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Core Gameplay Rulebook

 

December 2015 Edition

Last Updated: Saturday, December 12, 2015

 

 

This copy belongs to:

 

This document is the official Rulebook for the Knight Realms game.

Some supplemental material (notably: Master & Heroic Professions, the Land System, and the Allegiance System) is not in this Rulebook. Please see the official Knight Realms website for additional rules.

Minor changes (spelling & grammar fixes, formatting issues, etc.) may be introduced between editions of this document. No rules changes will be made in this document between editions, or without being announced on the official Knight Realms forums. All versions of this document will be marked with a publish date – in the event of a conflict between editions, the most recent version takes precedence.

This document is dated December 12, 2015.

This book is dedicated to all of the Staff, Marshals, and, most importantly, the Players who have made Knight Realms what it is over the past 18 years.

 

Table of Contents

The Basics

Core Rules

The Rule of Interpreting Rules

Safety and the "Hold" Rule

Periods, Skills, and Career Points

Combining Skills and Effects

Attempting actions without the use of a skill

Headbands

The 24-Hour Game

Common Knowledge

Verbal Counts

Traits

Type

Delivery

Nature

Source

Making a Character

Player Characters

Non-Player Characters

Beginning Characters

Creating a Character

Examples of making a character

Starting Equipment

Advancing Your Character

Earning Build

Professions

Skills

Character Level

Skill Rank and Character Level Prerequisites

Character Retraining

Combat

Arms and Armor

Weapon Combat

Non-Combat Characters

Dealing Damage

Limitations on bonuses and enhancements

Archery (Bows and Crossbows)

Defending against an Attack

Role-Playing Damage

State of Combat, Battle, and Surprise

Killing Blows

Searching

Skill Exchange After a Battle

Lifting and Carrying Objects and People

Weapons

General Weapons Rules

Weapon Sizes

Melee and Ranged Weapons

Claws and Fists

Unarmed Combat

Shields

Armor

Armor Point Table

Soak Rating Table

Armor Ratio

Armor Points

Soaks and Thresholds

Stacking Armor

Stealing Armor

Making and Wearing Armor (OOG) at Knight Realms

Spells, Prayers, & Other Casted Effects

Spheres and Domains

Casting Spells

Delivering Spells

Spell Packets

Interrupting a Spell

Career Points

Latent Spells

Spell Effects and the Death Count

Dispelling Effects

Spell Books and Learning Spells

Scrolls

Invoking Items

Health, Life, Death, and Resurrection

Stages of Health and Dying

Playing an unconscious or dying character

Physical Defects and Scars

Passing On

Resurrection

Experience Gain Through Death

Final Death / Retirement

Areas, Items, and Lighting

Areas

Items

Lighting

Special Items

Runes, Sockets, Artifacts, Trinkets, and Tools

Logistics

NPCs and NPC Duty

The Basics of NPCing

NPC Duty and Time Slots

What to Bring to Your NPC Slot

Tips on being a successful NPC

Service Points – Earning SP & Donations

Base Ratio

Specific SP Assignment Awards

Needed Donations

Quality versus Quantity

Service Points – Spending SP

Converting SP to Build

Spending SP for Fates

The Bank of Travance

Races

The Races of Arawyn

Mixed Parentage and Offspring

Penalized Professions

Bloodline Professions

Kormyrian Assimilation

Role-Playing

Costuming and Makeup

Racial Detriment

Racial Skills

Racial Body Modifier

Humans

Kormyrian

Barbarian

Bedouin

Celt

Coast Haven

Khitan

Londwyn

Romani

Elves

Quinarian (High Elf)

Selendrian (Sylvan Elf)

Ilythiiri (Dark Elf)

Hillfolk

Dwarf

Darrow ‘Mar (Dark Dwarf)

Halfling

Katta

Jaxuarian

Namierra

Goblinoids

Hobgoblin

Goblin (Wild or Imperial)

Ogre (Imperial)

Orc (Wild or Imperial)

Faerie Kin

Dryad

Nyad

Satyr

Sylph

The Professions

Commoner

Acrobat

Alchemist

Archer

Assassin

Bard

Berserker

Bounty Hunter

Brute

Buccaneer

Cavalier

Chaos Warrior

Cleric

Dragoon

Druid

Gambler

Healer

Mage

Physician

Priest

Psionicist

Racketeer

Ranger

Ronin

Scholar

Smith

Spy

Swashbuckler

Thief

Torturer

Warrior

Warrior Monk

Wild Mage

Witch Hunter

Skills

Profession and Race Skill List

-A-

-B-

-C-

-D-

-E-

-F-

-G-

-H-

-I-

-K-

-L-

-M-

-N-

-O-

-P-

-Q-

-R-

-S-

-T-

-U-

-W-

-Y-

Weapons

Promotional Skills

Class Supplements

Mages Guild and Spells

The Mages Guild of Kormyre

Spheres of Magic

Verbal Incantations

Air

Earth

Fire

Water

Enchantment

Illusion

Warlockery

Wizardry

Necromancy

Created Undead

Wild Mages

Wild Magic

Catastrophic Surges

Wild Mage Spells

The Deities

Agaura

Andorra

Brazen

Chronicler

Enax

Gaia

Galmachis

Glomm

Malyc

Valos

Visagalis

Clergy

Servants and Followers of the Deities

The Church of Valos

The Divine Host

Prayers

Casting Prayers

Baptism

Consecration

Holy Water

Mass

Altars and Fonts

Tithing

Losing Favor with your Deity

Opposing Deities

Prayer Domains

Sacrament

Authority

Mayhem

Compassion

Corruption

Creation

Darkness

Death

Destruction

Fate

Knowledge

Law

Life

Light

Purification

Spirit

Torment

War

Druids

Domains

Decay Domain

Fauna Domain

Flora Domain

Tempest Domain

Vitality Domain

Alchemy

Alchemical Types: Hermetic, Herbal, and Poison

Essences

Production

Using Compounds

Alchemy Bottles

Recipes

Hermetic Recipes

Herbal Recipes

Poison Recipes

Healers and Healing

Healers

Healer Abilities

Wounds

Injury

Mortality

Ailment

Empathic

Bards and Spell Songs

The Themes

Psions and Psionic Abilities

Psionic Casting Methods

Psionic Schools

Psionic Assaults School

Telepathy School

ESP School

Psychokinesis School

Psychosomatic School

Physician Abilities

Trauma

Specific Injury

Surgical

Poison

Disease

Psychology

Illumination

Creating Illuminations

Tomes

Carrying Books

Smithing

General Rules

Knowledge

Metalsmithing

Weaponsmithing

Armorsmithing

Forging Weapons

Forging Shields

Forging Armor

Tools

Materials

Smelting Coins

Forges

Creating and Installing Sockets

Rogues

Rogue Professions and the Appellation: Rogues' Guild Member

Rogue Actions Without Rogue Abilities

Marshaling

The Fence

Traps

Representing Traps

Designing Traps

Setting Traps

Detecting, Triggering, and Disarming Traps

Traits

Examples of Traps

Tracking

Live Tracking

Investigative Tracking

Diseases

Special Diseases

Normal Diseases

Normal Disease Definitions

Insanity

Minor Insanity Points

Major Insanity Points

Acquiring Insanity Points

Minor Insanity Table

Major Insanity Table

Curses

Greater Curses

Lesser Curses

Lesser Curses Table

Dragoon Spirit Colors

Languages

Spoken Languages

Official In-Game Languages

Special In-Game Languages

Commodities, Trades, and Lifestyle Build

Commodities

Commodity Cards

Trade and Trade Proficiency

Lifestyle Build

Appendices

Game Contact Information

Policies

General Policies

Web Site Policies

Combat Privilege Policies

Personal Conduct Policies

Rules Violations

The Kitchen and Bathrooms

Use of the Kitchen

Game Rules pertaining to the Kitchen and Bathrooms

Vendors at Knight Realms

Rules for Selling Goods at Knight Realms

Our Position on Player vs. Player (PvP) activity

Staff and Organization

The Director

Officers

Staff Compensation

Marshals

General Rules for Marshals

Rules Marshals

Role-Play Marshals

Monster Marshals

Logistics Marshals

New Player Marshals

Kitchen Marshals

Marketing Marshal

The Basics

Core Rules

The following rules are the basics that apply to the rest of the game – they are defined here so that they make more sense in later parts of the rules.

The Rule of Interpreting Rules

When interpreting the rules of the game, the base assumption is that you cannot use the rules to accomplish something In-Game, unless a rule specifically states you are able to do so. For example, the 1st Rank Fire spell "Fire Strike" does not state it can be used to ignite flammable materials – therefore, you cannot use it to do so. This may be overruled by an OOG marshal that is monitoring an encounter, but only on a case-by-case basis – precedent does not matter in this rule. That being said, these rules have been updated many times over the years; there are bound to be loopholes, or technicalities that are not in the spirit of the rules. If you feel you find something that isn’t in the spirit of the rules, do not take advantage of the flaw, post it on the forums to be clarified.

Safety and the "Hold" Rule

Safety is of the highest concern in Knight Realms and the most important safety rule is the “Hold” rule. A “Hold” can be called by anyone whenever someone is injured or game safety is jeopardized. Whenever a “Hold” is called everyone hearing the call must immediately stop what they are doing and repeat the call until everyone in the vicinity has stopped playing. There should be no talking or any in-game actions taking place during a hold. When the hold has been resolved someone will call “3-2-1- Lay-on!” to resume the game. A hold may be called for other reasons, such as a marshal explaining the effects of an explosion or to describe what an area looks like. For whatever reason whenever a hold is called stop what you are doing and be quiet, so that you can hear what is happening and get back to playing ASAP.

When a Hold is ended, and Lay-On is called, you should be in the exact same pose and state that you were in when it was called – i.e., you may not ready a weapon, collect spell packets, or otherwise prepare yourself during the Hold. If during the course of the Hold you become aware that there was an NPC about to attack you from behind (and you did not know he was there before the Hold was called), it would be cheating to react to the NPC either before Lay On was called, or immediately thereafter – your character has no In-Game knowledge that the NPC is there, you only learned it OOG during the course of the Hold.

Because calling a hold is disruptive to the game, it is asked that you not call it unless there is an issue or emergency that affects everyone around you. If you can do what you need to without disrupting the game, please do so, so that others are not caught in a Hold.

Periods, Skills, and Career Points

A typical game is broken down into Periods. There are four periods to a weekend event: Friday night (Lay-on to 6am), Saturday morning (6am to 6pm), Saturday night (6pm to 6am), and Sunday morning (6am to end of the event). Other (smaller) events are typically only one period. Any changes to this will be noted in the official announcements for that event.

At the beginning of each event, all characters start alive, in good health and with no injuries, and with full use of all of their Skills and Career Points. Throughout the weekend (and the period), as Skills or Career Points are used, they should be marked off on your Character Card to indicate that they have been used. When a period ends, and another one begins, all characters regain use of all of their Career Points and Periodic Skills. The only things that do not refresh at period change are Per Event skills, and your character's health (Body Points and other injuries that they may have sustained throughout the event). Some other effects may or may not change at period change – these will be covered in the rules for those specific effects.

The number of times you may use a skill on a weekend may differ from skill to skill. In the description of the skill it will tell you whether the skill is Periodic, Continuous, or per Event.

Combining Skills and Effects

Attempting actions without the use of a skill

There will come a point in most player's careers where they will want to attempt something that is covered by a skill, either that their character does not possess, or without expending the skill. In this situation, the following rules apply:

  1. If you are attempting to achieve a game mechanical effect, you MUST use the appropriate skill, no exceptions.

  2. If you are attempting something that you can do yourself without a skill, that is covered by a skill and does NOT target another player or object, you can do so without producing a game mechanical effect, as long as it does not break safety or personal boundaries. For example, if you wished to hide in the brush without use of Cloak of the Green, you could do so. This would not give you the ability to use a yellow headband (a game mechanical effect). If you wanted to climb into the eaves of a building, you could do so without the use of the Climb skill as long as it is safe OOG to do so (i.e. – there is a solid, stable ladder and the space is designed to hold a person's weight – you could not climb into a rotted tree and out on a branch to get the drop on someone). The only exception to this rule is that you cannot attempt to disguise yourself without using one of the Disguise (Basic/Advanced/Expert) skills.

  3. If you are attempting something that you can do yourself without a skill, that is covered by a skill and targets another player or object, you cannot do this without the consent of the other player, or a Marshal. For example, if you wished to tie up an NPC brigand, you could not do so without A) The use of a skill like Quick Bind, B) The use of an item, like Manacles, C) The consent of the NPC playing the Brigand, who agrees to the RP, or D) The consent of an OOG Marshal that is marshaling the encounter. Under NO circumstances should any combat action ever be taken without the use of a skill – purposefully OOG tripping, disarming, subduing, breaking of weapons (or limbs), or actually binding someone so they are incapable of free movement is unacceptable behavior, and will result in a Rules Violation at the very least. Anyone consenting to the RP of such things should do so in a safe and courteous manner, such as being loosely tied (so they can slip out in an OOG emergency), taking a prat fall if thrown or tripped, etc.

Personal safety, the safety of others, and the rules of the game always come first, and take priority over actions performed without the use of a skill.

Headbands

Players at Knight Realms wear colored headbands to denote certain things about their character, such as that they are hidden, invisible, on another plane of existence, or dead. A headband can also indicate that a person is Out-Of-Game, and is not interacting with the game world.

Headbands should be brightly colored, and easily visible from a distance. If you can, try to avoid logos or something else that may make the headband look Out-Of-Game. (Conversely, please avoid wearing headbands In-Game that may be mistaken for a rules-specific headband.)

The Headband Color System is as follows:

Note that you MUST have the appropriate colored headband to use a skill or ability. You may NOT use a white headband to denote anything other than being OOG.

It is recommended that everyone have at least a white and blue headband on them at all times. If your character has the ability or an item that lets them hide, you should also have a red or yellow headband on you in case you need to use it.

Some people make and sell double-sided headbands at the game. The common combinations are White and Blue (the ones everyone needs), and Red and Yellow (for hiding). Logistics can always use donations of headbands for NPCs as well.

Targeting Objects while using a Red Headband

While invisible, you may not perform any action that targets another being, be it living or (un)dead. Doing so will immediately cause the invisibility to dispel. You can pick up inanimate objects and remain invisible – the description only states that actions that affect beings will dispel the invisibility. However, the spell only affects the caster, so any item they pick up after the fact remains visible, unless they casts the spell anew to make the newly acquired item invisible. Placing the item within a pouch or under your robe will not conceal it, since the pouch or robe is invisible.

The 24-Hour Game

Knight Realms is a 24-Hour game – that is, it runs around the clock, even when you are sleeping! Once Lay-On is called, the game is in session until Wrap-Up on Sunday.

During this time, in order to preserve atmosphere and immersion at the event and to promote fairness for all players, the following rules are in effect:

Common Knowledge

All Races, Professions, skills and abilities from the rule books are common knowledge. A PC may choose to know less if they wish, but everyone may choose to understand what each of these things are, and can recognize them when they witness them.   In the case of an ability that is special to a character and not in the rulebook, those seeing the ability used understand the general effect they just saw, but not what skill was used.

Verbal Counts

Any skill or action that requires an OOG verbal count to use (but not In-Game verbals, such as for a spell) must be spoken with the following conditions:

Traits

Traits define many aspects of an ability, including how it is delivered, and what defenses work against it. All skills or effects at Knight Realms have Traits, some just a few, others will have many.

Traits come in four varieties. Not all effects will have all four kinds, and it is possible for an effect to have more than one kind of trait. The four kinds of Traits are:

Type, Delivery, and Nature are OOG traits that describe the game mechanical aspects of an effect. Source is an IG descriptor that is available to anyone who witness or examines the effect.

Some traits have sub-traits – these are listed as “Trait (Sub-trait)” with the skill. Traits with possible sub-traits are not required to have them, but rather might have them to further define the trait. A trait with a sub-trait is still considered to have the main trait (i.e. – a spell with the trait "Arcane (Illusion)" possesses both the Arcane and Illusion traits.).

Effects will always have the Source Trait of the sphere or domain that they belong to.

Type

Skill (Periodic): The skill may only be used once per period, for each purchase of the skill.

Skill (Per Event): The skill may only be used once per event, for each purchase of the skill.

Skill (Continuous): The skill is available or in use at all times, unless the user wishes otherwise.

Effect: The ability uses Magic, Prayer, Druid, Spell Singing, Healing, or Psionic Points.

Crafting: The ability uses Crafting Points.

Creation: The skill creates or modifies an item.

Attack: The ability affects an opponent or target against their will.

Attack (Backstab): The attack must be from behind the target, and to their back.

Attack (Surprise): The attacker must be out of combat for one minute prior to using a Surprise skill. Using a Surprise skill does not place one in combat. Surprise skills bypass all casted abilities with the Latent and Defense traits protecting an opponent, except for Resist or a protection that specifically foils surprise attacks.

Defense: Any ability that counters an Attack or other harmful effect.

Defense (Assist): This defense targets a character other than the one using the skill.

Delivery

Melee: The ability must be delivered using a hand-held or natural weapon, such as a sword or claw.

Weapon (Edged): The ability must be delivered using a weapon with a cutting edge.

Weapon (Blunt): The ability must be delivered using a weapon that deals damage with crushing force.

Weapon (Melee): This skill either allows use of a hand-to-hand based weapon, or is required to use a weapon with this trait. Attacks using this weapon are all considered to have this trait.

Weapon (Shield): This skill requires the use of a Shield. A skill that has this trait also has the Weapon (Melee) trait.

Weapon (Launched): This skill either allows use of a two-part ranged weapon, such as a bow and arrows, or is required to use a weapon with this trait. Attacks using this weapon are all considered to have this trait.

Weapon (Thrown): This skill either allows use of a hurled projectile, or is required to use a weapon with this trait. Attacks using this weapon are all considered to have this trait.

Ranged: The effect must be delivered with a spell packet.

Impact: The user of the ability must role-play attacking an intended target within arm's reach, without actually impacting them OOG. The attack is considered to automatically hit.

Voice: The ability must be heard to be delivered.

Area Specific: The ability targets a specific part of the targets’ body, either specified or of the user’s choice. The targeted area must be struck, unless specified otherwise in the ability.

Targets Object: The ability targets an inanimate object instead of a character.

Caster: The effect can only be cast upon or controlled by the caster.

Spray: The effect covers a ninety-degree arc extending five feet from the point of origin.

Area Effect: The effect covers a specific area, and affects all targets in that area.

Line of Sight: The ability may be delivered to a target that is visible to the user, without the need for a spell packet. The path to the target must be clear of physical obstructions, such that if a packet were thrown it could still hit the target. The range is noted in the description of the skill.

Naming: The ability reaches its target by the target being named during use. Specific details and limitations are further defined in the ability.

Nature

Headband (Color): The effect requires that the caster or recipient wear a headband of the specified color to indicate the effect.

Detection: The skill detects a character or object that is hidden using the specified method, such as a specific color headband or trap string.

Superior: An attack with the Superior trait can only be stopped by an appropriate defense that also has the Superior trait.

Latent: The effect can be held in reserve for the remainder of the period and invoked when desired.

Natural: This is a modifier to existing latent abilities. Abilities with the Natural trait added to them may be stacked without restriction, as if they were periodic skills – they bypass the normal stacking limitations due to their inherent nature within the character or item they are contained in.

Augment: The effect augments a character.

Summoning: The effect brings forth an NPC under the influence of the caster.

Healing (Sphere): The effect restores bodily health to the target. Healer Abilities will have an additional sub-trait belonging to the appropriate sphere.

Healing (Offensive): This ability may be used to target Undead. When used in this fashion, the ability gains the Ranged trait, and must be delivered using a Spell Packet.

Weapon: The effect enhances a weapon.

Curse: The effect is malevolent and supernatural, often (but not always) placed as a result of a perceived wrong or slight.

Rage: The effect creates, or is fueled by, the user’s anger and hatred, or other emotions. A character that under the effect of an ability with the Rage trait cannot make use of abilities with the Concentration trait.

Lethal: This ability places the target into the Critical stage of health. Some abilities do a maximum amount of damage – if the target has more body than this amount, they do not fall into the Critical stage.

Piercing: Defenses with the Latent trait may not be used against an attack with this trait.

Interrogation: Abilities with this trait determine if the target is telling the truth or not.

Concentration: The effect requires the user to concentrate, either to activate it or to maintain it. While concentrating, a character may not use any other ability (except latent defenses or defense skills), or move from their position. Any effect with the concentration trait can be maintained for a maximum of thirty minutes for each instance of the ability/spell used.

Movement: Upon calling an ability with this trait the player should place their hand or weapon on their head and swiftly move the desired distance and then return to active play. Other characters may not react to the Movement ability UNLESS they use their own Movement ability or an ability that specifically reacts to Movement abilities. A character using an ability with the Movement trait may not carry another character (living, unconscious, or dead) with them unless the ability states otherwise. If it is necessary a brief hold may be called to execute a Movement skill. During this brief hold, other movement abilities or abilities that react to the movement trait may be called.  In general 5 feet = 2 paces (a pace is a step you take while moving fast)

Knock Back: This ability moves the target 10 feet (4 Paces) in the direction specified by the skill. No hold is called during movement. The target will stop if they meet a solid wall or other (OOG) immovable object. Another character may not interfere with the target's movement in any way.

Knowledge: The skill has no physical application or target use, but rather provides knowledge to the possessor.

Assistant: The skill is used to assist another character, usually in some form of item creation or crafting.

Proficiency: The skill compliments another skill, such as a weapon skill, making it more useful.

Condition (Blinded): The character cannot see and cannot use any skills or abilities other than those that target themselves, are delivered by touch, or are latent defenses. A blinded character cannot move faster than a heel-to-toe rate and cannot use movement skills. While playing a character that is blinded, you should keep your eyes open to ensure safe game play.

Condition (Deaf): The character is deaf and cannot hear anything. A deaf character cannot cast any effects that require verbals or singing.

Condition (Mute): The character is mute and cannot speak or make any kind of sound using their vocal chords. A mute character cannot cast any effects that require verbals or singing.

Condition (Paralyzed): The character cannot move or take any action at all, including communicating. A character that is paralyzed is vulnerable to a Killing Blow.

Condition (Stunned): The character cannot take any action at all except to stagger slowly.

Condition (Dazed): The character cannot take any action other than moving or defending themselves.

Condition (Diseased): The character is suffering from a disease. A disease must be cured before its effects can be healed.

Condition (Poisoned): The character is suffering from the effects if a poison. A poison must be neutralized before its effects or the damaged caused by the poison can be healed, unless the poison specifically states its effects end after a specified time period

Condition (Knocked Prone): The character falls to the ground and cannot stand for five seconds.

Condition (Pinned): One or more of the character’s limbs are pinned to the ground or another surface and cannot be moved. The character can escape from the pin before the duration of the effect has expired if they possess Strength +2 or greater, but suffers five points of Direct Body damage as a result.

Condition (Unconscious): The character has a positive body points score but is not awake. A character that is unconscious is vulnerable to Killing Blow.

Condition (Held): The character cannot move their limbs but is otherwise interactive with their surroundings. A character that is held is vulnerable to normal attack but not a Killing Blow.

Condition (Hobbled): While under the effects of this condition, the character can only move at a heel to toe pace.

