s Marks are double this in value because they are Superior in nature.
The duration of runes, in months, is noted with each type. If a rune can be made permanent by being socketed, it will be noted as well.
Common Runes & Examples
Cost to Make
Weapon Folding (+1 Damage)
Protective Reinforcement (+1 Soak)
15 CP per Build
(Lowest off any list)
10 CP per Build
2x CP cost
Storing Ritual (Mage) / Rite (Druid)
20 Points + Lesser Essence
Mage / Priest / Druid Spell
30 Points + Lesser Essence
+0 Magic / Divine / Primal Damage
10 Points + Lesser Essence
20 DP + Lesser Druidic
10 DP + Lesser Druidic
20 DP + Lesser Druidic
Leader of the Pack
30 DP + Lesser Druidic
20 FP + Lesser Divine
10 FP + Greater Divine
10 MP + Lesser Arcane
20 MP + Lesser Arcane
20 MP + Lesser Arcane
10 MP + Greater Arcane
30 CP (2 x 15)
90 CP (6 x 15)
90 CP (6 x 15)
120 CP (8 x 15)
150 CP (10 x 15)
150 CP (10 x 15)
Illicit Goods List
The following table lists the items normally available to a character with the skill, Smuggling. Other items may be made available by plot at certain times, but you cannot request items.
Grappling Hook (Bauble of Climb)
Skeleton Key (Bauble of Pick Complex Locks)
Stiletto Point (Bauble of Puncture Armor)
Noosed Rope (Bauble of Quick Bind)
Rank 1 Poison
Rank 2 Poison
Rank 3 Poison
Rank 4 Poison
Rare Poison Component
Rank 1 Necromancy Scroll
Rank 2 Necromancy Scroll
Rank 3 Necromancy Scroll
Rank 4 Necromancy Scroll
Rank 1 Dark Pantheon Psalm
Rank 2 Dark Pantheon Psalm
Rank 3 Dark Pantheon Psalm
Rank 4 Dark Pantheon Psalm
This is an exotic alchemical product, the secrets of which have never been unlocked, nor is the origin of how these items makes it into the black market known. When used, a Smoke Bomb allows a character to call a hold and proceed to go 30 feet (12 paces) in any direction towards the closest shadow. Once reached the character must immediately expend a use of the skill Hide in Shadows. If the Smoke Bomb is used and there is no shadow within 30 feet of the character or the character does not have an available use of the skill Hide in Shadows, the Smoke Bomb is expended and the character remains in the spot where they used the Smoke Bomb. A Smoke Bomb is considered a Master Invention.
Normal Diseases have specifically defined effects and can be cured by standard abilities. A disease in the first or second stage can be cured with the use of a Cure Disease prayer or the physician ability Cure Disease; a disease in the third or fourth stage can be cured with a Heal Disease prayer or the physician ability Cure Disease. A disease in any stage can be cured with a Divine Restoration Prayer or the healer ability Heal All.
Some spells, prayers, or abilities cause disease-like effects, but are not diseases. Spells, prayers, and abilities that inflict Normal Diseases do not define the disease any further; rather, the one Normal Disease is chosen at random from the following table.
Dysentery (Bloody Flux)
Kuru (Laughing Sickness)
All Normal Diseases progress through four stages, the first which occurs during the event that the character is afflicted, and each subsequent stage setting in at the beginning of next three events – regardless of whether the character is played at them. In the event that a disease would result in the character’s death at an event that she is not played, the result is delayed until the next event at which the character is played.
A disease will continue to afflict a character (though it cannot worsen beyond the fourth stage effect) until the character is cured or the character dies and is resurrected. The effects of each stage of a disease are cumulative with all previous stages. All of the effects suffered from being diseases are incurable unless the disease itself is cured. Upon being cured, the current stage’s effects are healed instantly; the previous stage’s effects are healed one hour later, and so on until all effects have been healed.
Upon affliction, a Normal Disease has no immediate effect on a character. The victim’s character card should be marked in the Notes section to indicate the disease and the event date that it was inflicted. The victim is not aware that she has been diseased, but if she was able to perceive the attack that inflicted it, she knows that something bad probably happened to her.
At the beginning of the game period immediately following the one in which the character is afflicted, the disease begins the first stage. If character is afflicted with the disease in the last game period of the event, then the first stage of the disease is assumed to occur between that event and the next, such that the character begins the subsequent event with the disease in its second stage, according to the standard progression.
Once a disease begins its first stage, the victim is aware that she is diseased. However, the connection between the disease and the attack that inflicted it is not automatic; the player must be able to demonstrate why her character relates the one to the other to the satisfaction of a Rules Marshal.
Rash / Hives
The character will not exhibit any sign of a Minor Insanity Point until the next event at which she is played, but will immediately begin suffering from a Major Insanity Point. Any specific details that must be defined for a Minor or Major Insanity Point will be defined by the rules marshal, though the context of the situation in which the Insanity Point was inflicted should be given strong consideration.
The accumulation of five Minor Insanity Points always results in the immediate affliction of a Major Insanity Point, so a character suffering in this way must have one of the Minor Insanity Points cured before the Major Insanity Point, or else the character will simply receive a new Major Insanity Point to replace the one that was cured.
Hex of the Jackleg
The subject loses access to one of her periodic skills or a spell, she cannot use the skill or spell at all, no matter how many instances of it she has purchased or how many casting points she has. The enactor can choose the skill or spell lost, but is not entitled to review the subject’s character card; neither can the subject be uncooperative in the selection. Either player may choose to consult a Rules Marshal to resolve the situation.
Scourge of Blood
The subject suffers double the normal effects from poisons, and receives no aid from alchemical antidotes.
Doom of the Mortal Coil
The subject becomes intolerant to the power of healers. Any Healing ability performed on the subject requires double the normal Healing Points.
Bane of Tongue
The subject can speak only in gibberish that cannot be understood by anyone. Skills, spells, or abilities that bestow the comprehension of languages will have no effect in discerning what the subject is trying to say. The subject cannot properly speak any incantations to prayers spells, or similar abilities. The subject can still write normally, if literate.
The Dullard’s Burden
The subject cannot learn skills, nor buy additional uses of skills she already possesses, nor buy Body or Career Points.
Gloom of the Soul
The subject becomes intolerant to divine powers, and cannot receive the benefit of any helpful prayer - other than Remove Curse - cast upon her, nor of Mass or Benediction. This curse does not affect the subject’s ability to access any divine-based abilities or prayers she possesses, merely her ability to personally benefit from the aforementioned ones.
Hex of the Arcane
The subject becomes intolerant to arcane powers, and cannot receive the benefit of any helpful magic spell, nor Valence protections.
One item possessed by the subject becomes attuned to her. The item can never be more than five feet from the subject, and if taken outside that range, instantly reappears in the place where it was when the curse was placed upon it.
Wail of the Restless Eye
The subject does not refresh her skills, Career Points, or any other Periodic abilities at the change of periods. The subject is refreshed only at the beginning of each event, and at no other time; she cannot benefit from anything that refreshes skills, spells, abilities, or Career Points.
The Trickster’s Jibe
The subject is afflicted by a minor prank effect, decided by the character inflicting the curse. The effect must be of a role-playing nature, and cannot bring serious harm or loss of faculties to the character. The subject of this curse may appeal to a Rules Marshal if she feels that the effect is graver than mere role-play.
Armor Point Table
Shoulders, Arms, and Legs are valued for each side separately, with the AP for both sides in parenthesis.
Soft Leather or Gambeson
Hard Leather or Metal
Head (Top and Back)
These bonuses ONLY apply to armor that covers the Upper & Lower Torso, front & back. Anything else does NOT get the benefit.
Soft Leather and Padded Gambeson
Hard Leather and Metal
Bonuses for Material Types
These bonuses ONLY apply to armor that covers the listed locations/meet unit minimums.
+2 Soak. Upper and Lower Torso.
Additional 15 AP that refreshes per period (Rest of armor does NOT refresh). Upper Torso.
+1 Soak, +3 additional Soak vs. chosen element damage. Upper and Lower Torso.
1 Natural Elemental Shield / Period. Comprised of four units.