Condition (Imprisoned): The character cannot move, speak, interact with their surroundings or take any action. The character is aware of their surroundings and is capable of thought. they are impervious to harm, help, or alteration that does not first remove this condition. A character must possess Strength +6 or greater to be able to move a normal humanoid that is Imprisoned.

Combo: This skill is designed to be used in conjunction with other Attack skill or with a character's base damage. No more than one skill with the Combo trait may be included in a single attack.

Source

Physical: The ability affects the physical body or structure of the target.

Mental: The ability affects an opponent or target’s mind.

Social: The ability manipulates a target using social conventions.

Pain: The ability manipulates the target by causing intense pain, either to incapacitate them or as a punishment for non-cooperation.

Fear: The ability produces an intense sense of irrational terror in the target

Arcane (Sphere): The ability draws its power from the Weave. If it has a sphere of magic associated with it, that sphere will be listed as a sub-trait.

Divine (Domain): The ability draws its power from one or more deities. If it has a domain of divinity associated with it, that domain will be listed as a sub-trait.

Druidic (Sphere): The ability draws its power from nature itself. If it has a sphere of druidics listed with it, that sphere will be listed as a sub-trait.

Psionic: The ability draws its power from the caster’s mind.

Hermetic: The compound is from the Hermetic branch of Alchemy.

Herbal: The compound is based on herbs, and restores a target’s health or status.

Poison: The compound is poisonous, and harmful to the target’s health. Abilities with this trait also have the trait Condition (Poisoned) automatically.

Disease: The ability causes or cures a form of biological illness.

Insanity: The ability causes or cures a form of mental illness.

Chaos: The ability draws upon the raw, destructive power of Chaos

Elemental (Earth, Air / Lightning, Fire, Water / Ice): The ability draws on one of the four basic building blocks of the Prime Material Plane, or from one of the Elemental Planes themselves. An effect that uses all four sub-traits may choose to just use the Elemental trait instead.

Aligned (Good): The ability draws directly on the powers of good.

Aligned (Evil): The ability draws directly on the powers of evil.

Positive Energy: The ability draws directly from the source of life energy.

Negative Energy: The ability draws directly on the antithesis of life energy.

Making a Character

There are two different types of Characters in Knight Realms, Player Characters and Non-Player Characters. Both are vitally important to Knight Realms. In fact, the game could not be played without both types of characters. Below is a brief description of the two types followed by an overview of how to create a character.

Player Characters

Player characters (commonly referred to as PCs) are characters that you create to play at a Knight Realms event. These characters are the "Heroes," or main characters of the gaming world. PCs have the freedom to act however they wish, their only restrictions being the rules of the game. These characters are played for the entire event and will grow in power and experience with each event you attend as that character. It is possible for a player to have more than one PC, but we ask that you try to make them appear distinctly different from each other. A player is allowed to play more than one PC at an event, but may only change PCs at Period Change, or with the direct permission of the Director. We strongly suggest reading through the entire rulebook before attempting to create a player character. PCs are created using the procedures given in this chapter.

Non-Player Characters

Non-Player characters (commonly referred to as NPCs) are characters that are created by and played under the direction of a Knight Realms qualified staff member, usually the Monster Marshal that is on duty at the time. Players can play NPCs for an entire event and still earn experience to assign to their player character. While most NPC roles are monsters, villagers, and "bad guys" they may also be powerful individuals of virtually any class or race. Not only is NPCing an exciting experience, it's free, too! Knight Realms also requires its PCs to partake in NPC duty. NPC duty is a four-hour slot in which everyone must NPC unless otherwise decided by a Director. NPCing is a great way to have fun, provide a service to the game, gain role-playing and acting experience, and gain some build for your PC. Try it out!

Beginning Characters

Beginning characters start with their first profession free and they receive 50 build to spend on starting skills. These 50 build must be spent before the character can learn a second profession.  See below, Determine Your Starting Build, for more details on determining starting build.

Creating a Character

Select the race of your character

You must decide if you wish to be a human, a human subclass (such as gypsy, barbarian, etc.), a demi-human (elf, dwarf, etc.), a goblinoid, or a mystical race (dryad, satyr). If you are new to live-action role-playing then we suggest your first player character be human or you spend some time NPCing the race you wish to play beforehand.

Being a race other than human requires you to follow a set of racial rules. Not all races are able to play all professions. Races have specific costuming, make up, and behavioral requirements that must be followed by characters of that race. If these requirements are not being followed properly, you may be asked to play a human. Some races have additional requirements – please see “Capped Races” in the Race rules for more information.

Select the profession of your character

When choosing a profession you may decide on traditional Fighter, Mage, or Thief professions which have a large selection of varied skills or you may select a profession that is more specialized such as a Swashbuckler or Berserker.

Using the Swashbuckler and Berserker as examples, let’s compare the differences. While Swashbucklers and Berserkers are both fighters and can learn some of the same skills (such as Critical Attack), they are clearly different from each other. The greatest difference is emphasized in costuming and role-playing, but they also have skills and skill costs tailored to their professions. Berserkers have fighting skills focused on brute strength (such as Cleave, and Strength +1), while Swashbucklers distinguish themselves in battle using dexterity (Weapon Proficiency +1 and Feint). Some skills are unique to these professions, and others are common between them but have different costs, based on which profession is more naturally practiced at them.

Role-Playing points and other recognitions will be awarded to players who most closely role-play their characters as intended. Don’t choose to play a Berserker and react to every situation calmly and rationally, nor choose to play a Swashbuckler and fight like a rabid animal drooling over road kill while wearing a burlap sack tied with a rope. There are many unique ways to play any one profession, but the basic concept of a profession is something that should be a part of the role-playing of any character.

Name your character

Come up with a name for your character. Traditionally, most characters have first and last names, just as modern people do. If your character does not have a last name, or has several, think of a reason why. Make sure that the name is one that you like because you will use it for the duration of your character's life. You must exercise at least a small amount of originality. Players will not be permitted to name their characters after well-known main characters of published media. As a general guideline if the name was a character of more than one published novel, or a lead role in a movie, TV series, or video game, do not try to use the name for your character at Knight Realms.

Decide if your character follows a religion

Decide if your character strongly believes in a particular fictitious deity provided in the story world. This must be recorded because there are game statistics that may affect your character during game-play based on in-game religious devotion. You may certainly decide that your character does not believe in the deities or simply chooses not to follow any of them.

Make a note of any Out-of-Game medical status

If you have a medical situation such as allergies or anything that requires you to take medicine or be carefully watched, make sure you have it recorded onto your character card.

Determine your starting Build

Determine how many points of Build your character will start off with. As a starting character you are given 50 Build. If you purchased additional Build, you may use it at creation. All build that you have earned, from these sources or other sources (such as retired PCs or NPCing), you may immediately spend on skills before starting the game. A character may start only using rules and skills that are published in the Knight Realms core rulebook.

Regardless of how much build the character starts with, all normal limits (such as pre-requisites) apply at character creation.

Once the PC is in the game, you can spend any remaining build as quickly as prerequisites allow.

Review your Race & Profession skills

Thoroughly read through the skill list for your chosen profession and the skill list for your race if you are playing a non-human. All skills from the Commoner profession are available to all characters, at all times.

Spend your starting Build

After determining your starting amount of build and reviewing your skill lists, decide how you would like to spend your starting Build on these skill lists. The skills you purchase are the skills that your character already knows how to perform coming into the game. Make sure you follow any pre-requisite rules. Note that you will start with a number of Body Points based on your character’s race, and if your profession has any other points-based abilities (Magic, Faith, etc.), you start with 1 point in each given area. You may spend build to increase these, or leave them at their starting scores.

Write your character’s history

Write an interesting history for your character. Your history doesn’t have to read like a Hemingway novel or be as detailed as the Iliad, but it should describe the basic details of your character’s background. In particular, your character’s history should explain where your character comes from, what their ambitions are, and why they have traveled to the town of Travance. The more detailed you want to be, and the more thoughtful you’d like to make your prose, the better. Submit your character history using the online character database (your character will appear in the database after you have played your character at an event). Your character's history should be submitted within two months after you begin playing it, and must be approved before you may act upon anything contained in it.  

Bring this information to the game

Now that you have made all of these decisions, write them all down and bring them with you to a Knight Realms event. At sign-in in Logistics, a Marshal will help you to transfer all of this information onto a new Knight Realms character sheet.

Oops, I don’t like my character…

Don’t worry; you always have the option of changing all of the above character aspects before your character’s third event. For example, if after one event as an elven mage you decide that playing that character isn’t for you, but that a human warrior seems just right, you may switch. Be a little surer of your choice the second time around, however, because after your character’s second event (before the beginning of their third event, at Lay-On),  their attributes are locked in.

Examples of making a character

Example 1

John is going to his first Knight Realms game. He’s read over the website and decided to make a PC – at least in concept – before his first game so that he can prepare to play it.

John is going to take a human for his character’s race – no makeup, no prosthetics, easy to role-play. He could go with a human sub-class such as a Gypsy, Celt, or Barbarian, but he just wants a plain vanilla Kormyrian for now. John has played some tabletop role-playing games before, but he doesn’t feel very comfortable with acting in a live situation. From what his friends tell him the combat is fun, so he chooses a Warrior – not too heavy on the role-playing, and lots of combat.

Now that John has his character’s race and profession settled, he goes to work on the finer details – a list of starting skills, a character name, and a brief background and personality. Looking at the Warrior and the Commoner skill lists, he chooses 50 Build worth of skills for his character: Literacy (1 Build), Small Weapon (1 Build), Edged Mastery (3 Build) and Blunt Mastery (3 Build), so he can pick up a variety of weapons, and Shield Mastery (2 Build). He then purchases a Weapon Proficiency for 1-Handed Edge (10 Build), and three Parries to defend himself (5 Build each). John decides to spend the remaining 15 Build on Body points, which the system will calculate for him (His 15 Build will net him a total of 60 body, per the rules below).

John decides that his character is the second son of a small landowner in the Barony of Fenrick. With nothing to inherit, his character decided to strike out on his own and seek a life of adventure. To add a little twist, John decides that his character acquired his sword and shield by pilfering his father’s brooch – a family heirloom – and pawning it in exchange. His character is now poised to arrive in the town of Travance, a world of opportunity (and danger) ahead of him.

The last detail is a name. Since John’s character is a standard human from the Kingdom or Kormyre, he decides to give his character a first and last name, as is the custom. John’s character will be called Richard Foirremour. He writes this all up and saves it for after his first event, so that he can enter it into the Card System once his character is entered. He also takes note that he can't act on any of this until the background is approved, but that is fine as he still has plenty of room to Role-Play and explore the character without drawing on details from his background.

With all this in mind, John puts together a simple costume for his first event, and sits down with his friends to make a boffer sword and a medium shield.

Example 2

After about a year of playing, John is having a blast at Knight Realms, but wants to try playing something new. He still likes combat, but he’s gotten to like role-playing, and from NPCing a few times he finds he likes being more elaborate with costuming. With this in mind, he sets out to make a new character. John does not retire Richard Foirremour – which would give him additional build for the new character – since he still wants to play the sturdy young warrior from time to time.

John has some clear ideas about his new character concept: He still wants to fight, but in addition, he wants a profession that requires intensive role-playing and heavy makeup and costuming. Looking at his options, he decides to make a Hobgoblin Cleric – a good mix between a fighter, a priest (allowing for role-playing), and certainly a lot of makeup! Before he does anything else, he gets approval to play a Hobgoblin (a capped race) from the Atmosphere Officer (atmosphere@knightrealms.com). He then sits down and chooses starting skills for his character. Being a new character, he has 50 Build to start with. Before he can do anything else, he needs to choose a deity, which will determine what prayers he can use. After looking through the religion section, he chooses to have his character worship Enax, deity of Authority. John then chooses his starting Prayer Domains. All Clergy start with the Sacrament Domain and looking up Enax, John sees he can choose from Authority and War. He chooses the War Domain.

Next, John chooses his starting skills: Clerics’ Weapon for 2 Build (which is a One-Handed Sword for Enax – John notes this on his card as 1HE), Small Shield (2 Build), Weapon Proficiency (1HE for 10 Build), and Parry (5 Build). Feeling he has enough martial prowess to get by, he spends his remaining build on Lore: Divinity (for 1 Build, so that he can purchase prayers), Wield Faith / Malediction (1 build each), Literacy (1 Build from the Commoner profession), Willpower (10 Build), and four Rank 1 prayers available to him (1 Build each, for 4 total). This leaves him with 13 build remaining – he spends 8 on Body, and 5 on Faith Points. He starts with 1 Faith Point automatically, and due to being a Hobgoblin, he gains an additional 3, giving him 9 total.

With the stats laid out, John needs to come up with a background. He decides on a patriotic and faithful member of the New Gaaldaron Empire, who has come to Travance to spread the word of Enax. He knows that he will run into conflict with the Valos-centric nobility of Kormyre, but that is part of the challenge, and fun, of playing this character! John came up with the name Dreslen D’ohdra for his character. He then types up his information, and submits it in the Character Card website once his character is entered.

Example 3

Bob, John’s father, is now curious about Knight Realms after hearing about the game from his son and his friends. He decides to go out and see what his son is doing on the weekends.

Bob asks his son for advice on making a character. They determine that he would not like combat, and is not looking for a very action-oriented or costume-heavy character. He decides to make a Priest, so that he can role-play such things as mass, benedictions, and so on, while having prayers that will allow him to be useful in supporting a battle. He looks at the deities, and deciding that Valos is a little too combat-oriented for him, settles on Gaia. Bob then chooses his starting Prayer Domains. All Clergy start with the Sacrament Domain and looking up Gaia, Bob sees he can choose from Life, Light, and Purification. He chooses the Life Domain.

Bob then spends his 50 Build to create his Priest. He takes Staff (2 Build), Literacy (1 Build), Advanced Literacy (1 Build), Lore: Divinity (1 Build), First Aid (3 Build), Benediction (5 Build), and Mass (3 Build). With his remaining 34 build, Bob purchases all the Rank I and II prayers he can (5 total of each, for 15 build), and puts the remaining 19 build into Faith Points, giving him a total of 20. Bob doesn’t intend to get into combat, so Body is not a concern for him, and he would rather have a few prayers he can cast often, than purchasing additional Domains and not having enough points to cast them when he needs to. This also gives him room to learn the additional prayers through role-play at the game.

Bob decides to write his character as an older man, since he himself isn’t quite as spry as he once was. He decides that the man was a free farmer, who leased his crop fields from a minor lord and lived an otherwise ordinary life with a wife and two sons. One night, a terrible flood destroyed his home and carried off his family, leaving him alone and destitute. He joined the priesthood of Gaia in search of solace, and to pledge his life to the protection of life. Having recently completed his vows, Bob’s character has decided to travel to Travance, where he has heard that many people and animals are in need of Gaia’s protection. Once there, he can put his farming skills to use on the property around the monastery, producing crops of vegetables and herbs.

Finally, Bob decides to name his character Father Giles Meservald. He will pronounce the first name as the French “zheel”, for a little exotic flair.

Starting Equipment

When you start play as a new character, that character enters game with some basic equipment. Your character begins the game with the following:

Any additional items, including basic weapons and armor, must be acquired In-Game once the character has entered play.

Advancing Your Character

Earning Build

There are few ways to gain build in Knight Realms. The most common way is by attending events and playing the game. Everyone attending and PCing an entire event receives a build "blanket" based on the number of full events that character has attended.

The next three most common ways to gain build are described below.

Role-Playing Points

At each event you have the capacity to earn another build point by demonstrating exceptional role-playing. If so noted, a wandering marshal has the ability to award players with role-playing cards. If you receive 10 role-playing points then your character earns an extra point of build. Since you never know when a marshal may be watching, high quality, expressive role-playing is encouraged at all times. It may seem intimidating for first time players, but when you see everyone else role-playing well as their character you realize not only is it not difficult to do, it's fun!! Remember, those extra build can add up quickly and may one day mean the difference between life and DEATH!!

The RP Point system works as follows:

Service Points

Donating props and providing services to the game acquire Service points. A character who NPCs for an entire event receives 500 SP’s, in addition to two build and playing for free. Service points have several uses, one of which is gaining build. You may purchase one build for every one hundred service points. The maximum amount of build that you can get from converting Service Points each event is always equal to your immediate build blanket number. This conversion is done automatically each month, unless the player leaves a note on their card asking to not have service converted that month. You can read more about Service Points in the Logistics section of the Knight Realms Rulebook.

Bought Build

Up to five additional build may be bought at Sign-In, and this additional build will be applied equally to up to three PCs that are paid for at that event. Additional build beyond this five may be applied to only one PC. For example: During sign-in at the beginning of the game, John Smith pays to play two different PCs. John decides to buy five additional build, and this one purchase applies to each of his two characters. Jane Smith however only pays to play only one of their two characters. Jane decides to buy additional build, but may only buy it for the character they have paid to play for that event.

Professions

In the beginning of the game your character starts off with their primary Profession for free. Once the character spends their first 50 build, they may learn up to 3 additional Professions (for a total of four) at a cost of 10 build per additional Profession.  The cost to purchase a penalized profession is also 10 build, however the penalized profession will take up two of your four profession slots.

To acquire skills for your character, the character must have that skill on their Profession. To learn a skill on a profession your character does not have, the character must first learn (sometimes referred to as "Opening") the profession. So Bob, who started out as a Warrior at character creation, cannot learn the skill "Feint" until Bob opens the Swashbuckler profession. The only exception to this are skills located on the Commoner Profession. These skills are available to all characters and may be purchased at any time assuming the character has the available build, is taught the skill In-Game, and has meet any applicable pre-requisites. So Bob the Warrior can purchase the skill Willpower off the Commoner Profession even though it is not available on Bob's Warrior Profession.

Some professions have special points, such as Magic, Faith, Spell Song, Healing, Psionic, Druid, or Crafting points. If your profession has any of these special points, you get one point for free when you start or open that profession (even if you already have similar points from a previous profession). For example, let's say you start a PC that is a Mage. Even if you don't put any build into Magic Points, you get one free Magic Point to start with.

Skills

Skills can be bought from Professions your character possesses using Build. Some skill costs differ from one profession to another – for example, Disarm costs four build on warrior's profession and three build on the swashbuckler's profession. Differing skill costs emphasizes the subtle differences in characters of similar professions.

Learning Skills

If you wish to learn a new skill, you must first have sufficient unspent build available and possess all prerequisites (including the Profession the skill is on), if applicable. You must then find someone who already knows the desired skill and also possesses the Teach skill, or a Tome that contains the skill you wish to learn. If the teacher agrees to teach you a particular skill, they will role-play with you for a period of time. The rate of role-playing needed is five minutes for every two build the skill costs. After being taught by your teacher you do not suddenly know how to successfully perform that skill – you may not use the skill until the beginning of the next weekend. This time represents the practice you have performed under the tutelage of your teacher, until you have successfully performed the skill.

If you learn a skill from an item (such as a tome or manuscript), you must role-play the time required to learn the skill, see a Rules Marshal, show them the item card for the item, and have them sign off for the learning of the skill.

Learning a new Profession follows the same rules as learning a new skill. You cannot learn skills from a Profession until the profession is on your card (the next event) – it is a pre-requisite for learning the skill.

When considering skills for Pre-Requisites, if a Skill or profession requires a Weapon Proficiency as a Prerequisite, ONLY the Weapon Proficiency Skill and Unarmed Proficiency will work. Ranged Weapon, Backstab, and Proficiencies from Higher Professions do NOT count as a "Weapon Prof" when determining if you can buy a skill.

Once a character knows a skill, they may teach it to themselves as many times as they wish, simply by spending the build and noting it on their card in the Learned Skills section. Like new skills, the (re)learned skill cannot be used until the next event. A character may learn as many multiples of a skill from a regular profession as they wish, provided there are no restrictions on the skill itself. A player may learn multiple uses of a skill during the same event, provided they have the build to do so.

A Character may only learn 2 Higher Profession skills total (from all available Professions) each event. Only one of them may be a new skill. Skills on Higher Lists may have a maximum number of purchases, listed with the skill on the Profession. Learning a new Higher Profession counts as learning a new Higher Profession skill.

Body Points and Career points are learned in the same way as skills you already possess – you may purchase them without a teacher, and they will be available at the beginning of the next game. The limits on purchasing body are listed below – there is no limit on how many Career Points may be purchased at once, or at all.

Teaching Skills

If you wish to teach a skill you must not only possess the desired skill to be taught, but also possess the Teach skill off the commoner's profession. As the teacher you may choose to teach for free, or charge a fee for your services. You must role-play teaching the skill for five minutes for every two build the skill costs. After you are done teaching your student, you must write the skill name and cost on the back of their character card with your signature, character number, and the date.

Tagged combat skills are not weapon-specific, and may be learned (and used) regardless of the weapon being used by the teacher or student. That is, if the teacher is using a pole arm, and the student is using a 1HE, the teacher can still teach tag skills such as Break Limb, Parry, etc. Tagged skills focus more on general technique and striking your target than they do on the weapon use itself, allowing for cross-training. Note that some skills require a specific kind of weapon to be used (such as Cleave) – this rule does not override weapon requirements for a specific skill.

Promotional Skills

Promotional Skills are special skills that are unique to each profession. These skills represent the “high water mark” of achievement in a particular profession. For technical purposes, these skills are considered to be a part of the Profession's list; however, not everyone who possesses a Profession will qualify to purchase the promotional skill for that profession.

To qualify for the promotional skill of a profession, a character must have spent 120 build on that profession (including the purchase of Body and career points). Once a character becomes eligible to purchase a promotion skill, they can purchase it at any time, regardless of whether they open additional professions.

Promotional skills, unlike other skills, do not require a teacher and do not require being taught In-Game. Simply write the Promotional skill name in the appropriate area of the character card along with the required build to learn.

Proficiencies and Strength

The cost of Weapon Proficiencies and the skill Strength will increase after every third purchase. The cost of Unarmed Proficiencies, Ranged Proficiencies and Back-stab Proficiencies will increase after every sixth purchase. The cost will increase by the base amount that the first rank of the skill cost. It is important to note that since Weapon and Ranged Weapon Proficiencies are weapon specific that the cost increase only applies to purchases for the same weapon. Skills purchased from a character’s racial skill list do not count for this sliding scale.

For example, your first three purchases of strength are 15 build each, however your fourth purchase of strength will cost you 30 build. Similarly your first three purchases of Weapon Proficiency 1HE will cost 10 build each, but the fourth purchase will cost 20 build.

Purchasing Body Points

Body points (BP) represent the amount of damage your body can withstand before falling unconscious. Body points not only represent physical stamina but also a characters willpower and defensive battle skill. A character with many body points may look relatively small but can take a great deal of pain and damage before falling unconscious.

All characters start with a base amount of Body based on their race, and may increase their Body Points by spending build to purchase more. Additional Body Points are calculated by the amount of build they have invested into their Body, multiplied by a ratio based on the amount of build they have invested into their various professions. Each character's Body Ratio is unique, and will be calculated and printed on their character card. A character with more build spent into a melee class will have a higher body ratio than someone who focuses on being a caster. As the amount of build you have invested in your skills changes, your Body Ratio (and thus, your Body Points) may slide up or down to reflect this (i.e. - as you purchase more melee skills, your Body will increase, but as you purchase more spells, it may decrease).

A character's Body Ratio is also influenced by their race, with hardier races having a bonus. Kormyrian Humans are the baseline all races are measured from. Psionicist characters will have their ratio permanently set at 1.

Racial Body Modifier Table

Kormyrian

1.0

Barbarian

1.1

Bedouin

1.0

Celt

1.0

Coast Haven

1.0

Khitan

1.0

Romani

1.0

Londwyn

1.0

High Elf (Quinarian)

1.0

Sylvan Elf (Selendrian)

1.0

Dark Elf

1.0

Dwarf

1.1

Dark Dwarf

1.0

Halfling

1.0

Jaxuarian

1.1

Kiterian

1.0

Hobgoblin

1.0

Goblin

1.0

Ogre

1.2

Orc

1.1

Dryad

1.0

Nyad

1.0

Satyr

1.0

Sylph

1.0

Additionally, the amount of body you get for build spent will reduce as you spend more build into body, resulting in diminishing returns. This will make it easy to quickly build up your body early on in your character’s career, but effectively limits how much body a character can reasonably obtain based on their race and ratio. For the first 15 purchases of body you make (at 1 build per purchase), your character will earn Body Points equal to their Body Ratio +1. The next 15 purchases (at 1 Build per purchase) will earn Body Points equal to their Body Ratio. Each additional bracket of 15 increases the amount of build required for one purchase of your Body Ratio (i.e. 2 Build per purchase, and then 3 Build per purchase, 4 build per purchase, etc.), making it more expensive to purchase Body Points as you build them.

Body Purchase Table

Purchase

Build Spent

Points Earned

1 to 15

1

Ratio +1

16 to 30

1

Ratio

31 to 45

2

Ratio

46 to 60

3

Ratio

Every 15 thereafter

+1 Build

Ratio

There is no limit to how much build may be spent on body at any point in a character’s life span, including at creation.

All fractional Body Scores are rounded up. Additionally all purchases within a tier are grouped together and rounded up.

A complete listing of skills that impact your Body Ratio (including racial modifiers) is available on the Online Card System at http://cards.knightrealms.com as a public list. As skills are added to the game or updated, the list will be updated and your Body Ratio automatically adjusted.

Character Level

You begin the game with one free profession and 50 free build. You are considered to be 5th level. Subsequent gaming will earn more build with which you may purchase new skills. Every 10 build you spend will advance your character to the next level. A new player who has finished playing his 2nd event may have 8 to 14 earned build beyond their starting amount. The benefit of advancing in levels is that some skills have a character level prerequisite when buying a higher rank of a skill.

To determine character level divide the total build spent (you will see this listed on your character card) by 10 and round down. So a character with 137 total spent build is 13th level.

Skill Rank and Character Level Prerequisites

Many skills have more than one rank or level of the ability, such as magic spells, alchemy, ballads, prayers, smithing, to name a few. All ranked skills must be purchased in ascending order, with the lower skills being prerequisites for any higher ranked skills. For example, if you wished to purchase 4th rank poison, you would have to be 9th level or higher and possess poisons rank 1-3.

Character Retraining

To reflect the manner in which knowledge and skills change over the course of a person’s life, and to allow players to revise their characters to adapt to changes brought about through role-play and development, Knight Realms permits a character to be edited by a process called retraining.

Every paid event a character attends they may unlearn up to 10 Build points worth of skills, career points, and/or Body points, unlearn one skill whose Build value exceeds 10 Build points, or unlearn one profession. The skill(s), point(s), or profession the character wishes to unlearn should be clearly noted in the Notes section of the character card before being turned in at the end of the event. The unlearned skill(s), point(s), or profession will be removed, the total amount of Build points refunded between events, and those Build points will become available to spend at the next event.

You may remove skills from any profession. However, you must maintain prerequisites for all dependent skills that you do not remove. You may remove any profession, with the exception of profession that require that a character begin play with them (e.g., Wild Mage) or if by removing the profession the character will no longer satisfy a requirement. To remove a profession, you must remove all skills dependent on that profession. If a skill is not dependent on the profession that you want to remove but is only available at a different cost from another source, the skill must be unlearned for all instances of the former profession's cost. When retraining skills to the same skill at a different build cost, the character may self-train at the new cost before removing the former cost version of the skill. Points that were purchased from the profession must be removed entirely, as well. In other words, skills, professions, and points that you choose to keep must satisfy all conditions of the rules that apply to your character possessing them.

The unlearning of skills or professions which have alignments associated with them (i.e. Necromancy, Cleric, Priest, etc.) must be discussed with and signed-off by the Director on your character card before being submitted in order to ensure this change does not have an impact on IG events and makes sense from an In-Game perspective.

All changes that you choose to make as a function of retraining must be approved by the Character Card Officer or the Director. The Director can deny any change for any reason at his discretion, regardless of the rules that govern the process stipulated here.

Example: Fleximus Maximus has both the Acrobat and Warrior Monk professions, and no higher Professions. His player wishes to remove the Warrior Monk profession, because Fleximus has developed into more of a rogue character and his player believes that the Warrior Monk profession and its philosophical outlook don’t fit any longer.

Fleximus’ character card has (among other things) Dodge and Willpower on it, which were purchased from the Warrior Monk profession; Fleximus does not have Athletic Feat, the pre-requisite skill for Dodge on the Acrobat profession. The following conditions apply to Fleximus’ retraining:

  1. His player must remove Dodge if he wishes to remove the entire Warrior Monk profession, since Fleximus does not have the pre-requisite for it on the Acrobat profession.

  2. His player must also remove Willpower in order to remove the Warrior Monk profession, since it costs more build to purchase the skill from the Common profession than the Warrior Monk profession, and that would be the only remaining avenue for him to possess the skill.

  3. Assuming that Fleximus has Weapon Proficiency +1 from the Acrobat profession, he may re-learn (self-teach is acceptable) Trip at the Acrobat cost, and must unlearn it at the Warrior Monk cost, before unlearning Warrior Monk.

Combat

Arms and Armor

You crouch, inspecting the tracks as your cleric companion stands behind you, chanting to the gods for aid and prowess in the upcoming fight. Your keen senses alert you to the presence of an attacker hiding in the shadows nearby – you duck as a throwing knife whips by your head. The assailant attempts to flee, but you’re ready – you pursue him into the woods, sword at the in hand. He turns to fight, his blade swinging low… you deftly parry his blow, and then return the favor, critically wounding him in the chest. He grunts, an acknowledgement to your hit, before whipping another knife at you – no doubt poisoned.

To your left, you hear more chanting, but this time of a darker nature. Your prey was rumored to be traveling with a necromancer, and it seems the rumors were true. Before you can turn to face the arcane threat, the chanting is interrupted by the meaty thud of the cleric’s mace, followed by the sound of the slumping body of the spellcaster. Your opponent is clearly having second thoughts, and dodges out of the way of your sword as you swing again. Your free hand reaches for the lasso at your belt and with a flick of the wrist, you ensnare the thief, quickly binding his arms at his sides…

Arms and Armor are essential to any fantasy genre story, from swords to suits of plate mail. The following defines weapons and armor within the rules of Knight Realms:

"Armor" is defined as any item that protects the wearer by granting Armor Points, a Soak, or a Threshold. Armor may be a physical item, such as a chain mail shirt; natural, such as a thick hide or scales on a monster; or supernatural in nature, such as the effect of a spell or prayer. Damage of the type "Body" will ignore the effects of armor. Please see the Armor section for more details.

"Arms" can be broken down in to four categories:

A) Weapons:

B) Shields – Any item designed to be held with one hand, to block incoming attacks. Shields cannot deal damage, and do not require the skill Florentine to be used in conjunction with a weapon in the other hand.

Please see the Weapons section for more details.

Weapon Combat

Weapon combat is fairly simple and straightforward. When using hand-held weapons either thrust or swing the weapon in an arc between 60 and 120 degrees while you attempt to make contact with your target. A weapon strike should never be forceful enough to cause injury or pain. After properly hitting your target call out the damage that you would normally do or any specialty skills if used. For example, after successfully hitting your opponent you would call out "Two Damage" or "Stunning Blow". If the attack were successful then the target would subtract whatever damage he had taken from his current body points. When the target has taken more damage than he has body points he falls to the ground, in serious condition.

As always, safety is a great concern during combat. Do not put excessive force behind your swings. Blows should be easily felt but not leave bruises. Do not charge at a player so fast as to have them back up in fear of bodily injury. Shots to the head and groin are illegal and do not cause any damage. We all at times become excited during a battle and sometimes forget to pull our blows, but players who habitually make groin or head shots or swing too hard may have their combat privileges suspended.

For a guide to making weapons, check the main website under "Weapons and Armor."

When using a weapon that does any form of damage other than normal damage, call the type of damage after the amount to signify the difference. For example, “Four silver” or “Two magic” instead of “Two damage.”

Non-Combat Characters

A Non-Combat Character must wear a green headband to signify their status. The character can still be attacked, but the attacker must not strike the player. Instead, the attack must approach to within melee striking range, or a reasonable missile range (approximately 20 feet (8 Paces) for bows and crossbows, 10 feet (4 Paces) for thrown weapons) and then call damage (or skills). Each strike that is called automatically lands. Note that these attacks cannot be rattled off rapid-fire, but must be delivered at a cadence that is reasonable to the type of attack being used. The Non-Combat player cannot hold weapons in their hands, but can wear them at their side. If the Non-Combat player is in contact with a weapon, they can call defensive skills that are dependent on having a weapon in-hand.

Dealing Damage

Damage Types

Attacks at Knight Realms may have a damage type associated with them, such as Fire, Magic, Ice, Divine, etc. An attack without a damage type is considered "normal." Any attack needs to have its damage types declared with it (i.e. - "Five Fire" or "Ten Magic Ice"), unless they are normal, in which case it is just called as "Damage" (i.e. - "Twelve Damage"). With a handful of exceptions listed below, no damage type is better than any other, or has special rules associated with it.

Many creatures in Arawyn display an unusual resistance or weakness to specific materials or energies. The classic legend that silver kills a werewolf is one such example. Such creatures will have these listed on their statistic cards – they may take minimal damage from Ice if they are a cold-based creature, for example, and take double damage from Fire based attacks. No creature, except for extremely rare and powerful exceptions, take minimal damage from normal attacks.

Creatures that take minimal damage from a damage type only take one point of damage from any attack that lands, even if it does more than one point of damage. Periodic skills that do not do a numeric damage value (i.e. - Break Limb), and are of the type that the creature is resistant to, still have a normal effect.

Damage Types may be combined. Check the weapon or effect you are using to determine what kind of damage you do. For example, some spells may do just Fire damage, or Magic Fire. If a target is both vulnerable and resistant to an attack, the effects cancel each other out, and the target takes base damage.

You may stack effects to do more than one damage type (such as invoking both Artic Blade and Aid for "Divine Ice").

A list of damage types follows. No type in this list is more potent or different than another, or has special rules.

Silver, Gold, Copper, Mithril – These usually come from the material the weapon is made of.

Magic, Divine, Primal, Decay – These damage types are usually imbued by spells or powerful rituals.

Earth, Air, Fire, Ice – These damage types are from rare elemental ores, or powers that invoke the Elements themselves.

Specialty Damage

Falling Damage:

A character that falls any distance is subject to the following damage:

A non-weapon, physical defense or the skill Athletic Feat will remove 10 feet from the total distance fallen. Only one defense may be called per fall. Having skill Tumbling allows a character to consider all falling damage to be 10 feet shorter while the character is conscious and may be combined with a defense skill as noted.

Limitations on bonuses and enhancements

Dealing Damage

Within the rules of Knight Realms, there are three primary ways to increase the amount of damage a weapon can deal. Each one has its own advantages and disadvantages, and each one may be limited to how effective it can become.

  1. Proficiency skills such as Strength, Weapon Proficiency, Ranged Proficiency, Backstab Proficiency, and Unarmed Proficiency grant a continuous bonus to your damage, often under certain circumstances. There is no limit to the bonus to damage you can receive from Proficiency skills.

  2. Augment abilities such as certain spells, prayers, potions, or skills such as Battle Cry provide a temporary increase to your damage. A character can only receive a maximum of +5 damage from Augment abilities at any given time. If any combination of Augment abilities would give a character more than +5 damage, they ignore bonuses in excess of 5.

  3. Items can often provide a continuous bonus to damage. This can come from Runes, materials such as crystal, exalted weapons, Legendary Weapons, or artifacts. A character can only receive a maximum of +5 damage from items at any given time. If a character would receive more than +5 damage from items, they ignore all bonuses in excess of 5.

  4. Skills that multiply damage. Unless explicitly stated, if you have a combination of abilities that each multiply your damage, you only use the highest multiplier, you cannot combine multipliers.

Archery (Bows and Crossbows)

For the purpose of archery, Knight Realms allows players to use real bows with boffer-padded arrows (boffer archery). While we allow and encourage real bows for realism and the all-important coolness factor, we must stress that safety always comes first.

Boffer arrows do a base of 8 damage. The base damage is high to encourage people to put the time and effort into making a good looking set of props and weapons.

Because they look poor and are inaccurate, Nerf weapons are not allowed at Knight Realms. "Packet Archery" (holding a bow in one hand, and throwing spell packets with the other) is also not permitted at Knight Realms.

In order to use a bow, you must first pass a test under the supervision of a Rules Marshal. Also, all arrows must be professionally made and are subject to inspection by a Rules Marshal.

Archery Equipment

Bows need to be simple recurve bows with no more than 25 pounds at full draw, and with a Draw length of no more than 26”. Arrows should be fitted for this (26”), keeping in mind that the end will be covered in foam, so you may want them a bit longer.

It is the policy of Knight Realms to only allow professionally manufactured and sold boffer arrows and bolts, designed specifically for LARP, such as those made by IDE Engineering, or another, comparable, vendor. This ensures the quality, thus the safety, of the product, and removes the need to inspect home-made arrows on a regular basis for safety.

Archery Safety

Remember that safety always comes first. If at any time you or your equipment is deemed unsafe, you will be asked not to use it until you can demonstrate that you know how to use it properly. If you fail repeatedly your archery privileges can be revoked permanently. Arrows that are damaged can splinter or shatter, either when fired or on impact. Damaged bows and arrows should be removed from use ASAP. It is against the rules to swat an arrow with a weapon.

Targeting an archer’s bow or arrow can be dangerous for everyone in the area, causing the bow to snap, or the arrow to fly haphazardly and in a dangerous fashion. If a non-archer is constantly found rushing archers in dangerous ways, or hitting their bows and arrows purposely, they will be punished accordingly. Likewise, it is against the rules for an archer to block an attack with a bow or crossbow, especially a strung or knocked one. In the interest of safety, any archer holding a bow with a nocked arrow, regardless of whether the string is drawn or not, should be treated as a non-combat character for the purpose of being attacked.

Steady Shot

A character may, at any point while aiming with a loaded and drawn launched weapon, begin a count to automatically hit a target. The Archer must an OOG verbal count, "Steady Shot 1, Steady Shot 2, Steady Shot 3..." until reaching the appropriate count for the desired ability they wish to use. An Archer may fire base damage after a count to 10, a Lower profession skill with a count to 20, and a Higher profession skill with a count to 30. When this method is used, after firing the shot, the marksman must drop the readied missile phys rep at their feet and may not pick it up for 5 seconds. The target must be within the normal firing range of the launched weapon – the attacker may be asked to fire a shot as far as the target if the range is questionable, but it does not need to be accurate.

Point Blank Range Rules

Safe boffer archery requires common sense. When employing boffer arrows, an archer is not to shoot anyone closer than ten feet away for the safety of everyone. If this rule is commonly broken the archer will be punished, and possibly asked to leave the game.

Rushing an archer is not an acceptable or recommended form of defending yourself, nor his hitting his bow or arrows (which can easily break). If an archer has a bead on a target and the target begins to close within ten feet, the archer is NOT to fire under any circumstances. Instead, the archer should call “Point Blank, X Damage” at the target. Periodic Skills may not be used with a Point Blank shot. No shot should be landed on the target OOG when calling a Point Blank shot.

Point Blank can only be used defensively on an opponent that is attempting to rush or engage the archer; they cannot choose to fire “Point Blank” at all targets within ten feet. If an archer selects a target that is within ten feet of their position, and the target is not attempting to engage the archer, then the archer must move to a point at least ten feet distant from their intended target before firing at them.

Point Blank cannot be called at all if the archer is being actively attacked in melee. Additionally, Point Blank cannot be called more than once on the same target in the same encounter, nor can it be called twice if an archer is being rushed by two targets.

After an Archer calls Point Blank (remember, an arrow must be knocked and drawn to call this skill), they may let loose his arrow upon another target if they wishes, or turn and run. Alternatively, the brave archer might set their bow down, draw a melee weapon, and stand their ground. Remember that an Archer with a nocked and drawn bow or crossbow is considered Non-Combat (That is, you may attack them as if they had a Green Headband on, but you may not strike them OOG).

If abused or misused in anyway, Point Blank shot rights may be taken from a Player. The archer would then be unable to attack any targets inside of ten feet distance.

Defending against an Attack

Defenses against damage are an integral part of the game, as much as the ability to do damage. Any time your character is struck by an attack (a Melee weapon, spell, or something else that would be non-beneficial to your character), you have the option of using any defenses your character may have against that attack, provided they are appropriate. Some defenses block melee attacks, others block spells or prayers. The most powerful will block anything that affects you. Defenses may be skills on your card (such as Parry or Dodge), spells or prayers cast upon you (such as Stoneskin or Guardian Prayer), or effects embedded into magical items that you must invoke before using them. If an attack successfully hits you (i.e. – a sword hits your body, and not just your shield or weapon, or a spell hits any part of you or your gear), you have 5 seconds in which to call an appropriate defense, if you have one. If you call a defense, both it and the attacking skill are considered used, and should be marked off on your respective character cards.

Defending against physical attacks, and expending Attack skills

If you attack using a periodic skill using a Melee attack, and your attack is blocked by the physrep of a shield or weapon (as opposed to a defense that is another skill or effect), you retain the use of your periodic skill. The attack must connect with a target to be used, in which case it will take effect, can be defended against, or will have no effect (as above).

An attack that is Launched or Thrown is considered a hit if it hits ANY part of its target, including clothing, hair, or a part of the target other than the body. A shield will still block an attack from a Launched or Thrown weapon.

An attack using a periodic skill that is a Launched attack retains the use of the skill if the attack misses the target, including hitting a shield.

An attack using a periodic skill that is a Thrown attack does not retain the use of the skill if the attack misses the target, including hitting a shield.

A player may not actively attempt to block a Launched or Thrown weapon with their own weapon, OOG. This is dangerous, and can break the projectile in flight, causing it to break or shatter. Only shields may be used to block launched or thrown attacks. An attack that hits a weapon, held or fastened, is considered to hit the person that is carrying the weapon. This is to discourage the blocking of Launched or Thrown attacks with weapons.

Role-Playing Damage

We at Knight Realms have found that some of the most respected and well liked role-players are also those who role-play the damage dealt to them. In the heat of battle you may forget to grimace at a sword blow to the ribs, but for the realism of the game and the respect of your fellow players, we strongly suggest role-playing damage that is taken.

Visualize yourself in a combat situation, your hot, sweaty, irritated and bloody. If you were to be hit with a 2-handed blade in the gut, you certainly would not just go right on fighting. Holding your stomach, taking a step back, or even taking a fall would be great for role-playing the effects of damage. Yelling out in pain or groaning is a great way to direct the attention your way, if you are in battle and in need of help or healing, what better way is there to ask for it? Role-Playing just breeds fun and fun breeds better role-playing. Those who role-play in Knight Realms are rewarded not only with role-playing points, but also with respect and praise. We may even ask you to help with the teaching of new players and NPCs or even ask you to be a Marshal.

Role-Playing damage should not be the extent of your role-playing ability. Acting dizzy after being waylaid or acting like you are in pain when someone breaks your arm are all great ways to earn role-playing points and add fun to the game. Even if you are shy or you don’t think you are a good role-player, no one looks down upon any attempts of role-playing. If you are looking to improve upon your role-playing skills, NPC. The Monster Marshal and other experienced NPCs and staff members can give you pointers and can provide practice for your role-playing skills.

State of Combat, Battle, and Surprise

Some effects may only be used in or out of combat. Other effects last the length of a battle. Both conditions have definitions within the rules of Knight Realms for consistency.

A character is considered to be in combat if they make an attack other than a surprise attack or if they are struck by or defends against the attack of another by any means. Being in combat lasts until one minute has passed from the last action that put their in combat.

A character can make a surprise attack (a skill requiring surprise) only if they are not currently in combat.

A battle lasts until a character cannot see or hear the activity of combat for ten minutes.

A character that is Imprisoned (per the trait) does not count time towards being out of combat or the end of a battle while in this state.

Killing Blows

When an opponent is unconscious, paralyzed, or willing you may deal a lethal blow to force them into the Critical stage of their Death Count. To do this you must place your weapon on your opponent’s torso and state “killing blow one, killing blow two, killing blow three, killing blow four, killing blow five, (X) damage”, X being the amount and type of damage dealt by your weapon. You must state the amount and type of damage when performing a killing blow because some creatures may have naturally hard skin or other defenses that require a strong or special kind of blow to kill it. You may also administer a killing blow with a damage skill or effect, or a Torch. When using a casted effect to cause a killing blow, cast the casted effect, recite the killing blow, throw the spell packet at the body’s torso and call the damage.  By default, NPCs may not deliver Killing Blows. Only NPCs with direct confirmation from a Storyteller or Monster Marshal are considered Killing Blow Active.

Searching

When coming across an unconscious or dead body, you may attempt to search the being for possessions. A searching character should spend roughly 30 seconds role-playing the search, describing their actions to the person they are searching. The person being searched should, in turn, describe what the searcher finds as they go about their business.

Searching someone is an exercise in good Role-Play, but should never be taken to an absurd level. If a searcher does not role-play their search well (i.e. – “I just search you all over”), they should not find anything, but by the same token, the person being searched (especially if they are an NPC) should not make things unduly difficult for the searcher.

Key information relating to plots, puzzles, or further adventure can also sometimes be found with a descriptive search – be thorough, and play it out!

Skill Exchange After a Battle

When a battle is over you must mark off any Skills and Points used during the encounter on your character card by filling in the circle of the skill for the period the skill was used in. Body points, armor points and magic points are the most common but a player should also mark off any specialty skills such as a stunning blow or fear. If a player cannot produce the required skills on their sheet, then technically that character never used that particular skill. You may need a marshal to mediate what actually occurred. If a player cannot produce body points or the spell point equivalent that represent healing then that character should be reported to a marshal.

Lifting and Carrying Objects and People

Heroic feats of strength are a staple in fantasy literature, and even the novice adventurer can become temporarily strong with the aid of spells, prayers, and alchemy.

Often times, a hero in Travance will need to carry a wounded, dying, or even dead comrade to safety (or out of danger). These rules cover how quickly someone can move while carrying a body, living or otherwise. For simplicity's sake, the weight of the body is not a factor.

A conscious and willing person being carried allows the carrier to move one step faster, as they can assist by holding on, balancing themselves, etc. Two people working together may carry a single body at one step faster, based on the lowest strength of the two carriers.

Weapons

This section covers the rules governing various kinds of weapons, and the props (physical representations, or physreps) that represent them in the game.

General Weapons Rules

At any time, the most any player can wield is one weapon per hand. To use two weapons simultaneously, the user must have one of the following weapon skills:

Any player may sheath or carry a weapon he does not know how to use. However if that weapon is struck for damage it provides no defensive ability and the holder takes the damage.

If you don't know the weapon skill you cannot use that weapon to attack (call damage or use a skill). You can still carry it, but if that weapon is struck you take the full effect of the blow. Likewise, sheathed weapon and slung shields provide no defensive value, you must be actively using them.

The most any player can ever wield is one weapon in each hand. Thus, you cannot wield a shield and a sword in on hand. For safety reasons this cannot be allowed. Players may carry more than one weapon per hand, but they will suffer from the carry rule, and be forced to take any damage delivered to the weapons.

The Florentine skill is required to use a claw or fist in conjunction with a weapon. You may fight either with two weapons, or empty-handed (with brawlers), but not a mix of the two unless you have Florentine.

Changing Weapons: If a character has on them an additional phys rep for a given armament item card type (1 HE, 2HB, etc), they may at any time chose to switch phys reps by either sheathing or dropping their first phys rep and taking out the additional phys rep, representing the character changing weapons. If a character does not have an additional phys rep for a given armament item card type, they must spend 20 seconds actively changing their weapons. If they take any action that affects another person, they must start counting the 20 seconds again. It is assumed that if you do not have an additional phys rep for a given armament item card type, that you do not have an additional armament of that type ready to be used in combat.

Weapon Sizes

Weapons are broken down in to Size Categories, which determines both the minimum and maximum length the physrep can be, how many hands it takes to wield it, and other factors. The categories are:

Small Weapons

18" or Smaller

One-Handed Weapons

18" – 42"

Bastard Weapons

42" – 48"

Two-Handed Weapons

48" – 60"

Pole Arm

60" – 72"

A weapon's category is set at the moment it is created (when the item card is written), and cannot be changed. If a physrep is on the cusp between two size categories, the category it belongs in is decided when the card is written, and cannot be altered without destroying the IG weapon, and then using the physrep for a new, different weapon (i.e. – you may not choose to carry two cards for the same physrep with different size categories).

Thrown Weapons must consist of only foam, with no solid core. They have a minimum size of 3” Diameter, or 4” long, and a maximum size of 12” diameter, or 9” long.

Javelins must consist of only foam, with no solid core, and have a thrusting tip. They have a minimum length of 36”, and a maximum length of 60”.

Arrows and Special Materials

If your character possesses arrows made of a material other than normal steel, you must mark the physrep with a band of colored tape before the head. The weapon card for the arrows should indicate the color of tape on the phys-rep. You can only have as many phys-reps marked as you have IG items, but if one phys-rep breaks you can mark one of the remaining phys-reps as one of the special arrows to replace it.

Melee and Ranged Weapons

The following table lists the weapons that are defined as standard weapons, and the damage they do:

Weapon

Damage

Small Weapon

1

1 Handed Edged / Blunt

2

Bastard Edged / Blunt

2 (1 Handed) / 5 (2 Handed)

2 Handed Edged / Blunt

5

Staff

2

Spear

2 (1 Handed) / 5 (2 Handed)

Pole Arm

4

Bow

8

Crossbow

8

Javelin

8

Thrown Weapon

1

Claws and Fists

Claws are represented with Small Weapon or One-Handed sized weapons with no cross guard, wielded in each hand. The size is dependent on the type of creature. Fists are represented with Small Weapon sized weapons with no cross guard, wielded in each hand (a "Fist" is defined as the OOG Physrep used to represent a hand used for Unarmed Combat).  When a claw or fist is struck by a weapon, damage is dealt to the creature using the claws or fists. Claws and Fists cannot be disarmed or shattered, but can be broken or severed as a limb. The only exception to this rule are Jaxuarian Claws, which may be shattered.

Claws and Fists count as weapons. A skill that is weapon specific (such as Weapon Proficiency) may select Claws or Fists as its weapon. A Claw or Fist is not considered "in hand" unless the physrep is in your hand like a normal weapon.

Characters with the skill Unarmed Combat may only fight with approved boffer Hand/Fist physreps. No player may fight with pads (including OOG Martial Arts pads) over their real hand. Claws should be black or white in color, and not have a cross guard or other weapon-like decorations. Fists should be the color of the wielder's skin.

Unarmed Combat

Some characters may choose to use unarmed combat instead of weapons in combat. A character with unarmed combat knows how to effectively cause damage to someone using their fists. These fists are represented with the appropriate colored physreps (see above). There are different unarmed combat techniques that can be learned, usually consisting of hitting an opponent in a certain area for a certain effect.  Unless the character buys a skill that allows them to do otherwise, characters with unarmed combat take damage when hit in the fist. Skills can only be used with Unarmed Combat if the skill description states that it can. Unarmed Proficiency transfers plus one damage to both hands.

Shields

Shields are armaments designed to block or deflect an opponent’s blows. Any physical attack that strikes a readied shield is considered to have missed. A shield that is unready, or which is in the possession of a character that does not know how to wield it, offers no protection whatsoever.

The following table indicates the sizes of shield physreps:

Type

Maximum Size

Small

18” diameter, or 18” x 18”

Medium

30” diameter, or 36” x 28”

Large

42” diameter, or 54” x 36”

Armor

All characters, regardless of professions taken, may wear armor. Armor must be evaluated by either a Rules Marshal or a Logistics Marshal before an armor card can be created for it, and before it is worn in game the first time. The Marshal will assign Base Armor Points (AP) and Soak based on the armor's type and coverage and will then give you an armor card. New player characters starting with armor will receive their first armor card(s) for free.

What is Armor and what is not?

Armor at Knight Realms is intended to enhance immersion and clearly reflect a high fantasy world setting. Armor does not look like clothing or costuming. Your armor must look like real armor. If it is made of non-authentic materials but is movie prop quality, then it is acceptable.

Armor Point Table

The following table indicates the Base Armor Points for the various types of armor, as assigned according to the areas of the body protected by it, provided the armor covers nearly the entire area. Armor that covers multiple areas is assigned a Base Armor Point value that is the sum of the areas covered. Shoulders, Arms, and Legs are valued for each side separately, with the AP for both sides in parenthesis.

Coverage Area

Soft Leather or Gambeson

Hard Leather or Metal

Metal Plate

Front Torso

3

6

9

Back Torso

3

6

9

Head (Top and Back)

1

2

3

Neck

1

2

3

Shoulder(s)

1 (2)

2 (4)

3 (6)

Upper Arm(s)

1 (2)

2 (4)

3 (6)

Lower Arm(s)

1 (2)

2 (4)

3 (6)

Upper Leg(s)

1 (2)

2 (4)

3 (6)

Lower Leg(s)

1 (2)

2 (4)

3 (6)

Soak Rating Table

The following table indicates the soak assigned to different types of Armor.

Type of Armor

Soak

Soft Leather and Padded Gambeson

1

Hard Leather and Metal

2

Metal Plate

3

Armor Ratio

A character’s Armor Ratio (AR) is indicative of how effective the character is at utilizing armor based on their Body Point (BP) Ratio. The table below shows the AR associated to a character’s BP Ratio.

Character’s Body Ratio

AP Modifier

1.0 – 1.4

1x

1.5 – 2.4

2x

2.5 and up

3x

 

Armor Points

Armor points (AP) represent how much damage your armor can absorb. When in battle, your armor absorbs damage that would normally be done to you, so armor points are usually subtracted before body points (with the exception of direct body damage). To receive the benefit of armor, you must be wearing the armor listed on your armor card. Once your AP reach zero you no longer receive any protection from the armor, except for a Soak (see below).

In order to calculate your Total AP take your armor’s Base AP, apply your Armor Ratio to it, and add the Base AP of any under layer armor if applicable (see Stacking Armor below). A character’s Total AP must be documented on their character card.

All armor begins each event with its AP fully bestowed and should be marked on your character card. AP Points are not refreshed each period, but instead can be bestowed to your armor by a Smith at any point during the weekend.  Whenever AP are bestowed to your armor by a Smith, the amount must be recorded on your character card by the character who provides them.

Should your armor be damaged and someone else were to use it, the amount of Base AP they benefit from is equal to the AP remaining as noted on your card, divided by your AR, with any partial APs dropped. The recipient would then put the armor on, and multiply it by their own AR.

Soaks and Thresholds

A Soak is defined as an ability to ignore an amount of damage. The value of the Soak is subtracted from each attack, to a minimum of 1 Damage.

A Threshold is defined as an ability to ignore attacks of a certain amount of damage or less. An attack must exceed the value of the Threshold to hurt the character, but the character takes the full damage of the attack if the Threshold is beaten. Thresholds cannot be stacked on themselves. If multiple thresholds are affecting the same character, only the highest applies. If a character is protected by both a Soak and a Threshold, the damage of an attack should first be checked against the Threshold. If the attack beats the Threshold, then the Soak is deducted from the attack, and the character takes the remainder of the damage (including the minimum 1 damage).

Limitations on Soak

A character can achieve a maximum of 15 soak, up to 5 points from each of the following areas:

Soak granted from Runes is only applicable if and when the character receives Soak from another source, including, but not limited to: casted abilities, Racial abilities, skills, Artifacts, or armor.

Damage specific soaks (i.e. - Fire for Fire Drake Scales) may go above and beyond the normal +5 soak limit for armor, for that specific damage type only.  However, this does not allow you to surpass the maximum soak of 15.

The +2 Soak from the skill “Legendary Work” will stack with all other soaks, allowing your total soak to reach +17.

All other soak in excess of +5 in any one category, or 15 soak in total, is simply ignored. An effect that reduces the soak of a character may be counted against this excess, allowing them to keep their current soak value, until it is lowered beneath 5 in all areas, and/or 15 in total.

Stacking Armor

A character may wear up to two layers of armor on a given location. However only one piece of armor may grant a Soak at a time. Additionally the second piece of armor worn for any given location only grants the wearer its base armor points. These armor points from the second piece of armor are NOT multiplied by the wearer’s Armor Ratio.

Stealing Armor

Stealing armor off an unconscious character takes 5 minutes of uninterrupted roleplay.

Making and Wearing Armor (OOG) at Knight Realms

Armor is a good thing to have in a world where monsters constantly lurk in the woods and life is an unending series of grand adventures and desperate last stands. Armor protects you, and provides an image (be it true or false) of your combat readiness.

In Knight Realms, two things judge the value of a piece of armor: the amount of protection it gives (what it covers and how sturdy it is), and how authentic it is. Good, thick armor that looks like it was cobbled together in your garage will do, but a suit of armor that is made from authentic materials and design will offer greater protection. We do realize that a suit of plate mail is not cheap, and chain mail does not grow on trees, but we encourage players to make an effort to make their armor as realistic as possible.

Ultimately, your armor’s coverage and authenticity will be evaluated to decide how many Armor Points you get for it and if it warrants a soak. These points and the soak are the only things that matter for the purpose of Knight Realms. You do not have to worry about the armor physically protecting yourself from any blows swung at you (i.e. – a hit to exposed skin OOG still must deal with Soak and Armor points, even if it did not hit the armor). The boffer weapons used at Knight Realms are designed not to hurt anyone, even someone wearing no armor at all.

Spells, Prayers, & Other Casted Effects

Swords and shields alone do not a fantasy game make – a Wizard's spells, the Priest's prayers, the songs of a Bard, and the incantations of Druids all are an integral part of the Knight Realms setting. Most of them follow similar rules, which are outlined here – specific rules for each kind of caster are presented in their own supplement. For the purposes of this chapter of the rulebook, all forms of casted effects are referred to as "spells" regardless of their origin.

Spheres and Domains

Most casting classes have the kinds of spells they can cast broken up into several groups, usually by theme. A Mage can learn the magics of Fire, Water, and others, while the deity a priest worships determines what domains they have access to when casting prayers. Casters of the same class or deity may choose to focus on different spheres, giving them different abilities and outlooks on the world.

Casting Spells

There are currently 6 methods to cast effects in Knight Realms: Verbal (the most common – Arcane, Divine, and Druidic effects), Surge Casting (used by Wild Mages, Elementals, and other beings that can channel effects inherently), Concentration (Used by Psions, Healers, and some other unique skills), Singing (Used by Bards), Valence, and Rituals. These rules cover the first four methods, Valence and Rituals are covered in their specific Higher Lists.

Verbal Casting: The caster must say, in a normal speaking tone and volume (or louder), a specific set of words to cast the effect they wish. The words must be intelligible to others around them, including the target, and said at a normal speaking volume or louder. Once the incantation is complete, the caster has 5 seconds to release and deliver the spell. If the caster is interrupted or struck at any point before the spell is released, the spell is lost. If the caster aborts the spell before completing the verbal, or if they misspeak the verbal or do not have enough career points to cast, no career points are expended and the effect fails. If a verbal is completed, but the spell is then interrupted or failed to be delivered, career points are expended as normal. A caster may invoke or use skills, including blocking with a weapon or shield, to defend themselves while casting. A character casting verbally must be able to speak, hear, and must have at least one hand open or with only an instrument for casting in it, that is free to use for the casting.

Singing: Singing uses the same general rules as Verbal casting, with the additional stipulations noted under the Bard rules.

Surge Casting: The caster may cast an effect immediately and instantly, without preparation. Once the effect is called, the caster has 5 seconds to release and deliver the spell. If the caster does not have a power source (casting points, runes, etc) to cast, the effect fails. If an effect is cast, but the caster is struck or otherwise interrupted, or the spell failed to be delivered, the source of the spell (casting points, runes, etc.) are expended as normal. A caster may invoke or use skills, including blocking with a weapon or shield, to defend themselves while casting. A surge caster must wait 5 seconds after delivering (or failing to deliver) an effect before they can attempt to surge cast again using the same mechanic (i.e. - invoking items, using an ability such as Spell Surge, or an inherent ability, such as being a Wild Mage). A character that is surge casting must have at least one hand, open or with only an instrument for casting in it, that is free to use for the casting, although they do not need to be able to speak or hear.

Concentration Casting: The caster must concentrate for 10 seconds, regardless of effect rank, in order to cast the effect. Once the effect is called, the caster has 5 seconds to release and deliver the spell. If the caster does not have enough career points to cast, no career points are expended and the effect fails. If an effect is cast, but the caster is struck or otherwise interrupted, or the spell failed to be delivered, career points are expended as normal. A caster that is concentrating may NOT invoke or use skills, including blocking with a weapon or shield, to defend themselves while concentrating. A character that is concentrating has no requirements in regards to freedom of movement, or being able to speak or hear, to cast.

Other rules covering casting

All verbals for all Magic spells, Prayers, and Druid spells are spoken in a different language, and may not be directly understood by anyone that hears them, unless they have the appropriate language or lore. Although the verbals are in a different language, the language of these casted effects are filled with power that resonates with its intent, and anyone hearing them is able to know what effect is being cast. Verbals must be spoken at a normal conversational volume (or louder), and must be spoken precisely and clearly enough to be understood. Note than anyone, including non-casters, can call a "flub" on a caster if they misspeak a verbal while casting.

Delivering Spells

Effects with the Ranged trait must be delivered using a spell packet. If the spell packet hits any part of its target (including clothing, hair, or a shield or weapon), then the target is affected by the spell. If the spell packet misses completely the spell has no effect and the casters magic points are used. The spell packet can hit any place except for the face in order to be successful.

Non-Offensive Effects without the Ranged trait must be delivered by Touch Casting. Effects that are delivered by this method may be defended against by any defense that will protect against a physical attack, as well as the normal defenses against such an attack.

Touch Casting requires the caster to lightly touch the target. Touch casting may not be done with a weapon, claw, or boffer fist, unless the caster has the skill "Weapon Cast.".  Touch Casting may only be used for non-offensive casting.

All Healer class abilities, unless stated in the skill description, must be delivered by Touch Casting.

Psionic Assault Ranks are considered to automatically hit, to a maximum range of 20 feet – all Disciplines and other effects must be delivered as above.

Wild Mages choosing to use a Wild Mage Envelope must concentrate for 5 seconds. Striking a Wild Mage while they are doing so immediately releases the effects of the surge.

All effects (Mage Spells, Prayers, Druid Spells, and thrown Alchemy) that use a Spell Packet use that packet as an In-Game representation of the effect. When someone throws a spell packet what you see In-Game is the person directing a spell, prayer, bottle of alchemy, etc. Any exceptions will be noted in the description of the skill or casting class. Spells cast by Touch or Weapon Cast have an effect that is as noticeable as the verbal (That is, if you can hear the caster speak the verbal, you can see the effect as well, provided you can see the hand that is touching the target. If you cannot hear the verbal, it is assumed you did not notice the effect, either). The Spell Packet is *not* visible until it leaves the hand of the caster, unless it actually represents a physical object (such as Alchemy). Spell packets in a PC's hand are not visible, and do not represent anything.

Psionics and Bard Songs, as well as effects that do not use spell packets, do not have a visible effect. Effects without IG verbals (Healing, the skill Fear, etc.) cannot be overheard. Any exceptions will be noted in the description of the skill itself.

While Bard Songs do not have a visible effect, anyone who hears a Bard call a Spell Song effect will know that that specific Bard used a Spell Song – the power behind the voice is unmistakable. However, until the Spell Song is called, there is not a way of distinguishing a Bard Song from normal singing.

Any being that is targeted by an effect is aware of what the effect is, and may react to this information as they choose. This information is vague, not specific – someone would know they were targeted by a powerful mental attack, but not necessarily the spell Dominate. The target is NOT made aware of the origin of the attack by the fact that they were targeted, only if they witness the casting as it happens. Good Role-Playing is encouraged.

Any caster that uses an effect (skill or spell) is aware if it is successful or not, and why it was not successful if it failed. This information is vague, and not specific. For example, if you use an Enfeeble Mind on someone, and they use a latent spell as a defense but play dumb, you will still be aware the spell failed because a latent spell was used to defend against it.

The above rulings are in place to best tie together the OOG aspect of spell casting to the IG presentation of them. The logistics of not seeing or hearing something IG that you can clearly see or hear OOG is extremely difficult to deal with – for this reason, they are being associated as close as possible to improve the flow and quality of overall game play.

Spell Packets

Spell packets are bags of cloth, either sewn or tied shut, that are filled with bird seed, rice, dried beans, or other material that is safe to throw at someone. A spell packet should be large enough that it cannot easily enter someone's eye socket when thrown, and felt when it hits, but not so large (or heavy, or dense) that it will leave a welt when it hits.

Spell packets are the caster's equivalent to a physrep for a sword or arrows – it is the caster's responsibility to carry them, and if they are out, they cannot cast ranged spells (unless they have a skill or other ability that allows them to without the use of a Spell Packet). Spell packets may NOT be collected during a hold – this would be analogous to a warrior picking up a disarmed sword during a hold.

Spell packets should be made from environmentally friendly material, as they are often lost in the woods when used. It is recommended that you use brightly colored fabric to be able to easily spot and recover them.

Interrupting a Spell

Breaking the concentration of a caster can interrupt spells. Casters cannot cast magic while taking damage. If a caster is almost done with a spell incantation but is hit with a weapon blow for damage, than that spell is lost, and must be started from the beginning. This includes any damage dealt to the mage such as being shot with an arrow, hit with a thrown weapon, or even another spell. Damage need not be in the form of reduction of body points – A tag skill (such as Stunning Blow or Throw) or damage that is prevented due to a Soak or Threshold will still interrupt casting. Casting Points are not lost when a casting is interrupted.

Career Points

Casting a spell requires the caster to expend career points (such as Magic Points, Faith Points, or whatever is appropriate for their class). Casters have a number of points that they can spend each period; spending build to purchase more points can increase this number. When casting a spell (successful or not), the caster must mark off the points used on their character card. If they are casting a beneficial spell on someone, they must also write the spell on the recipient's card on the back, in the space provided for this, along with the points used and their card number for reference.

Latent Spells

Some spells are latent and can be held in reserve until invoked. When cast upon someone (and marked upon their card), the recipient can choose to use the spell at a later time by stating the name of the spell (if it is a defense), or by saying "invoke (spell name)" to activate it. When it is used, the spell should be checked off on the character's card.

Spell Effects and the Death Count

All active unnatural effects with a fixed duration that are on a character will expire if the character enters the Critical Stage of their death count unless the description of that effect specifically states otherwise. For the sake of clarity, a latent protection that you have not yet invoked is not "active".

Dispelling Effects

To dispel a magic spell, prayer, or druid spell that you have cast, you must say the verbal that is used to cast the spell, inserting the word "Dispel" before the spell name. You must then gesture at the target and open up your hand, palm out. To dispel a song that you have cast, you must sing the first line of the song, and then do as you would for a spell. A wild mage must wait five seconds after dispelling a spell before they can cast or dispel another spell. A Psion can dispel their own effects after 10 seconds of concentration. After the 10 seconds have passed, they must say "Dispel (Effect Name)". This is a separate 10 seconds from the charge time for psionic abilities. You may not dispel another person's spells without the use of a spell specifically intended to do so.

Spell Books and Learning Spells

All casting classes (Mages, Priests, Druids, Bards, Clerics, Scholars, and Rangers, as well as Alchemists and anyone who can make Herbals or Poisons) are strongly encouraged to carry or have a "Spell Book" to learn new effects or recipes. While there is no cost or requirements to create one, they are a part of the learning process when a new casting effect is taught. As a part of the teaching, the student can copy the OOG rules and wording of the effect into their Spell Book. In this way, it is guaranteed that they have read and written the official rules on the spell at least once. Good role-playing (embellishing the book) is encouraged, as is studying the book both IG and OOG. (Note that "Spell Book" is a generic name, and it may be referred to as a Prayer Book, Book of Shadows, Minstrel's Journal, Recipe Book, etc. as needed. It does not even need to be a book IG, and can be a collection of sheet music, clay tablets, etc. – as long as it's a form of written documentation that the OOG rules can be written on.)

The above noted classes require an IG teacher who has the effect or recipe on their character card. If both the student and the teacher utilize a spell book during the learning process the normal time to teach is reduced by half rounded up.

Scrolls

Any character with Advanced Literacy may read and use scrolls Rank I to Rank III. A character must be able to cast spells in order to use Rank IV scrolls. The scroll must be opened and the incantation must be read directly from it to cast the spell. After the spell is cast the scroll must be destroyed (ripped up).

Invoking Items

To invoke an ability from an item, simply say "Invoke X" where "X" is the name of the ability being invoked. Invoking a skill from an item in an OOG mechanic. To invoke a casted effect, the character must state "Invoke X" In-Game, where X is the name of the ability being invoked. Invoking a casted ability uses Surge Casting (i.e. - another casting effect cannot be invoked for 5 seconds), with the exception that the character must be able to speak. After Invoking the ability, the player may use the ability as they normally would – The delivery of casted abilities is not altered in any way by invoking them. In the case of skills that require a marshal, the player may invoke the skill to the marshal then use the skill within one minute or within a time frame given by the marshal.

Health, Life, Death, and Resurrection

Each PC begins an event in full physical health. A character that was dead at the end of the last event they were played at will be already raised at sign-in, and the character card will be marked appropriately.

Stages of Health and Dying

There are eight general conditions of health in Knight Realms – Healthy, Wounded, Injured, Unconscious, Poisoned, Diseased, Serious, and Critical. It is common for a character to be in more than one condition at a time. For example, a character who is at half of their Body Point total and who has a broken leg is both Wounded and Injured. Each condition is defined in detail below.

The following conditions are health-related, and can be detected on another character by using the skill First Aid:

Healthy

The character has a full Body Point score, is awake, and completely healthy in all other respects.

Wounded

The character has a positive Body Point score that is less than their maximum.

Injured

The character is suffering from a specific injury to a part of their body, such as having a broken limb or being blinded.

Serious

The character has less than a positive Body Point score. The character is beginning to die and will slip into Critical condition in five minutes if they are not brought to a positive Body Point score. Body Points are not tracked as negative numbers in Serious condition; any healing that the character receives is applied to zero.

Critical

The character has less than a positive Body Point score and has advanced past – or been struck by an effect that bypasses – Serious condition. A character can only be healed from this condition with a skill, spell, or ability that specifically heals someone in Critical condition. Unless otherwise specified, a skill, spell, or ability that heals a character out of Critical condition can only be performed on each character once an event; in addition to the normal casting time for these prayers/abilities, the caster must take the recipient’s character card and mark the use of this ability in the proper location before the ability is considered completed. Neither the caster nor the recipient is OOG during this exchange, but the recipient may discreetly ready their character card during the normal casting time. Like Serious condition, Body Points are not tracked as negative numbers in Critical condition; any valid healing that the character receives is applied to zero. If a character in Critical condition is not healed within five minutes of entering this condition, they die.

A character in the Critical State may not be targeted by effects other than ones that would bring them out of the Critical condition (by healing or killing them), or otherwise suspend or extend the character's time in this state. Any existing active effects on the character are removed when the character enters the Critical condition.

The following health conditions are also Traits – they are included here for completeness. Like the above, they can be detected on another character by using the skill First Aid:

Unconscious

The character has a positive Body Point score but is not awake. A character that is rendered Unconscious by a skill, spell, or ability cannot be awakened except by a skill, spell, or ability that specifically treats unconsciousness or that renders a character Healthy. A character that is asleep naturally can be awakened by any normal method.

Poisoned

The character is suffering from the effect of a poison. A poison must be neutralized before its effects or the damage caused by the poison can be healed, unless the poison specifically states its effects end after a specified time period.

Diseased

The character is suffering from a disease. A disease must be cured before its effects can be healed.

Playing an unconscious or dying character

If you become unconscious, or enter Serious or Critical state of health, you should role-play collapsing and lying down motionless. If the area is muddy or otherwise undesirable to lie down on, you may kneel with your head resting on your knee and your eyes closed. It should be very clear to anyone looking at you that you are “playing dead”. When you are unconscious, you should keep out of game conversation to a minimum. If someone asks “what do I see?” you may tell them that they see you lying on the ground, and that you may appear injured, but you may not reveal any game mechanical information (such as that you are in Critical health) without someone using a skill to inspect you.

Physical Defects and Scars

Any player can choose if they wish their character to have and or keep physical scars, defects and disabilities that are unable to be healed by submitting a request to the Director or Staff.  The removal of a physical scar, defect, or disability would also require submitting a request to the Director or Staff.

Passing On

Upon reaching the end of the Critical stage of health, put on a blue headband to signify that you are dead (and playing your spirit), and drop all your in-game possessions to signify your body as still being there. All non bound possessions carried on the body remain at the site of death. You may now seek out a means of returning to life. While the spirit will remember everything that happened up until they died, once they die, they cannot perceive anything on the material plane except for buildings, healers and priests (as faint glowing spheres), and the Phokus (as a bright glowing sphere).

Resurrection

If a spirit seeks to return to life through resurrection, it must first locate a healer or priest that is attuned to an active phokus. A healer or priest who is approached by a spirit becomes aware that a spirit is nearby and desires to resurrect. The person will be unable to see the spirit in any form, but will continue to perceive if the spirit is following them. If the person uses an ability that allows them to enter or see into the Spirit Realm, then they will see the spirit as that spirit appears in the Spirit Realm.

To begin resurrection, the healer or priest must guide the spirit to the Phokus that they are attuned to, and they must then enter it to begin the resurrection process. The spirit must then pass through three veils (Creation, Union, Conviction) before they can be brought back to life. This process takes at least fifteen minutes to complete.

When a PC is resurrected by any means, they return with all Body Points and at full health (no broken or missing limbs, etc.). Tag Skills, Magic Points, or other periodic abilities and points are neither lost nor restored (i.e., the PC returns with what they had available to them at the time of their death). Any enchantments, items, or other enhancements remain with the original body and do not automatically carry over to the PC's new body, unless specifically stated in the enchantment's/item's description.

Experience Gain Through Death

The process of resurrecting is an experience in itself. Not only can the death and resurrection process be a fun and rewarding encounter to role-play, but also your character gains increasing experience each time they must resurrect through the Phokus. A character's spirit may go through the resurrection process a maximum of four times, gaining 10, 20, 30, and finally 40 build respectfully, each time. This gain is only awarded when a resurrection is noted on the character’s card – effects that do not leave a lasting mark on the character do not grant this benefit.  After the fourth resurrection your character experiences, they will no longer have the strength of spirit to be brought back through the phokus.

The Healing Nexus

A Healing Nexus is a point where multiple healing lay-lines converge and create an area of concentrated healing energy. This energy is a gentle current of power drawn from the Spirit Realm, which resides just outside the Prime Material plane of Arawyn. A Nexus is an infrequent, though regular feature of the world; a Nexus can generally be found within any given one hundred-mile radius on the surface of Arawyn. A healer can detect the presence of any Nexus within one mile of them, and with ten minutes of undisturbed concentration can pinpoint the exact location of it. Since a Nexus exists outside the Prime Material plane, however, it serves no purpose without some way of accessing it on its own plane; that way is called a Healing Phokus.

The Healing Phokus

A Healing Phokus is an item that resembles a large diamond. It is a device that grants those who are appropriately trained in game the ability to bring a character back from the dead. Attunement to a phokus can be achieved by either having a warden teach the process in-game or by self attuning and having a marshal sign off your permanent one point healing or faith reduction and verifying that you have read all of the in-game documentation on how to properly resurrect.

The Spirit Realm

The Spirit Realm is in many respects a mirror image of the Prime Material plane, except that all things within the Spirit Realm have a mild, blue, luminous quality to them. As spirits cannot normally be seen from within the Prime Material plane, living beings cannot normally be seen from within the Spirit Realm – with the exception of healers and priests that are attuned to an active Phokus, who can be perceived as white balls of brightly glowing light.

When a person dies,  their spirit rises from the body, lingers around it for a few moments, and then passes from the Prime Material plane to the Spirit Realm. Within the Spirit Realm, each spirit appears to themselves and other spirits as they did in life, but absent weapons, armor, or other items – aside from clothing and any items that are attuned to them. Spirits can interact in all ways as they could as persons in the Prime Material plane, speaking to one another and even attempting to kill one another. A spirit that is killed within the Spirit Realm dissipates and reforms twenty-four hours later.

A spirit within the Spirit Realm may feel one of two profound impulses, or may feel nothing at all. The first impulse a spirit may feel is the desire to seek out a healer or priest and secure their return to the Prime Material plane. The second impulse a spirit may feel is the desire to travel towards the ever-present glow of the Grand Nexus, where each spirit will be drawn into the Umbra to face their final judgment.

Only a bold and determined few spirits ever return to live again in the Prime Material plane. For those that do, each time that a spirit enters the Spirit Realm after dying in the Prime Material plane, the impulse to return lessens, and the impulse to travel to the Grand Nexus increases. No mortal spirit can pass through a Nexus and resurrect more than four times, and most never resurrect at all.

Some spirits are never powerfully drawn in either direction, and wander the Spirit Realm forever. To remain long in the Spirit Realm is to risk calamity, however, for the god Malyc has servants – known as Spirit Harvesters – that dwell there, capturing spirits and delivering them to Malyc before they can receive their final judgments. The god Galladel presides over the Spirit Realm, and his servants endeavor to guide each spirit to its proper terminus – to resurrect or to receive judgment – according to their god’s wisdom.

Returning to the Material Plane

If a spirit seeks to return to the Prime Material plane, it must first locate a healer or priest that is attuned to an active Phokus. A healer or priest who is approached by a spirit becomes aware that a spirit is nearby and that the spirit desires to resurrect. The person will be unable to see the spirit in any form, but will continue to perceive if the spirit is following them. If the person uses an ability that allows them to enter or see into the Spirit Realm, then they will see the spirit as that spirit appears in the Spirit Realm.

To begin resurrection, the healer or priest must guide the spirit to the Phokus that they are attuned to, and they must then enter that Phokus and pass into the Nexus. The spirit – with the help of the healer or priest – must then pass through three veils before they can enter the Nexus with the healer or priest, and then reenter the Prime Material plane.

The Veil of Creation

To pass through the Veil of Creation, the spirit must describe hers body in life to the healer or priest. This description must be true to the spirit’s perception of themselves. It is this important facet of the Veil of Creation that is responsible for people who are resurrected still bearing scars, injuries, or infirmities that they possessed in their previous lives – for it is how these people perceive themselves in completeness. The healer or priest will weave together strands of healing energy from within the Nexus to produce a new body that matches the description they are given. The new body is completed after five minutes of work, and if it is accepted by the spirit as themselves, then the spirit passes through the Veil of Creation. At the moment the new body is created, the spirit's current body crumbles into dust, regardless of what state it is in.

The Veil of Union

To pass through the Veil of Union, the spirit must plead their true association to the body before the Nexus. The spirit must describe some of their life’s experiences,  their hopes and ambitions, and their personal relationships. After five minutes, the Nexus will either accept the spirit as the true inhabitant of the body that lies within it, or reject the spirit as an interloper, and disperse it for twenty-four hours – ending the resurrection process. If the spirit is accepted, then they pass through the Veil of Union.

The Veil of Conviction

To pass through the Veil of Conviction, the spirit must enter the body and rise as a living being, standing upon the threshold between the Spirit Realm and the Prime Material plane. The spirit must prove the strength of its conviction to return to the Prime Material plane and live again, by speaking of its reasons for returning – from unfulfilled obligations to lost loves. After five minutes, the Nexus will either yield, permitting the spirit to enter the Prime Material plane in its new body, or it will obliterate the body and disperse the spirit for twenty-four hours – ending the resurrection process. If the Nexus yields, then the spirit passes through the Veil of Conviction and enters the Prime Material plane anew.

A character that reenters the Prime Material plane after being resurrected is restored to their maximum Body Points, and with all injuries and ailments healed – excepting those that the spirit may have described as integral to themselves before the Veil of Creation. They wear clothing that is the same that they wore when they died, and bears with their any attuned items. Spells, prayers, or other abilities that were cast upon them, actively or latent, at the time of their death are gone. Whatever skills and career points they had remaining at the time of their death are what they have upon completing their resurrection.

Final Death / Retirement

There are two ways a PC leaves the game for good. Either the PC dies when they have no resurrections left and therefore suffers final death, or the player chooses to retire the character before final death is reached. When the character reaches this point, the player receives 33% of their total build to transfer to a new character. If the character has 100 or less earned build, then a full re-write is allowed. When a player chooses to retire a PC, they can choose to have the character’s final scene be scripted; the details worked out between the payer and the Director

Character's Ending Wealth

To determine a dead or retired character’s wealth the value of all coin, both in their physical possession or in their account at the Bank of Travance, will be added to the value of the items possessed by the character. 33% of that sum will be available to the new character, and may be banked or spent on starting equipment. A staff member will work with the player during this process.

Areas, Items, and Lighting

Knight Realms strives to present a game environment which affords the most interaction with the least interference in a player’s immersion. To that end, the definition of areas and items must be regulated in a consistent manner, as described in the rules in this section. The goal of this set of rules is to give players a basic set of assumptions about the relationship between IG and OOG areas and items, and then to clearly and consistently document the exceptions to those assumptions so that any player can quickly and accurately assess the IG environment around their character.

Areas

There are three types of areas in the Knight Realms system – OOG Areas, Default IG Areas, and Specific IG Areas. Each of these types is explained in detail below.

OOG Areas

An OOG Area is simply an area in which game-play does not occur.

At every Knight Realms event, Logistics, bathrooms, and parking lots are OOG Areas. Although the goal of Knight Realms is to keep OOG Areas to a minimum, circumstances may sometimes require that additional areas be designated as OOG; these areas will be announced on the Knight Realms forums and at opening ceremonies before each event.

Default IG Areas

A Default IG Area is any area that is not designated as OOG and is not defined by an Area Note or under the active supervision of a Storyteller or Monster Marshal in the course of running an encounter.

Default IG Areas share the following attributes:

Specific IG Areas

A Specific IG Area is an area that is defined by an Area Note or under the active supervision of a Storyteller or Monster Marshal in the course of running an encounter.

Specific IG Areas adhere to the rules for Default IG Areas except where the Area Note or the supervising Storyteller or Monster Marshal describes it otherwise.

Area Notes

An Area Note is an officially printed Knight Realms card that describes any properties of an area that are different from the Default IG Area rules. Any player whose character has the ability to modify an IG area can obtain an Area Note from Logistics upon making a change to an area. The player must fill out the Area Note and secure the signed authorization of a Monster Marshal or Rules Marshal to complete it.

An Area Note is only in effect while displayed on the primary entrance of the area that it defines. The maintenance of an Area Note is the responsibility of the player who obtained it, and in order to receive a free replacement the player must present whatever remains of the original Area Note to the authorizing marshal; if an Area Note is simply lost or destroyed without any legible trace, then the modifications to that area are voided and will have to be recreated in order for a new Area Note to be issued.

Entering an Area and Supervision

There are two types of areas that you may not enter without specific permission of an inhabitant or the supervision of a Rules Marshal operating OOG. The first is an inhabited but unoccupied cabin or room, and the second is an occupied cabin or room in which the occupants are asleep and you do not intend to awaken them upon entering. The exact permission required to enter one of these areas without a Rules Marshal depends on the circumstance; you must have IG permission to enter IG, or OOG permission to enter OOG, and cannot exceed the extent of the permission that you are given.

Example 1: You want to sneak into Father Lawrence's cabin and steal his prayer book. You need an RM.

Example 2: Father Lawrence asks you to fetch his prayer book from his cabin. You do not need an RM.

Example 3: Father Lawrence asks you to fetch his prayer book from his cabin, and you decide to fetch his chest of gold for yourself while you're at it. You need an RM.

Items

Defining items at Knight Realms is, like defining areas, essential to the smooth progress of game-play. In addition, the rules governing items also seek to protect players from the OOG loss of their belongings.

There are four types of items in the Knight Realms system – OOG Personal Items, OOG Decorative Items, Physreps, and IG Items. Each of these types is explained in detail below.

OOG Personal Items

An OOG Personal Item is an item that belongs to the player and is not intended for display or use at a Knight Realms event – for example, a toiletry kit or a baseball cap. OOG Personal Items should be stored OOG according to the Storage rules, below.

OOG Decorative Items

An OOG Decorative Item is an item that belongs to the player and is intended to decorate an area or to be worn as costuming. These items can be stored or displayed IG but do not have any IG properties; they are ineligible for theft by another character.

It is possible that an OOG Decorative item will be mistaken for a Physrep, and as long as the mistake is – in the judgment of a Rules Marshal – an honest one and the item was treated according to the rules for Physreps, a player will not be punished for inadvertently taking one of these items during an IG theft.

Physreps

A Physrep (an abbreviation of Physical Representation) is an OOG item that represents an IG Item. A Physrep must always have its associated Item Card attached to it, placed beneath it, or – if the item is being carried by a character – carried by the player whose character is bearing it. A Physrep should never be more than five feet from its Item Card unless the character that owns the item is not in play at the time.

If the associated Item Card for a Physrep is attached to it or placed beneath it, a player can only take the Item Card during an IG theft, unless the Item Card specifies that the Physrep must be stolen. Physreps can be stolen if the associated Item Cards are not attached to them or placed beneath them when the theft is attempted, or if the Item Card specifies that it must be stolen.

A stolen Physrep must be taken to logistics at the earliest practical opportunity. If you know whose item you took, you can ask an RM to get the Item Card for you if it was not with the Physrep when you performed the theft. If you don’t know whose item you took, then you can only check in with logistics periodically to see if the owner reclaimed the Physrep and surrendered the Item Card.

Logistics maintains a storage bin specifically for stolen Physreps. When a Physrep is deposited there by a player who has stolen an item, the player will be issued a receipt by the Monster Marshal on duty. When a player wishes to retrieve a Physrep that has been stolen from them, they must go to Logistics and present the Item Card to the Monster Marshal on duty. The Monster Marshal will put the Item Card in the bin and return the Physrep to its owner. The Item Card will then be given to the player who stole the item the next time that they come to Logistics and presents their receipt.

IG Items

An IG Item is any item that has IG properties or value. All IG Items must have Physreps, with the exception of commodities, alchemical compounds, components, and trinkets.

Storage

The storage of all types of items is regulated by the rules, as described in this section.

Alchemy, components, and trinkets can be pick-pocketed from the pouch or pocket in which their Item Cards are stored if they do not have Physreps. If they have Physreps, then the location of the Physreps must be thieved and the cards – if drawn by an RM after a pick-pocket – will be returned in favor of something else drawn at random.

All IG Items of the PC that you are currently playing must be stored IG and with their Physreps collocated with them. You can store or hide them however you want, as long as they are accessible IG. Some items, like alchemy, have specific IG storage rules (for carrying on your person) that must be abided.

All IG Items of a PC that you are not currently playing may be stored OOG, but are IG if not stored OOG.

All OOG Personal Items should be stored OOG.

OOG Personal Items and IG Items of PCs not currently in play can be stored by any of four methods:

You can use all four methods to store your OOG Personal Items and IG Items of PCs not currently in play in any combination.

Bedding is IG unless draped in black fabric or labeled “OOG”.

IG and OOG items cannot be stored together in the same container or space. If you place OOG belongings under a black cloth, for example, then nothing IG can be stored there as well.

Lighting

Rules for Light Sources at Knight Realms:

  1. A light effect produced by an item, spell, prayer, or other ability can be represented by a battery-powered or chemical glow stick with a maximum length of 6".

  2. Artificial candles, lanterns, or torches that produce simulated firelight are permitted for IG lighting use; an item card is required for anything larger than a candle.

  3. Candles, lanterns, or torches that produce real firelight are permitted for IG use, but are not permitted for use inside of buildings or on porches; an item card is required for anything larger than a candle.

  4. Light sources cannot be directed at other players in an attempt to blind them or disrupt night vision.

  5. IG light sources must produce diffuse light. Directed light sources (e.g., a flashlight) are prohibited from IG use.

  6. Any form of lighting that is not permitted for IG use can only be used by a player who is OOG, and must be doused immediately if an IG scene is taking place in the vicinity of that light source.

Special Items

Runes, Sockets, Artifacts, Trinkets, and Tools

Special items within the world of Knight Realms are highly customizable and can be enhanced by mystical rituals, ceremonies, and techniques possessed by heroic individuals. While the individual enhancements and the professions that can craft them are listed in the Advanced Rulebook, they all follow the same basic rules, which are listed here.

Runes

When a Sorcerer, Ceremonialist, Elder, Artificer, or other crafter creates an enhancement, they do so by imbuing an object with Runic Energy. This Runic Energy can be placed in a Rune, an object that is imbued with the intent and power of the enhancement and bestows it upon the person that carries said object. Runes take the form of small tokens that have ancient marks of power on them. The power of a rune is temporary, and will fade after a few months (as listed in the description of that ability). A rune is represented by an item card (available in Logistics), and does not require a physrep, although good RP is encouraged.

Item Creation Runes

Some runes give the bearer the ability to invoke skills or casted effects (Mage spells, Prayers, Druid spells, etc.). However, the ability to invoke these is limited. The following rules apply:

For example, Hunter has sword with 3 Parries and 2 Windwalkers in it. In order to use that item to its fullest potential, he must do the following:

Personal Ritual Runes

Some runes grant the bearer limited access to powers above and beyond their normal abilities. In order to make use of more than one Personal Ritual Rune a period, they all need to be placed in a single socketed item which becomes unable to be separated from the character through any means until all of the runes are expired or removed. If a ritual expires due to number of uses, the socket it is in may be refilled the next period, otherwise if you have an empty socket, it can be filled at any time. You may not stack identical Personal Ritual Runes.

Area Ritual Rune

Some runes grant special abilities to an area.  You may either have one of these alone in an area, or to make use of more than one Area Ritual Rune a period, they need to be placed in a socketed mantel which cannot be moved from an area.  If a ritual expires due to number of uses, the socket it is in may be refilled the next period, otherwise if you have an empty socket, it can be filled at any time.

Sockets

In order to preserve the power of runes, Artificers (a Smith of Heroic ability) can create a socket in an item by making intricate designs that can hold runic power. The socket is a receptacle for a rune, and helps channel and maintain its power.

Sockets are extremely difficult to craft; some Artificers can add sockets to items, however it is a long and difficult process, each socket needing to be more intricate than the last. Of those Artificers who can craft Sockets into items, most have only the skill for 4 Sockets, though there are a few that can surpass that limit. For the full rules on creating and installing Sockets, please see the Smithing rules.

Each socket can have but one rune placed in it at a time, although extremely powerful crafters may be able to bend this limitation by adding additional runes into existing sockets.

Runes placed in sockets will have their duration increased by 6 months. After a rune expires it crumbles into dust, freeing up the socket.

Items with sockets are not mystical in and of themselves, and may be broken, stolen, etc. as any normal item. When a rune is placed into a socket, the item cards for the runes should be attached by a paperclip or binder to the item card for the socketed item. (Remember that the runes will fade and the old cards will need to be removed!) There is no limit to the number of items with sockets someone may carry.

Placing Runes In Sockets

Each Socket may normally hold up to one Rune. Anyone may place a Rune in an empty Socket. The player need only to bring the Rune and the item with the empty Socket to Logistics to be signed off by the Logistics Marshal.

Removing a rune from a socket, without a skill that specifically allows for this, destroys the rune. To remove a rune from a socket, the player need only to bring the item with the Rune to Logistics to be signed off by the Logistics Marshal.  Runes in a bound item can only be taken out by the person to whom it is bound.

Buildings and Mantels

Some enhancements target a building, instead of a character or item. Smiths have developed a special way to hold these enchantments for buildings, using sockets – a Smith can construct a “Mantel” as a basic item (at a cost of 5 Units), which is then affixed to a building, and may contain sockets as per a normal item. Mantels may also be placed outside at significant locations with approval from the Director. Each building or location may have only one Mantel, which cannot be neither removed from the building or location nor destroyed once placed. Mantels, and any Runes placed in them, are listed on the Area Notes for that building or location. Mantels may not be bound to a character.

Bound Items

With the dawning of the Fourth Age, heroes around the world have found that they can take items, and bind with them, making them “Bound” to their person. Any item with a socket may be bound. A bound item has two primary benefits: 1) It may never be stolen, and 2) Any runes with the trait “Rune (Permanent)” placed into its sockets become permanent, and never expire. (Runes without the Permanent subtrait are not permitted to be bound to you.)

The act of binding or un-binding an item is not easy – you may only bind one item per game, and un-bind one item per game. Un-binding an item completely de-powers it, stripping any runes that were upon it, and any Sockets above the third. The base item and first three sockets remain intact, and may be passed on to someone else if desired, or re-used.

Items that are bound may not be modified by a Smith (Heroic or otherwise), unless the item is Exalted in nature (i.e. - you cannot hone, gird, balance, temper, or reinforce a bound item, unless it is also Exalted). A bound item may have sockets added to it without needing to be Exalted.

Bound items cannot be used or moved by anyone other than the person that they are bound to. For all game mechanics, the item is considered to be “not there” until the character it is bound to picks it up. Any happenstance of the item being on something, or in the way of movement is to be treated as any other non-game item belonging to someone else, simply keep it where it was left.

Bound armaments (Weapons and Shields) must be marked with a black ribbon on the handle. The ribbon should be large enough that it is easily noticeable when the weapon is not equipped, to prevent theft. In order to prevent confusion, items may not be decorated with ribbon or cloth of any color unless they are bound items.

The abilities granted by a Bound Item may only be used while the item is in contact with the character – either worn, equipped, or in hand. An armament that is sheathed or slung counts as equipped.

Bound items remain bound until the character takes their final death. At this time, the items become unbound as if the bearer willingly unbound them.

Artifacts

Artifacts are items with special or unique abilities that are outside the normal scope of runic items. They allow the bearer to do things that normal items would not allow them to do, but have their own sets of limitations.

An item designated as an Artifact may never be bound to a character.

A character may only ever use one artifact per event. The artifact that a character uses must be written on their card before they can use any of its properties, including mundane properties. For example, if the Artifact is a weapon, the wielder may not swing for damage with it until the Artifact is noted on their card. Similarly, if the Artifact is a shield the wielder may not defend themselves with it until the Artifact is noted on their card. A character may have several Artifacts on them, but no Artifacts other than the declared one can be used for any purpose.

Once used, an artifact may not be used by another character. It can only be used by the original user for the rest of the event. It can still be carried, possessed, or stolen by others, however.

Trinkets

These items are creations that can allow a character to mimic a skill. They may mimic any lower profession periodic skill that is not unique to a specific profession, or a racially based skill. To be used, the player must either have the card on them and rip it up before calling the skill, or have the trinket paper clipped to their character card, and ripped up at the end of the battle. A character may never have more than one bauble, one device, one invention, and one Master Invention paper clipped to their card.

Tools

These are items that have some kind of unique ability, or that change the way another ability is implemented by a character.  See Smithing for a list of Tools.

 

Logistics

NPCs and NPC Duty

The Players of Knight Realms play the heroes – warriors, mages, and rogues who save the day from evil threats and foul forces. But who plays the villains? Who plays the foil to these heroes we so love to be each month? That is what NPCing is all about!

The Basics of NPCing

Everyone likes being a hero, whether it's a front-line fighter, a powerful wizard, or even a scholar, healer, or blacksmith on the sides that supports the town. But in order for the heroes to win, they need to have a challenge to triumph against – and sometimes, lose to. This is where the NPCs come in Non-Player Characters, or NPCs for short, are the roles you play when you're not playing your own PC that you have paid to play for the weekend. While you have some discretion in how to play them, the ultimate goal of an NPC is to further the plot and excitement of the weekend, and they must act within the guidelines of this when playing out their parts.

NPC Duty and Time Slots

Everyone that attends Knight Realms is required to fill a single NPC time slot for the weekend. It is vital to note that without NPCs, the game is not fun for everyone else. Because of this, NPC Duty is a vital part of Knight Realms, and is taken very seriously.

When you sign in and collect your Character Card, you will be required to take an NPC slot. Slots are filled on a first come, first serve basis, and if a slot fills up, may not be available for further NPCs. The slots are:

Friday:

Saturday:

Sunday:

The following people do not have to serve an NPC shift:

The first three groups of players defined above are responsible for signing their own cards in the NPC Shift area, and their names are then verified as excused from NPC duty when Character Cards are updated. The final group – players who attend for less than twelve hours – must report to the Director to have their cards signed for NPC duty and their names added to the roster of excused players for that event.

Rules Marshals that are not also Monster Marshals should spend approximately half of their NPC shift in a White Headband, marshaling encounters for that NPC shift.

When you arrive at an event and sign in, you must select an NPC shift and write your name on the sign-up sheet and the shift time on your character card. If you cannot participate in combat or would strongly prefer to avoid it, you should discuss this when selecting your NPC shift, so that you can be placed on a shift where there will be the most need for non-combat NPC players.

At the end of your NPC Shift, your Monster Marshal will sign off your NPC Duty slot on your Character Card. Without this signature, you will receive a Rules Violation on your card. Repeated Rules Violations will result in a loss of Build for your character. Please make sure you get signed off by your marshal! Because of issues in the past with people trying to avoid NPCing, ONLY the Marshal you NPCed for will sign you off, to verify you have completed your duty properly.

Performing an NPC role that a Monster Marshal, Storyteller, or Main Plot Author has asked you to play does not count as the entirety of your NPC obligation, unless that role consumes your entire shift. If you are asked to played such a role, you should still follow the normal procedure – select an NPC shift when you sign-in on Friday night (whichever shift aligns with the time of the role that you have been asked to perform), report to the Monster Marshal at the start of the shift that you selected, and then inform the Monster Marshal about your special assignment so that they know to coordinate with the person that you are working for to fill your shift around their needs for you. You cannot insist upon remaining in Logistics and waiting, but must fill other roles as the Monster Marshal needs you to. The Monster Marshal is responsible for ensuring that you are available for your special role when you are needed for it. At the end of a shift in which you perform a special role, you must once again follow the normal procedure and have the Monster Marshal overseeing that shift sign your card for NPC duty.

What to Bring to Your NPC Slot

When you NPC, be prepared with the following:

Tips on being a successful NPC

When you NPC, you are helping the world of Knight Realms come to life, and providing an exciting weekend for other players. Below are some tips that help you get the most out of your time as an NPC, and how to make sure others do as well.

With these guidelines, your weekend at Knight Realms will be filled with memorable moments, both as a PC and an NPC!

Service Points – Earning SP & Donations

By contributing to Knight Realms, you are helping the community as a whole. Rewards for contributing to Knight Realms are given in Service Points, which may be converted into Build (to advance your character), or used to purchase items off of the service point menu.

Base Ratio

Donations (Time)

Donations (Value)

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

Specific SP Assignment Awards

The below listed assignments will warrant a set amount of Service Points whether they be greater than or less than the above listed ratio amount.

Staff

Please see the Staff and Organization appendix for more information concerning Staff, Marshals, etc.

Running an Event’s Plot or Feast

These people must write these amounts on their card each month. The director will then verify the amounts before adding them.

NPCing for the Weekend

If you NPC for the weekend, you receive the following benefits:

Note that some new players NPC all event for their first year (or longer), and build up quite a load of Build and SP to convert when they make their first PC.

It should also be noted that all Players, even NPCs, MUST carry Character Cards with them at all times. This way, they can accumulate RP and Service points, and Build for when they PC.

Kitchen Work

(Note: Kitchen work may also include IG payment)

One of the main highlights of each Knight Realms event is the Feast that is served on Saturday Night. In fact, the Feast is the reason that the gatherings take place In-Game – the Baron of Travance holds a monthly feast for all the people to come and share in, as a gift to the community.

Preparing the feast is not an easy task – we often have over 100 players at an event, and getting a hot meal to all of them while trying to play the game and have fun is an adventure in itself! Because of this, we ask that players take turns helping the Kitchen Staff, or even become Kitchen Staff for a weekend, and pitch in for the Knight Realms community as a whole.

Because we know it's a sacrifice to give up your playing time in the Kitchen, Service Points are offered for helping out, either as Main Staff, Help Staff, or other work as follows:

The Kitchen Officer and Marshals 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.

Needed Donations

Knight Realms asks that plays help the game run by donating materials, services, or other help to make the game run smoother and to make it more enjoyable for everyone. There are certain things that are in more need than others, and the Staff would be especially grateful if some were donated.

The following list of items is what Knight Realms needs on a consistent basis. Service Points will be awarded for each item – the amount varies on the quality of donation and need of item(s).

Quick and easy items that we always could use

Quality versus Quantity

We have gotten to the point where the need for quality items far outweigh the need for massive quantity. This holds especially true when dealing with make-up and masks. If you have the choice of buying and donating twenty tubes of cream make up from K-mart at a dollar apiece or four bottles of liquid make-up from a make-up store for 5 dollars apiece, than please choose quality over quantity. Chances are we would put those twenty tubes of cream make up in a box in storage and never see them again, where as those four bottles of liquid make up we would put to great use.

Service Points – Spending SP

Any SP not converted to Build or Fates will accumulate on your card, and can be used at later events.

Converting SP to Build

Service Points may be converted to Build each month. At the end of each month, when Build is being added and your card updated, the Character Card Officer will automatically deduct the maximum amount of SP allowed and convert them to build at a ratio of 100 SP to 1 Build. The maximum Build you may earn this way is equal to the Base Build earned for attending that event (i.e. – 4, 4, 4, 3, 3, 3, 2, 2, 2, 1...), which does not include Build from RP points or that is bought in addition to the base. Note that because of the higher amounts you earn in the beginning, it is extremely advantageous to earn at least 400 SP a game, during your first 10 games. Since you can convert more SP into Build during this time, you will miss the opportunity if you do not have the SP!

Spending SP for Fates

Sometimes, in an adventurer's life, they are lucky enough to stumble upon things of wondrous power and sometimes they simply find themselves invigorated by fate...

A player can choose at the beginning of the weekend to gain special Fates for their characters. Each individual Fate may be purchased for a character up to twice per event, one time by spending Service Points and one time by spending Gold.

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.  Skills are restricted to their normal use (Periodic/Event/Continuous). (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 or lit skill.)

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.

The Bank of Travance

The Bank of Travance is an Out-Of-Game mechanism to allow players to return their coin back to the game, to allow it to go out as new treasure. It is also a way for characters to safely store their wealth. A character's wealth (that is stored in the Bank) is noted on their character card.

The following rules apply to using the Bank of Travance:

Races

The Races of Arawyn

Diverse and exotic humanoid races are an essential element of fantasy. In Knight Realms, there are over twenty different races to choose from, with many exotic options for those who want to embellish their characters or just want an additional role-playing challenge. Each race has its own distinct racial qualities, including benefits, detriments, and role-playing and make-up requirements.

Mixed Parentage and Offspring

Any race is capable of breeding with another race. However, the children of cross-breeding are always entirely one or the other of the parents’ races. The children of a mixed race couple need not be consistent, but each of them must be one race only.

Penalized Professions

Purchasing a Profession that is penalized for your race takes up two of your four lower list profession slots. You may only have one penalized profession, and you may not choose a penalized profession as your initial profession.

Bloodline Professions

Healers, Psions, Wild Mages, and Dragoons are professions that are tied to the characters blood lineage. If you wish for your character to buy into one of these professions after character creation it will take up an additional profession slot. You may only have one bloodline profession, and you may only purchase a bloodline profession if it is not a penalized profession for your race.

Kormyrian Assimilation

After living among Kormyrian society away from one's homeland for a prolonged amount of time, sometimes one can lose their sense of heritage and conform more to the Kormyrian society. You may choose to drop your racial detriment, at the cost of also dropping the ability to purchase the first listed amongst your racial skills. This action cannot be undone.

Role-Playing

These are guidelines which your character should follow. These are what make each race unique, above and beyond the looks and the skills, is the cultures they come from. Trying to be a character that ‘breaks the mold’ is not nearly as interesting and challenging as playing one that fits the mold, particularly if everyone is ‘breaking the mold’.

 

Costuming and Makeup

Most races have costuming guidelines and a few races require anywhere from minor makeup to prosthetic masks.  Like Role-Playing, staying in your Costuming and Makeup guidelines help to give this game the flavor of having various cultures all coming together in one place.  

Racial Detriment

Some races come with a downside.  These represent a weakness that the race has due to either their culture, or their physiology.

Racial Skills

Each Race has one or more racial skills which can be purchased either at character creation or anytime thereafter. Every Race is assumed to have the lore skill and, once they purchase literacy, they are assumed to also have the literacy skill of their race if there is one.

Racial Body Modifier

All races start with ten body points. Beyond that a character's Body Ratio is slightly influenced by their race, with hardier races having a bonus, and more fragile races having a lower ratio. Kormyrian Humans are the baseline all races are measured from. Regardless of race, characters with the Psion bloodline profession will have their Body Ratio permanently set at 1.

Humans

The Human race reaches farther across the continent than any other race. Due to their strong social order, Humans have become the most populous race as well. Because they inhabit many different areas, some groups of Humans have developed very distinct cultures over the years. There are eight types of Humans that are available as distinct character races in Knight Realms – Kormyrians, Barbarians, Bedouins, Celts, Romani, Coast Haveners, Khitanese, and Londwynians. Each type is quite different from the next and reflects the true diversity of the world’s most prominent race. By far the most numerous and established of Human types are Kormyrians, of the Kingdom of Kormyre; these are the people that are typically meant when someone refers simply to humans. However, for the purposes of rules that specifically indicate the Human race, all of the types are considered to be Human.

Kormyrian

Kormyrian humans are the most common of any race. Their largest Kingdom, Kormyre, spreads across the land in every direction and is easily the largest grouping of a single culture. They are akin to civilized humans of our own late medieval Western Europe. Their society tends to be lawful and they have strict codes of conduct while within the cities. Criminals are dealt with by means of a trial that decides their guilt and ultimately determines their fate. Cities bustle with everyday trading and livelihood.

The armies of the Kingdom are rigidly organized while maintaining peace through the lands and patrolling the borders. The Nobles and the Church of Valos are very diplomatic when dealing with other respected races and try to keep peace between the nations. Due to its military power, the Kingdom does not feel threatened by the other large monarchies.

Many young Kormyrian humans soon tire of the kingdom and its everyday doings. Many venture beyond the walls of their cities to find adventure and destiny.

All humans mature to adulthood in their late teenage years and have a lifespan of approximately eighty years.

Penalized Professions

NONE

Role-Playing

Kormyrians are very diverse and you may role-play how you wish within the basis of the rules. The only restriction on role-play is that Kormyrians should not too closely resemble one of the other races in customs, manner, or attitude.

Costuming And Makeup

Kormyrians dress in a variety of ways; as with role-play, the only restriction is that a Kormyrian should not resemble another race too closely.

 

Detriment

None

Racial Skills
1) The Kormyrian Spirit: (Free)

Kormyrians are a diverse people with a versatile spirit. They have a versatility pool of 20 points. A versatility point can be used either to refresh one Career Point or heal two Body Points of the Kormyrian, but once used, these points do not refresh until the following event.

Racial Body Modifier

1.0

Barbarian

Barbarians are a type of human who have adapted to their harsh environment in the great Northern Wastes. Barbarians are tribal by nature and tend to live off of wild game and make their homes in small, clan-oriented villages. Due to their hard conditioning and inhospitable homeland, most barbarians become very strong. Barbarians are extremely confident in their abilities on the battlefield and often wade into combat heedless of the consequences.

 

Barbarians are fierce in spirit and wary of many modern things. They have deeply rooted suspicions about magic and those who practice it.

Penalized Professions

Mage, Bard, Physician, Acrobat, - Psion, Wild Mage

Role-Playing
Costuming And Makeup

Barbarians generally clad themselves in earth-tone fabrics and furs and leathers, and adorn themselves with other wild-looking accouterments such as foxtails and feathers. Some barbarians wear tribal face paint.

 

Detriment:

Magic Intolerance:  Any arcane effect of a beneficial nature from any source has no effect when targeting those with Magic Intolerance. Additionally those with Magic Intolerance may not activate arcane effects of a beneficial nature from objects nor use any passive arcane effects of a beneficial nature.  This does not prohibit the character from being affected by or interacting with an Arcane effect that does not give them a direct benefit, such as going through a Gate, speaking the password to a Ward, being protected by another person who put up a magic wall or a magical sanctuary, or other such situations. If a character with this detriment ever purchases the mage list, they must identify themselves as a Shaman instead of a Mage and may only purchase the elemental spheres.

 

Racial Skills
1) Force of the North: (10 build)
2) Northern Body: (10 Build)

 

Racial Body Modifier

1.1

Bedouin

The Bedouin are a group of Humans that have adapted to the harsh and dry climate of the southern territories. They are an ancient race that has quietly lived in the deserts of the south and jungles of the great peninsula for many ages. Having endured a life under the hot and unforgiving sun, their skin is tough and resistant to fire and as such many have studied the art of playing with fire.

 

The Bedouin are divided into three known tribes: The Scharazad are peaceful and intelligent, making fine company, but have an air of arrogance about them due to their wealth and position. The Khali are far more numerous and less wealthy, and are more commonly known to the Human Kingdoms than the other groups. They are kind, honest, and peaceful people despising evil and untruths. The Amu-Set are a devious and evil people whose malicious deeds have been told over campfires.

 

Penalized Professions

Druid, Ranger, Warrior Monk, Chaos Warrior- Psion

Role-Playing
Costuming And Makeup

Bedouins dress in robes and turbans, primarily – loose fitting clothing that makes it easier to survive the heat and extreme sunlight of the desert.

Detriment:

None

Racial Skills
1) Winds of the Desert: (10 Build)
Racial Body Modifier

1.0

Celt

Celts are a breed of Humans who live in the lush, rolling hills of the northern highlands where they fiercely defend their farms and families from all threats. They are typically a light-hearted and honorable group of people, gregarious and out-going, but are very territorial and defensive for their own. Celts feel a strong bond between them and the earth, which provides much for them. They might appear a bit dirty and uncouth to a Kormyrian, but after a few rounds of ale, these jolly people will charm everyone in the tavern.

 

Each Celt is a member of a clan to which they are devoted. This clan is made up of several families who farm the lands together to survive. Any Celt will defend another clansman to the death. All Celts wear kilts, which reflect their clan’s colors and symbols. They always enjoy a good bit of revelry, including contests of strength and endurance.

 

Penalized Professions

Spy, Warrior Monk, Physician, Torturer  - Psion, Wild Mage

 

Role-Playing
Costuming And Makeup

Celts wear kilts as a symbol of pride and fidelity towards their clans. When preparing for battle, or a special occasion, it is not uncommon for a Celt to paint themselves with some pattern of blue.

Detriment:

None

Racial Skills

1) Celtic Heritage: (10 Build)

Racial Body Modifier

1.0

 

Coast Haven

Thanks to a barely existent central government between the major city-states of Coast Haven, you will find a wide variety of individuals in the coastal and river trade cities. The people of Coast Haven – from the haughty nobility and merchants of Faust and Septufas to the more common sailors and workers of Leighyre and Angst – take advantage of a system of law largely enforced by private militias and local gangs.

 

Coast Haveners often grow bored of life in their home and with the sea not far at hand, will often wander the seas in search of their fortune and fame. As such, the rest of the world has started to grow accustomed to (and weary of) these ne’er-do-wells. None would contend, however, that the Merchant Navy of Coast Haven is the strongest on the sea, and is not to be trifled with.

 

Most Coast Haveners develop personal codes of conduct that pass for their definitions of morals and honor. They often take these codes quite seriously, and can be very offended when they’re challenged.

Penalized Professions

Cavalier, Ronin, Priest, Warrior Monk – Dragoon, Psion

Role-Playing
Costuming And Makeup

Characters of the Coast Haven race are a human sub-race, and are considered for rules purposes to be human in all respects. However, the diversity of Coast Haven’s population is indeed profound, and you can choose to have your Coast Haven character be of any other race in appearance. If you choose a make-up race, you must adhere to the standards of quality for that race. It is encouraged that you dress with a flare that either resembles a pirate, or has the flavor of a seafaring folk.

Detriment:

None

Racial Skills
1) Shady Background: (8 Build)
Racial Body Modifier

1.0

Khitan

Far to the east, across the sea, lies a land unexplored and virtually unknown to the continent to Palamydia. Travel to and from these lands is extremely difficult – only by boat – and contact and trade has been minimal. The people of Khitan have lead simple, yet beautiful, lives with their ways and knowledge changing little in the past thousand years. It would seem that the whole of Khitan simply does not know of, or even care about, the deities, and instead worship individual aspects of nature – for them, each tree, rock, mountain, and stream has a spirit that is venerated.

The culture of the Khitanese places one's honor above all else, especially family honor – to them, the family name is borrowed, and will be returned when one passes on to the next life. It is the responsibility of an individual to maintain the honor of the family name, and not shame it, while they use it.

Those who have visited Khitan tell of three great Empires that make up the lands: The Empire of Jade, which is the largest and takes up a majority of the land mass of the continent; The Empire of the Sun, a smaller kingdom that consists mostly of islands; and the Empire of Night, a dark and evil place that is ruled by a powerful Empress, said to be immortal, who can command the dead to do their bidding. None have ever visited the Empire of Night and returned – a great Wall of Bone separates it from the Empire of Jade, keeping the two apart. Warfare between the three kingdoms is fairly constant, with raids for land, resources, and wealth happening on a regular basis, and political intrigue between them is as deadly as any blade.

Penalized Professions

Cleric, Priest, Berserker, Chaos Warrior  - Psion, Wild Mage

Role-Playing
Costuming And Makeup

Khitanese prefer to dress in soft (often silk) clothes with vibrant, but refined, colors and patterns. They are generally fastidious in appearance and favor clothes that fit loosely but properly, to accommodate graceful movement.

Detriment:

None

Racial Skills
1) Calm of the Ancestors: (10 Build)
Racial Body Modifier

1.0

Londwyn

The humans of Londwyn are an oddity to the rest of Palmydia. These enigmatic people hail from the far western coast, between the two great Elven nations, and have often butted heads with the Sylvan Elves over their expansionist ways and their tendency to view the natural world as merely a collection of resources to be utilized.

Londwyn is ruled by a queen who shares some of her power with a representative body, called a parliament. Londwynians are a hardworking and incredibly intelligent people who have shunned the teaching of Magic and have modest, if any, respect for the deities' powers. Rather, the people of Londwyn turn their eyes to the progress afforded by science and technology, and draw their lessons of the past through archeology instead of religious litany.

Londwynians have a very deeply held belief that their culture is the product of long and uninterrupted progress from the primitive to the modern. Those that do not share their values are often seen as quaint, but backward; those that exhibit little industriousness or technological acumen are sometimes considered animal, rather than true humanoid. The people of Londwyn are generally good-natured, however, and often express a sincere, though still condescending, admiration for those cultures that continue to practice outmoded ways of life, such as religious worship and casting magic spells.

The Southernmost province of Londwyn is known as "The Dread Hills" and is a mining community where vast resources of gold and rare ores and gemstones are acquired and sent to the north to fund the kingdoms advancements. Over the years, the inhabitants of The Dread Hills have grown tired and unappreciated by the north, and tend to refer to themselves as Southern Londwynians in an effort to draw a distinction between themselves and the more posh and polished north.

Penalized Professions

Priest, Cleric, Mage, Druid  - Wild Mage

Role-Playing

 

Costuming And Makeup

Londwynians dress in a manner similar to that of Victorian England. They are generally prim and proper, even when dressing for adventure.

Detriment:

None

Racial Skills
1) Innovative: (10 Build)
Racial Body Modifier

1.0

Romani

Outwardly, Romani appear as a tightly knit band of entertainers and wear all manner of jewelry, along with anything that sparkles, clinks, or jingles. You can always hear a band of Romani coming into town, their small bells tinkling merrily as they dance toward you. They often are found offering to sell brews, potions, and fortunes. Any Romani worth his gold hoop earring can sing, dance, tumble, eat fire, juggle, or play the fiddle. Romani do anything to amuse the masses and earn a gold piece. The band usually travels from town to town setting up camp and charming or stealing their way through the village.

Because Romani are fond of wealth they are well versed in understanding it, even if many of them have trouble holding onto it for too long. They were often accused of heinous crimes and punished regardless of guilt, and so through the generations many of the Romani families have developed and passed down the art of hexing and cursing those who do them wrong. Now those who conduct witch hunts on them, do so at their own peril.

Penalized Professions

Cavalier, Bounty Hunter, Ronin, Cleric, Warrior Monk – Dragoon

Role-Playing
Costuming And Makeup

Romani usually where patterned and patch worked fabrics. They also like to adorn their clothes with large amounts of bells, pins, coins, fetishes, trinkets or any other sort of accessories.

Detriment:
Family Curse:

Affected by one incurable curse selected from the Family Curse table below.

Curse of the:

 

Arcane Ache

Takes + 5 damage from Magic Damage

Divine Ache

Takes + 5 damage from Divine Damage

Primal Ache

Takes +5 damage from Primal, and all Element (fire, ice, etc)  Damage

Blood Feud

Takes + 5 damage from a common type of being (Goblinoid, Human, etc)

Soft Hearted

All attacks against a certain type of being only inflict 1 point of damage.

Hopeless

They may never benefit from Augments with the Divine trait.

Unnatural

They may never benefit from Augments with the Druidic trait.

Mundane

They may never benefit from Augments with the Arcane trait.

Inept

They may never use a trinket nor an artifact

 

Racial Skills
1) Blood Hex/Death Curse: (10 Build)
2) Way of Wanderer: (10 build)
Racial Body Modifier

1.0

Elves

Elves of Arawyn are an old and powerful race. These graceful, slender beings once lived together as one large nation, but a civil war broke them into three completely different types. Now they all hold their own against the oncoming threats.

Quinarian (High Elf)

High Elves or Quinarians consider themselves the most powerful of the civilized races. They are primarily fair skinned individuals with frail bodies and ears that tip to a point. Their tongues spout words of poignant wit and intelligence.

Quinarians are known to have a distant ancestral relation with the highly magical race that are the founders of magic, known as the Fae. As such, magic is innate to their being. Today there is not one among them who does not possess some latent magical ability. They dispute the fact that size has anything to do with power, relying on the belief that their magic alone could shake any empire. It is also their most ardent belief that when a Quinarian’s time in this world is over, they must journey to the land of their ancestors where they will live forever. Thus, few Elven graves are ever seen.

Quinarians are perhaps the most intelligent of all the known races and will always try to make this apparent when dealing with non-High Elves. They appreciate wit and humor, but they will often try to center attention on themselves when stories and jokes are being told in an open manner. Quinarians regard Humans with a certain amount of respect, only due to their considerable political power. All other races, however, are viewed and treated as lesser creatures and do not bear much significance to them. They are especially enraged by the mere existence of the Dark Elves whom deserve nothing more than the despicable lives they lead. High Elves often treat Sylvan Elves as misguided brethren who have foolishly thrown aside their innate magical heritage to pursue a more in-depth relationship with nature.

Penalized Professions

Berserker, Brute, Chaos Warrior – Dragoon, Psion, Wild Mage

Role-Playing
Costuming and Makeup

High Elves prefer to dress in the highest fashions they can afford and equip themselves with the finest accouterments available. You must wear elven ear tips when playing a High Elf.

Detriment:

Decay Intolerant: Takes an additional 5 points of damage from every “Decay” attack.

Racial Skills
1) High Blood: (10 Build)
2) Magic Heritage: (10 build)
Racial Body Modifier

1.0

 

Selendrian (Sylvan Elf)

Sylvan Elves, or Selendrians, originated from the same stock as High and Dark Elves, though they would rather not admit it. They believe that the High Elves have become too infatuated with themselves and have decided to disregard the rest of the world. Dark Elves are simply ruthless monsters to be killed on sight. The actual cause of the Elven separation is to this day unknown, but Selendrians claim that their brethren warred for many years over the developing political affairs. They wanted nothing to do with the manner in which their brothers warred for power. With this in mind, they gathered and headed south to the virgin forests to live among the creatures of the wood.

Their numbers are great and their society is very complex and organized. However, few civilized races give them the respect they deserve because of their choice to live among nature. Selendrians despise large cities and view them as cesspools filled with vermin. Individuals who would destroy the forests and its children for profit quickly inspire the Sylvan Elves’ animosity. However, the Selendrians save their greatest hatred for Dark Elves. They do not consider them Elves at all, but the product of pure evil, worthy of ceremonial “hunts”.

Sylvan Elves have an unusual perception of life. They did not choose to live in the woods because it would be fun or because they had to; they did it because they deemed it pure and natural. They are aware of the cycles of nature and realize what their existence means in the natural scheme of the world. Selendrians live off the land and take only what they need. They never spoil the earth around them, instead trying to make life for all of the forest’s inhabitants fair and equal. They detest other races’ obsessions with expanding and growing their cultures to the point where nature is compromised. They believe that eventually the sacred powers of the earth will be extinguished by this reckless behavior.

Penalized Professions

Buccaneer, Racketeer, Brute – Dragoon, Psion

Role-Playing
Costuming And Makeup

Sylvan Elves prefer practical clothing made from naturally available materials. They wear predominantly earthen colors that help them blend into their woodland surroundings. You must wear elven ear tips when playing a Sylvan Elf.

Detriment:

Decay Intolerant: Takes an additional 5 points of damage from every “Decay” attack.

Racial Skills
1) Nature’s Heritage: (10 build)
2) Woodland Walking: (10 Build)
Racial Body Modifier

1.0

Ilythiiri (Dark Elf)

The nation of Darkholme is the single largest, most expansive nation in existence, its earthen and rock walls reaching out to the four corners of the world. The never-ending labyrinth of the Darkholme is littered with structural compounds comprised of mansions built in a mix of carved stone and extremely rigid vegetation, illuminated with gentle glowing mosses and stones. These breathtaking homes are inhabited by the ruling families of the glorious Ilythiiri Elves, dark of skin and light of hair. It was said that they ancient descendants of the surface elves and were banished to the underworld by the High Elves many thousands of years ago. They depend on no one save themselves, and trust no power other than their own.

Once a grand matriarchal society, a recent revolution lead by males who struck a deal with a greater demon, has changed the politics and landscape of their society. They are now ruled by the Prime’arch family who passes down its benevolent blessings, and sometimes its harsh judgment, upon the other royal families of Darkholme. With this dramatic shift in their society, their true past was ordered to be forgotten and was re-written by the new order. Out of fear of death, or worse, the vast majority of the Ilythiiri comply. Although they appear to be more open to mending the relationships with all of the races on the surface, they are still a vile and manipulative race. Even when appearing to do good, they are likely using those they come across as tools to accomplish their own goals. While some welcome this change, this new paradigm has made them more deadly than ever.

Penalized Professions

Cleric, Priest, Buccaneer – Dragoon, Wild Mage

Role-Playing

 

Costuming And Makeup

Dark Elves prefer to dress in black and gray tones. You must wear elven ear tips, black makeup covering all exposed skin, and white or silver hair coloring when playing a Dark Elf.

Detriment:

Fire Intolerant: Can never benefit from or use any fire based abilities. Takes an extra 5 points of damage from every fire source attack.

Racial Skills

1) Dark Alacrity:  (10 Build)

2) Dark Denizen: (10 Build)
3) Dark Heritage: (10 Build)
Racial Body Modifier

1.0

Hillfolk

The original Hillfolk were a stout and hard-working race that lived in the mountains of the early world. Over the years, the various tribes of Hillfolk moved outwards, and settled into different areas – some moved to the mountains, and eventually underground, where they became the Dwarves. Others moved into the rolling hills and fields of Arawyn, where they eventually became Halflings. Both groups have long-standing issues with the Goblinoid tribes – sometimes hatred, sometimes fear. In either case, the descendants of these ancient people bear many of their original traits – a shortened stature (and usually a girth to match it), profuse hair (beard or feet), a natural talent for art and crafts, and a love of good food and drink.

 

Dwarf

Dwarves are usually about half the height of a Human, with strong, barrel chests and thick muscular arms. The most famous trait of the Dwarves is their incomparable talent in the art of metallurgy. Dwarves are known the world over for their tremendous ability with the harvest and working of rare metals and gems. Items of Dwarven craftsmanship are objects of beauty and great durability, and often fetch a high price in markets all over Arawyn. Having mined the great northern mountains for so many centuries, Dwarves are resilient to many compounds and elements that would normally kill or harm other races. Most Dwarves live in large citadels carved into the very mountains. It is within these walls that Dwarven craftsmanship is at its finest. Hard work during the day is followed by great revelry at night with enough tankards of ale and hard spirits to drown an army.

A male Dwarf’s beard is a sign of age, maturity, status, and adulthood. Dwarves without beards are considered a disgrace. For the females, it is braids in their hair. It is the length of the braid that denotes maturity and status. Dwarves are not inclined towards magic; in fact, some magic has no effect on them at all. Dwarves hate goblinoids with a passion borne of eons of constant war; they have been subject to the rampages of Orcish war parties throughout their history.

Sloth is greatly disdained and Dwarves hate laziness of any kind. They are generally hard-working, good folk and tend to keep company with people of a like nature. However, their fear of outsiders getting their treasure makes them difficult to deal with sometimes. They have an irrepressible appreciation of quality craftsmanship and critical remarks about such works are a good way to engage a Dwarf in conversation.

Penalized Professions

Druid, Mage, Bard – Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

Dwarves believe in dressing finely when not at labor in a mine or at a forge, and consider armor to be perfectly suitable clothing for formal occasions. You must wear a beard when playing a male Dwarf, or braids in your hair when playing a female Dwarf.

Detriment:

Magic Intolerance:  Any arcane effect of a beneficial nature from any source has no effect when targeting those with Magic Intolerance. Additionally those with Magic Intolerance may not activate arcane effects of a beneficial nature from objects nor use any passive arcane effects of a beneficial nature.  This does not prohibit the character from being affected by or interacting with an Arcane effect that does not give them a direct benefit, such as going through a Gate, speaking the password to a Ward, being protected by another person who put up a magic wall or a magical sanctuary, or other such situations. If a character with this detriment ever purchases the mage list, they must identify themselves as a Shaman instead of a Mage and may only purchase the elemental spheres.

Racial Skills
1) Heart of the Mountain: (10 Build)
2) Stone Heritage: (10 build)
Racial Body Modifier

1.1

Darrow ‘Mar (Dark Dwarf)

The Darrow’Mar currently live deep under the earth in the ancient ancestral home of the dwarves called Flamestone. Because of this location their mines run deeper and richer than any other race.

The Darrow’Mar often subjugate weaker underground races to do much of their hard labor, saving their own strength for their crafting and tasks of great skill that only they can perform. This desire to conserve energy had become so great, that they even shed their ancestors distrust of magic, for any tool to make their lives easier is a tool worth using.

Relations between the Darrow’Mar and their surface cousins are very volatile. This shared hatred of one another stems back to the days when civil war ravaged the Dwarven kingdom. After their defeat, the Dark Dwarves somehow managed to fortify themselves in Flamestone. This fact has made them feel that their defeat was not a defeat at all but rather a victory. To this day they have held the territory to the great anger and disdain of the dwarves.

Dark Dwarves are even more serious than Dwarves. Having lived most of their lives in the harsh underground, they tend to have a gloomier outlook on life. A Dark Dwarf will trade with just about anyone for profit. When they are not doing the work that they must, Dark Dwarves are unmotivated and often lazy – quite in contrast to their Dwarvish cousins. They are unkempt and unorganized, and sometimes it is a wonder how they can perform their trades so successfully, yet undeniably they do.

 

Penalized Professions

Buccaneer, Ronin, Druid – Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

Dark Dwarves prefer practical clothing that is easy to work in. They generally have no regard for their appearances and have a slovenly look to them. They tend to have large stomachs. When possible use some padding to fill out your tummy. Dark Dwarves have normal skin tone and hair color, but it is common for them to be visibly dirty. Their hair and beards are most commonly black and are sometimes dirty or unkempt.

Detriment:

None

Racial Skills
1) Root of the Mountain: (10 Build)
Racial Body Modifier

1.0

Halfling

Halflings are a diminutive folk who try to live quiet, safe lives. Rarely standing more than four feet in height, they usually make a comfortable home for themselves in the foothills of lush valleys. They take great pride in the simple joys; good food, fine wine and a proper pipe filled with sweet tobacco. Known for their lack of footwear, Halflings are endowed with disproportionately large feet that are topped with thick fur. Not being particularly brave, it is a rare Halfling who dares venture beyond his shire. All day long they sit beside their fireplaces with friends and indulge in overeating. Halflings are usually quick-witted and very congenial; they tend to have many true and dear friends. They are good and wholesome people.

Most Halflings are more than happy to live out their lives as farmers or country tradesmen. However, some Halflings wander into human cities, where they can grow to love the excitement and the bustle. These Halflings often wonder how the others back home can live without all that the city has to offer. Regardless of how they earn their living, nearly all Halflings prefer a nice daily routine and a comfy home. Yet there are those unbelievably rare Halflings who find adventure calling to them more enticingly than a warm scone with honeyed butter.

Halflings are a jolly race devoted to having a good, yet safe, time. They will shy away from combat. Halflings get along with just about anyone, though they do have a great fear of the goblinoids; some say it is because goblinoids see Halflings as a delicious lunch.

Penalized Professions

Berserker, Buccaneer, Torturer- Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

Halflings wear practical clothes and avoid anything that fits too snugly or binds too tightly – such garments get in the way of eating a proper meal. If your feet will be exposed, you must apply fake hair to the tops of them.

Detriment:

None

Racial Skills
1) Fleet Footed: (10 Build)

 

Racial Body Modifier

1.0

 

Katta

Once, long ago, a race of cat-men inhabited nearly every part of the continent. The katta are the remaining species of a nearly extinct breed of feline. The two species of katta – the Jaxuaryans and Namierra – have long and legendary histories that pre-date much of the Human kingdoms’ own histories. The Jaxuaryan people now inhabit the fertile jungles, while their smaller cousins, the Namierra, have withdrawn to the dry deserts of the southwest.

Jaxuarian

Jaxuarian society resides in the jungles of Xithinthax. They are a humanoid feline race that resemble large wild hunting cats, such as lions, leopards and panthers. Despite their ferocious appearance, they can be very peaceful beings. They believe in the absolute upkeep of law and order, and do not tolerate evil of any kind. Jaxuaryan stand roughly six feet in height and generally hold well-formed physiques. Their bodies are layered in smooth hair, and their face is that of a great cat. Upon either forelimb, they hold their greatest asset, a single retracting claw, sharp and deadly. They clothe themselves in all manners of fine tribal cloaks and other garments. They are the most trusted of all races, for in all of history, none have ever surrendered to evil's dark temptations.

Jaxuaryan worship the "Great God of the Jungles", Sol'O Set. Worship is done freely and regularly, and a Jaxuaryan can often be heard talking directly to Sol during combat. The Jaxuaryan believe that Sol is ever present, and thus is always with them. Many say it is this ardent belief that leads them to only do good. On rare occasion, a Jaxuarian travels great distances away from their homeland, but only do so when they feel a great purpose or calling to do so.

Penalized Professions

Racketeer, Spy, Archer – Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

It is encouraged that you wear a full feline face prosthetic, ear tips, and costuming and make-up that creates the illusion of a feline body. Full facial make-up may be used instead, but only if the quality of the make-up is great and portrays a deep three dimensional feel. No tails, and no feline headband style ears. Their clothing should be primitive, minimal and almost tribal in nature.

 

Detriment:

Inept at Technology: Can never use trinkets.

Racial Skills
1) Jaxuarian Stealth: (10 Build)
2) Jaxuarian Claws: (10 Build)
3) Great Feline: (10 Build)
Racial Body Modifier

1.1

Namierra

The southern desert regions are so desolate and inhospitable that very few races know of the existence of the Namierra. Those ignorant of them may find themselves penniless after a mere night’s time among them, for the Namierra have a sense for making money – by any means – and staying clear of danger. Unlike their cousins of the jungles, Namierra have become very modern and have adapted closely to Human civilization. They often make their tunnel homes in the desert near large Bedouin towns or cities.

The faces of the Namierra are far flatter in comparison to their cousins, and their body frames, posture, and hunting skills are far less impressive as well. Because of this, they have had to depend on developing other skills and to adapting to nearby civilizations. Many say that the Namierra have developed a blessed and fortunate life from these changes.

 

The Namierra have adapted to perform many tasks and professions that are common in many lands, such as apothecary arts, merchanting and inn keeping. Despite this ability to adapt to their environment, they have retained much of their innate lightning-fast reflexes and are extremely dexterous.

Penalized Professions

Buccaneer, Cavalier, Berserker- Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

Namierra tend to wear clothing that is standard for any society they are trying to adapt in. You must apply full feline face makeup and cover all exposed skin with a feline pattern and color. You may not play an all-black cat and it is highly encouraged that you stray away from using black as a primary tone in your make-up. You should wear a tail, and cat-like ears must be worn.

Detriment:

None

Racial Skills
1) Fortunate Life: (10 Build)
2) Dexterous: (10 Build)
Racial Body Modifier

1.0

 

Goblinoids

There are three breeds of greater goblinoids that reside in the goblinoid empire, known as Gaaldron – Hobgoblins, Imperial Orcs and Imperial Goblins. The Hobgoblins rule the structured empire accompanied by Orcs, Dark Dwarves, Goblins and Ogres. Those of Gaaldron live in much the same way as other civilized races, operating under the laws set by their god. Wild gobliniods who are not part of Gaaldron are usually considered vile and threatening, their pillaging war parties constantly harassing almost all the other races in all parts of the world.

Hobgoblin

The Hobgoblins are the rulers of the goblinoid empires. In appearances they are green of skin and their faces the most attractive of the goblinoid races. They walk both tall and straight and their posture, intelligence and egos are strong. There are two goblinoid empires; Gaaldron and New Gaaldron. Both are theologian lands where Enax, the god of Authority is worshiped. There is a strong belief that Enax, blessed the Hobgoblins with their superior bodies and minds so that they subjugate and rule over the other goblinoid races, bringing them a clear and undeniable authority. The goblinods that came in under their rule to build these great empires, undeniably live a better life than wild goblinods, for they have an actually developed and large society to grow and learn in, even if it is a bit more gritty and rough around the edges than other civilizations.

The Hobgoblins, though organized and intelligent, are still of goblin blood. They love to do battle and are fierce in combat, even if their true calling is to serve Enax. They enjoy sparring and hunting with their large Orcish fellows. Hobgoblins are eloquent and generally rather arrogant beings. They view all things in life as theirs for the taking, and feel their overall influence in the world is indomitable. Unlike other goblinoids, Hobgoblins are very organized and quite sensible. They are far more intelligent than other goblinoids, as is noticeable by their often-delicate use of speech and straightened posture. Hobgoblins pride themselves on their diplomacy and fighting ability, but these worldly attributes are of nothing when compared to the “Laws of Enax”. Hobgoblins are a highly religious people, their connection to Enax making them a deep and spiritual race. It is this quality, many believe, that allows them to suppress their natural goblinoid rage.

Penalized Professions

Berserker, Brute, Chaos Warrior – Dragoon, Psion, Wild Mage

Role-Playing

 

Costuming And Makeup

Hobgoblins only wear fine clothing, and consider menacing-looking armor very fine indeed. The very notion of practical clothing suggests weakness to Hobgoblins, who believe that prowess will be triumphant no matter the conditions. You must wear elven ear tips, and green makeup covering all exposed skin when playing a Hobgoblin. No noses or prosthetics to deform the face.

Detriment:

None

Racial Skills
1) Blessed of Enax: (10 Build)
2) Deadly Grace: (10 Build)
Racial Body Modifier

1.0

Goblin (Wild or Imperial)

Goblins are short, skinny and pesky creatures that infest Arawyn like rats. They have green skin, and typically look scrawny and malnourished. Goblins come in all shapes and sizes, most around four to five feet tall.

Wild Goblins are savage and tribal. These goblins typically supply the Wild Orc warlords with readily dispensable fodder and thus make for great raiders against larger nations. Wild Goblins enjoy fanatically killing and torturing other races. Orcs often prod their Goblin hordes into battle to weaken their enemy's forces. Not all Wild Goblins are battle fodder, as some are shamanistic in nature. Wild goblins that are not part of a tribal warband are usually largely unguided and tend to have very short lifespans

Imperial goblins are a little more refined than their wild counterparts. The often try to strive for military fame in the Hobgoblin Empire, a Goblin’s paradise. But there are a few Goblins who would rather indulge in their creative side, roaming the cobblestone streets as poets and artists. These little Goblins use all manner of perverse and weird subject matter to depict in their “expressions.” They sell these works on the open market often within the realms of other races that humor their inspired effort. Laughable as it seems, the Goblins believe in their work and want to share. Yet still there are even stranger Goblins, who strive to learn rudimentary knowledge of natural compounds. Goblin alchemists are an enigma among other Goblins, though they are actually brilliant, by Goblin terms. These mad alchemists live in secret corners of Gaaldron, devoted to their workings to advance the empire.

Penalized Professions

Warrior Monk, Ronin, Cavalier – Dragoon, Psion, Wild Mage, Healer

Role-Playing
Costuming And Makeup

Goblins wear whatever kind of clothing is available. Goblins who get a taste of the good life can get carried away and wear some appalling clothes that they think demonstrates their elevated status. You must wear green makeup covering all exposed skin when playing a Goblin. it is highly encouraged that you use a twisted or long nose prosthetic, so as to not be confused for hobgoblins. It is encouraged that you use multiple tones of green in your make up for a blotchy more monstrous effect.

Detriment:

None

Racial Skills
1) Unclean:  (10 Build)
2) Live Another Day: (6 Build)
Racial Body Modifier

1.0

 

Ogre (Imperial)

Imperial Ogres are huge, massively built creatures with yellow skin. They are among the largest and most dimwitted of the common races. They wandered the northern wastes long ago, but have become exploited by Gaaldron. Most Ogres are raised and trained to be mining slaves under the empire. But there are the lucky few that are trained as warriors for the imperial army. These great brutes do battle like few others. Their ferocity in battle is legendary, and their size and strength make them all the more formidable. These few Ogres were selectively bred by Goblin alchemists to be truly outstanding war machines. They feel unmatched in combat, fighting until knee deep in bodies and gore, loving every minute. They have been known to devour parts of their kills to rejuvenate them in battle.

On occasion Imperial Ogres are temporarily relieved of service for a few years to be kept in reserve. In these times they live somewhat normal lives in the empire and sometimes they even wander away from the empire and find their way south, pursuing large beasts in order to test their strength and fighting prowess. Sometimes they take up to caves for solitude or other civilizations for excitement. When they do this, they sometimes gravitate to professions that are less combative in nature, on extremely very rare occasion some become shamanistic. Ogres are greatly intolerant to and sometimes even despise magic, as it is seen as a coward's weapon.

Penalized Professions

Mage, Bard, Swashbuckler – Dragoon, Psion, Wild Mage, Healer

Role-Playing
Costuming And Makeup

Ogres favor practical clothes and armor for battle. Their great size and girth would limit their options at fashion anyway. You must wear yellow makeup covering all exposed skin when playing an Ogre. Optional make up for ogres are fangs or a small horn in the middle of their forehead.

 

Detriment:

Magic Intolerance: Any arcane effect of a beneficial nature from any source has no effect when targeting those with Magic Intolerance. Additionally those with Magic Intolerance may not activate arcane effects of a beneficial nature from objects nor use any passive arcane effects of a beneficial nature. This does not prohibit the character from being affected by or interacting with an Arcane effect that does not give them a direct benefit, such as going through a Gate, speaking the password to a Ward, being protected by another person who put up a magic wall or a magical sanctuary, or other such situations. If a character with this detriment ever purchases the mage list, they must identify themselves as a Shaman instead of a Mage and may only purchase the elemental spheres.

Racial Skills
1) Ogre Wrath:  (10 Build)
2) Monstrous Body: (10 Build)
3) Ogre Hide: (10 Build)
Racial Body Modifier

1.2

Orc (Wild or Imperial)

Wild Orcs include those of the northern clans and tribal Orcs from other regions. Orcs of the great northern clans love war and blood and are arguably some of the cruelest beasts in Arawyn. Fiercely devoted to their broken god, Uelrog, these Orcs raid the south in their god’s name and continuously spill the blood of other beings as gifts to him. They await the day when he will rise and come south to destroy all of the empires, especially Gaaldron, which they abhor vehemently. Tribal Orcs of the south and west are so scarce that they aren’t recognized as an independent nation.

Imperial Orcs in almost all appearances resemble Wild Orcs, except that they have a healthy respect for their authority within the goblinoid empires. They enjoy a fulfilled life, serving under the strong and powerful rulership of the Hobgoblins. They are treated with respect and are provided with their own forces to command as well as lavish comforts and opportunities to satiate their bloodlust.

 

All Orcs regardless of where they hail from share a yearning to spill the blood of their enemies. It is more than an act of violence to them, it is a calling. Spilling an enemy's blood on the battlefield is an act of honor, both for themselves and for their victims. The act of slaying an enemy emboldens their battle fury causing them to fight harder.

Penalized Professions

Mage, Bard, Physician- Dragoon, Psion, Healer

Role-Playing
Costuming And Makeup

Tribal Orcs wear clothing that meets their needs and have no care what it looks like. They often scavenge clothing from enemies they have defeated, if they can make it fit. Imperial Orcs dress with a measure of care, but are not as fashion-conscious as Hobgoblins. Both types of Orcs favor armor when they can acquire it. You must wear green makeup covering all exposed skin when playing an Orc. You may wear fangs. It is encouraged that you use multicolored tones of greens.

Detriment:

None

Racial Skills
1) Orc Commander: (10 Build)
2) Blood Fury: (10 Build)
Racial Body Modifier

1.1

 

Faerie Kin

The following races are known as Faerie kin by those of woodland descent. They inhabit the primeval forests and the lakes and rivers of the country. They are all quick to show contempt towards other races that do understand and hold precious the natural world as they do. But in many other ways, the Faerie kin are all very different from one another.

Dryad

Dryads respect and revere the forest and think of themselves as literal children of nature and in this thought, they would not be wrong. They have either pale green skin or elegant green and brown markings, are slight in stature, and their voices are like whispers that carry far in the wind. Dryads are the spirits of the trees, as they are the keepers of the forest. They are a timid, but friendly folk until their sacred forests are invaded. Many a doomed man has tried to clear a Dryad’s forest for a new road, only to be escorted forcefully far away. Dryads have no love of modern civilization, instead choosing to stay as close to the mother earth as possible. Because of this, a Dryad will protect their glade to their death. Dryads can be found among towns, though very rarely – and generally only after some catastrophe in the forest has forced them to civilization.

Dryad are shy amongst strangers, soft spoken, and demure. Dryads despise large kingdoms that attempt to destroy their beloved forests. They tend to be initially untrusting, but if they see someone treating the forest with the respect it deserves they become more open. Dryads dislike being out of the woods, and loathe being inside of buildings.

Dryads have a childlike innocence, are wholesome in nature, and despise all things evil. They are of simple values and will eventually befriend good beings. Dryads can often be found in the company of druids and Sylvan Elves, who share some of their views on life.

Penalized Professions

Buccaneer, Racketeer, Gambler – Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

Dryads prefer flowing clothes – such as robes or dresses – of earthen tones. You must use a pattern of green and brown glittery makeup over most or all of your exposed skin when playing a Dryad.

Detriment:

None

Racial Skills
1) Presence of the Forest:  (10 Build)
2) Glamour: (10 Build)
Racial Body Modifier

1.0

Nyad

Nyads are formed of some kind of liquid-like compound that resembles – but is definitely not – water. They live in the northern rivers and often assume a solid form and appearance to do various things on land. Their skin and hair vary from light blue to aqua-marine when they are in this state. They are known for their general uncaring attitude toward land beings, but can be useful in some dirty dealings, due to their disinterest towards others. Nyads do whatever strikes them as useful or fun, depending on the circumstances.

Some Nyads come across as happy or fun-loving; but this perception is a mistake that is often realized too late. Their own society is unexplainable, but this can be said, they do not have anything close to “good and evil” in their culture and rarely recognize a difference.

Nyads are folk of the waters, and like the depths of the oceans they are totally foreign to most of the peoples of Arawyn. No race can even speculate on what their natural behavior is like. They are among the most unpredictable races as far as temperament is concerned. They often participate in “fun” activities and can act well, becoming whoever they need to be to get their way. Yet they do not mind the loss of others – even friends.

Penalized Professions

Cavalier, Warrior Monk, Ronin – Dragoon, Psion, Wild Mage, Healer

Role-Playing
Costuming And Makeup

Nyads have no particular preferences when it comes to clothes, and typically wear whatever fascinates them, or is useful to them, or will influence others to see the Nyad as they wish to be seen. You must wear blue makeup covering all exposed skin when playing a Nyad.

Detriment:

None

Racial Skills
1) River Spirit: (10 Build)
2) Churning Tides: (10 Build)
Racial Body Modifier

1.0

Satyr

Creatures possessing the horns and lower body of a goat, Satyrs are as charismatic as they are happy. They are perhaps the most content of all races. It is said that great despair follows the ill omen of a tearful Satyr, for such a sight is rare indeed. Satyrs prance about and sing songs of days past and those ahead. They are known for their ability to charm away even the most uninspired of beings – entrancing them with merriment and stoking a lust for life within. Satyrs are a race devoted to merriment and mirth. The forests they inhabit are abundant with laughter and song. Satyrs will try to bring humor to all but the most somber of situations. Pranks as well jokes and teasing are among the things that make up their daily routine. Most Satyrs will almost always seek to avoid combat.

There are some Satyrs who take a more serious path in life. These Satyrs practice the art of war and keep a watchful eye over the wood where they live. When not looking after their smaller brethren, they often seek adventure among the realms of man. Even the most serious Satyr, however, often makes it their job to become the life of the party. These hardier Satyrs are known to go into battle frenzies and attack foes like maddened beasts. These rarer type of Satyr are sometimes referred to as War Fauns.

Penalized Professions

Assassin, Racketeer, Spy – Dragoon, Psion, Wild Mage

Role-Playing
Costuming And Makeup

Satyrs prefer clothes that are either brightly colored, or dominated by earthen tones. You must wear goat horns when playing a Satyr. Many Satyr’s feel uncomfortable wearing pants, but if you wish to role-play this you must wear makeup or costuming that gives the illusion that you have goat legs.

Detriment:

None

Racial Skills
1) Gift of Pan: (10 build)
2) Pureblood: (5 build)
Racial Body Modifier

1.0

Sylph

Sylphs are an ancient race of Fairy kin, which have been missing from Arawyn for ages. Long ago, they were tricked into slavery to the Dark Fairies, and have since then served them under the force of a powerful magical pact. In their long slavery they have been forced to do horrible things, including murder and stealing away human babies to be raised in the land of dark fairies.

Only recently was this dark pact destroyed and the sylphs set free. In the prime material plane they have been forced to renounce their immortality to survive. Most of the sylphs have now secluded themselves in hiding, but some have decided to begin to venture into civilized areas. While once the sylphs where a graceful and caring race, centuries of enslavement to the dark faeries, have slightly twisted their nature, and some now seem detached and cold.

Despite what they were forced to do under the dark rule, they are generally neutral in alignment and are not an evil race, although their sometimes grim attitude occasionally raises an eyebrow.

Their physical forms are lithe and ethereal in nature, not used to the harsh environments of the physical world. Many see them with unearthly grace and beauty, to an almost alien quality. As a result of their ties to magic and lack of physical strength, Sylphs usually excel at the mystical professions, while finding it difficult or impossible to pursue the more war-like ones. A Sylph's personality contains both the arrogance of ages and the wonder of a new world that is full of surprises.

Penalized Professions

Berserker, Brute, Warrior Monk – Dragoon, Psion

Role-Playing

 

Costuming And Makeup

Upon renouncing their immortality, the majority of Sylphs lost their wings, their minuscule fairy forms, and their timeless lives. Therefore Sylph males do not have wings, yet some few females have managed to retain theirs. All Sylphs have long pointy ears (longer than the average elf), and glittery markings and scroll like designs on all of their exposed skin. Males have black glittering markings, while Females have either, Red, Blue, or Yellow. (Wings, ear tip prosthetic and glitter markings must all be pre-approved by the director before playing)

Detriment:

None

Racial Skills
1) Fairy Blood: (10 Build)
2) Absorb Magic: (10 Build)
Racial Body Modifier

1.0

 

The Professions

Commoner

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Skill

Build

Pre-Requisite

Small Weapon

3

None

Staff

3

None

Thrown Weapon

3

None

1 Handed Edged/Blunt

5

None

Unarmed Combat

6

None

Shield (Small)

3

None

Literacy

1

None

Lore: Monster (Any)

1

None

Lore: Religion

1

None

Teach

2

None

Climb

7

None

Flee

7

None

Trade

4

None

Trade Proficiency

3

Trade, maximum of 4 per Trade

First Aid

5

None

Assistant

3

Literacy

Dissect

5

None

Civil Service

8

Advanced Literacy

Willpower

14

None

Commoners make up the majority of the realm's populace. They are farmers, laborers, and other people who have decided not to embrace a specific profession.

The skills contained on this list are skills that would be widely available to anyone, but have a slightly higher cost than if purchased off a profession. There is no cost to buy this profession and anyone of any race or profession may purchase these skills.

Acrobat

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Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Thrown Weapon

1

None

Weapon Proficiency +1

10

Any Weapon Skill

Backstab Proficiency +1

6

Any Weapon Skill

Trip

3

Weapon Proficiency +1

Waylay

3

Small Weapon

Nail

2

Thrown Weapon

Florentine

4

Small Weapon

Tumbling

4

None

Hide in Shadows

5

None

Climb

3

None

Detect Traps

2

None

Escape Restraints

2

None

Basic Entry / Escape

2

None

Advanced Entry / Escape

4

Basic Entry / Escape

Expert Entry / Escape

8

7th Level, Advanced E/E

Athletic Feat

4

Climb, Tumbling, Expert E/E

Yado

2

Athletic Feat

Dodge

10

Athletic Feat

Expert Reflexes

3

Promotional Skill

These rogues are without a doubt the masters of agility. A great number of rogues make a living in sideshows and circus acts, amazing the crowds with incredible feats of dexterity. However, some have been known to employ their skills in more sinister ways. Their agility enables them to hit a mark and escape before the mark is even aware of what has happened. Acrobats are also versed in the arts of combat, as the wandering of their caravans cross many inhospitable territories. Well known for their stealth, acrobats have been known to traverse an enemy encampment without even being noticed. Acrobats can tumble and flip their way through a crowd or even dangerous melees with the greatest of ease and escape or attack with the speed and grace of a viper.

Alchemist

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Crafting Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Thrown Weapon

1

None

1 Handed Edged / Blunt

2

None

Advanced Literacy

1

Literacy

Quadrivium

3

Advanced Literacy

Civil Service

5

Advanced Literacy

Literacy: Other

3

Advanced Literacy

Assistant

1

Literacy

Identify Compound

1

None

Detect Poison

2

None

Dissect

1

None

Rank I Recipe

1

Identify Compound

Rank II Recipe

1

2 Rank I Recipes of the same kind

Rank III Recipe

2

2 Rank II Recipes of the same kind, 7th Level

Rank IV Recipe

2

2 Rank III Recipes of the same kind, 9th Level

Concentrate Alchemy

2

Two Rank IV Hermetic Recipes

Secret Recipe

3

Promotional Skill

Alchemists are the creators of modern medicines and mystical compounds. Much sought after for their healing salves and potions, their true abilities are far vaster. Their research and studies into the qualities and attributes of different compounds, components, and elements fuel their greatest ambitions. For some, this ambition is to create copper, silver, gold, and even mithril from common elements. For others, it is to animate the inanimate. For some, the ambition is less intense and they only wish to make a living by providing useful items to make life a little easier.

A great deal of preparation and research is required to make the more difficult alchemical compounds and many times a master alchemist will employ in the assistance of a lesser one to assist in the creation. Alchemists are generally well liked, except by their neighbors, who fear the great explosions that sometimes come from their laboratories.

Archer

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Skill

Build

Pre-Requisite

Thrown Weapon

1

None

Bow

2

None

Crossbow

2

None

Javelin

2

None

1 Handed Edged / Blunt

3

None

Ranged Weapon Prof. +1

6

Any Ranged Weapon

Trip

3

Ranged Weapon Prof. +1

Flee

4

Ranged Weapon Prof. +1

Critical Attack

2

Ranged Weapon Prof. +1

Puncture Armor

4

Critical Ranged Attack

Trick Shot

3

Ranged Weapon Prof. +2

Disarm / Retain

4

Trick Shot

Nail

2

Trick Shot

Flame Shot

4

9th Level

Rapid Fire

3

Promotional Skill

Archers are professional bowmen capable of expert marksmanship and incredible speed. They know how to use practically any type of projectile weapon and can also defend themselves with a blade when pressed into melee combat. They can perform dazzling feats with their bows that are both impressive and deadly. Often the last thing an enemy hears before dying is the twang of a bow and the hiss of an approaching arrow.

Players playing Archers should read the supplemental Archery Rules.

Assassin

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Crafting Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

1 Handed Edged / Blunt

2

None

Crossbow

4

None

Advanced Literacy

2

Literacy

Backstab Proficiency +1

6

Any Weapon Skill

Critical Attack

2

Backstab Proficiency +1

Florentine

3

Small Weapon

Florentine Master

4

Florentine

Waylay

3

Small Weapon

Climb

3

None

Lore: Poison

1

None

Detect Poison

2

Lore: Poison

Rank I Poison Recipe

1

Lore: Poison

Rank II Poison Recipe

1

Rank I Poison Recipe

Rank III Poison Recipe

2

Rank II Poison Recipe, 7th Level

Dissect

3

None

Pick Basic Locks

1

None

Pick Complex Locks

3

Pick Basic Locks

Hide in Shadows

5

None

Detect Traps

2

None

Basic Entry / Escape

2

None

Adv. Entry / Escape

4

Basic Entry / Escape

Exp. Entry / Escape

8

Advanced Entry / Escape

Puncture Armor

4

Backstab Prof. +2, Crit. Attack

Assail

6

Backstab Prof. +3, Crit. Attack, 7th level

Stealth Strike

5

Promotional Skill

The assassin is a rogue that specializes in the systematic surveillance, tracking, and eventual elimination of a target. Paid killers, assassins are masters of patience and perseverance. Although it may seem simple to come out of the shadows behind your victim and put a stiletto in his back, assassins are never so crude when performing their art. They take great pains to ensure that unwanted eyes do not witness the act of assassination, that there is no evidence to connect the assassin to the target, and that any who may have unwittingly observed the assassination are discretely eliminated. Assassins are proficient at deceiving their neighbors as to their true profession and will never let any but an employer or another of their art know about their true nature. By day, an assassin may be a jovial baker, passing out cookies to neighborhood children, but by night, that same assassin may ruthlessly slit the throat of that same child, and feel no remorse about it.

Bard

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Spellsong Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

Staff

2

None

1 Handed Edged / Blunt

2

None

Advanced Literacy

1

Literacy

Literacy: Other

1

Advanced Literacy

Lore: Bardic

1

None

Lore: Magic

1

None

Lore: History

1

None

Charm

4

None

Florentine

4

Small Weapon

Pick Pockets

2

None

Rank I Bard Song

1

None

Rank II Bard Song

2

2 Rank I Bard Songs, Adv. Literacy

Rank III Bard Song

3

2 Rank II Bard Songs

Rank IV Bard Song

3

2 Rank III Bard Songs

Rank I Enchantment Spell

1

None

Rank II Ench. Spell

2

2 Rank I Enchantment Spells

Rank III Ench. Spell

3

2 Rank II Ench. Spells

Rank IV Ench. Spell

3

2 Rank III Ench. Spells

Unbreakable Voice

2

Promotional Skill

Bards are known throughout the land for their beautiful voices and inspiring melodies. Their soothing music can quench the rage and fury of both man and animal, bringing calm and serenity, or their rousing ballads can excite men to action or still their fears.

Always questing for more stories and gossip to fuel the creative genius, bards often travel the Realm to acquire more subject matter for their songs. This vagabond nature coupled with an extensive memory makes a bard an ideal repository for a great deal of knowledge and lore.

When not employing the mystical aspects of their abilities, bards are frequently found entertaining the common people in inns and taverns. They tend to be jovial and unpretentious, mingling easily with the crowds, gathering their poetic inspiration.

Bards may utilize Spellsong Points to cast Enchantment spells, in place of Magic points.  The method of casting (i.e. - verbals) remains unchanged.

Berserker

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Skill

Build

Pre-Requisite

1 Handed Edged/Blunt

2

None

2 Handed Edged/Blunt

4

None

Pole Arm

4

None

Unarmed Combat

4

None

Florentine Master

6

None

Puncture Armor

2

None

Strength +1

15

None

Smash Door

3

Strength +1

Throw

3

Strength +1

Body Block

3

Strength +1

Break Limb

5

Strength +1

Break Shield

4

Strength +1

Stunning Blow

5

Strength +1

Shatter Weapon

6

Strength +1

Cleave

6

Strength +1

Intimidate

3

Strength +1, 7th Level

Deflect

7

Strength +1

Berserker Rage

5

Strength +1, 9th Level

Bloody Roar

4

Promotional Skill

Berserkers are warriors who rely on brute strength and rage to accomplish their heroics. They are known for constantly losing control in battle as they revert to a primitive state in which they create mass carnage. Berserkers love to do things destructively and are quite fond of destroying any objects, living or otherwise, to achieve their goals. They are not dim-witted or naive, just very much in touch with their aggressive nature. When most skilled opponents face off against these warriors they are at a loss of words and defenses, as a berserker's attack is very unpredictable and savage. Their raging bloodlust has been proven to be very effective in the front lines of battle and more than a little problematic in more mundane situations. Berserkers tend to view small weapons (other than their fists... comparatively) as inadequate for their abilities and prefer to use either larger ones, or multiple weapons at once, to create their carnage.

Bounty Hunter

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Skill

Build

Pre-Requisite

Small Weapon

1

None

1 Handed Edged/Blunt

2

None

Bastard Edged/Blunt

3

None

Thrown Weapon

1

None

Advanced Literacy

1

Literacy

Bow

3

None

Crossbow

3

None

Weapon Proficiency +1

10

Any Weapon Skill

Ranged Weapon Prof. +1

6

Any Ranged Weapon

Shield (S/M)

2/3

None

Florentine

3

Small Weapon

Nail

2

Ranged Weapon, Weapon Prof. +1

Quick Bind

3

Weapon Proficiency +1

Tracking

1

None

Keen Senses

5

7th Level

Detect Disguise

4

Basic Disguise, Keen Senses

Gift of the Predator

3

Tracking, Keen Senses

Hide in Shadows

5

None

Interrogate

6

None

Deflect

7

Weapon Proficiency +1

Basic Disguise

2

None

Detect Traps

2

None

Set Traps

2

None

Pursue

3

None

Unyielding Pursuit

4

Promotional Skill

Bounty Hunters search for and return people to those who wish to find them. They specialize in returning the escaped criminal but have also been employed to return people who have been kidnapped or are missing through no actions of their own. Their patience and perseverance make them a difficult hunter to hide from and they are frequently employed by the Royal Guard to catch particularly evasive prey. Their tracking and trapping skills are excellent and allow them to survive in the wild, living off the land, for extended periods of time. Their fees, though often high priced, are justified by the unusually high success rate and danger involved with returning such people.

Brute

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Skill

Build

Pre-Requisite

Small Weapon

1

None

1 Handed Blunt

2

None

Backstab Proficiency +1

6

Any Weapon Skill

Strength +1

15

None

Unarmed Combat

4

None

Unarmed Proficiency +1

10

Unarmed Combat

Stone Fists

3

Strength +1, Unarmed Combat

Waylay

3

Small Weapon

Quick Bind

3

Unarmed Proficiency +1

Hide in Shadows

5

None

Interrogate

6

None

Throw

3

Unarmed Proficiency +1

Subdue

4

Unarmed Proficiency +1

Break Limb

6

Strength +1

Stunning Blow

5

Strength +1

Intimidate

2

Strength +1

Terrorize

4

Promotional Skill

Brutes are thieves and bullies who would have made good fighters if they had any ambition and only half a brain. While they are not completely lacking in the brain department, they are still a few sandwiches short of a picnic. Brutes frequent bars and taverns, exhibiting their strength with displays of arm wrestling, fighting, and other rowdy behavior. Brutes frequently form gangs who work in tandem to lure an unwitting victim to a secluded spot where superior numbers overpowers them. Usually this does not result in the death of the victim, for then the brute would not be able to enjoy the humiliation and fear the victim suffers. As with most common thugs, the brute is not as courageous when encountered singly and is more likely to cower and acquiesce when confronted with greater numbers.

Buccaneer

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Skill

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

Advanced Literacy

2

Literacy

1 Handed Edged/Blunt

2

None

Florentine

3

Small Weapon

Weapon Proficiency +1

10

Any Weapon Skill

Backstab Proficiency +1

6

Any Weapon Skill

Nail

2

Weapon Prof. +1, Thrown Weapon

Waylay

3

Small Weapon

Deflect

7

Weapon Proficiency +1

Unarmed Combat

4

None

Unarmed Proficiency +1

10

Unarmed Combat

Subdue

3

Unarmed Proficiency +1

Quick Bind

3

None

Lore: Sea

1

None

Courage

4

None

Climb

3

None

Hide in Shadows

5

None

Treasure Sense

5

None

Intimidate

3

Weapon Proficiency +1, 7th Level

Tolerance

1

None

Ignore Poison

5

None

Sea Legs

3

Promotional Skill

Buccaneers scour the seas in search of lost treasure and defenseless towns to ravage and pillage. Small coastal hamlets without any great defenses are their preferred targets, but they have also been known to travel up-river to attack towns that are deeper inland. They are the bane of the seas, menacing other ships that cross their paths and stealing their bounty. When docked at port, they tend to be a rowdy bunch, spending their looted treasure on all the pleasures the land has to offer. When on land, they are usually drunk and brawling, appearing very much like brutes. But don't let appearances deceive! They are an intelligent people, able to navigate almost anywhere in the Realm by reading the stars. Buccaneers have a strong loyalty to their ship and especially their captain. On the sea the captain's word is law and any who choose to disobey it usually end up as fish food.

Cavalier

graphics11

Skill

Build

Pre-Requisite

Small Weapon

1

None

1 Handed Edged/Blunt

2

None

Spear

3

None

Bastard Edged/Blunt

3

None

Shield (S/M/L)

1/2/3

None

Florentine

3

Small Weapon

Weapon Proficiency +1

10

Any Weapon Skill

Advanced Literacy

1

Literacy

Quadrivium

3

Advanced Literacy

Civil Service

5

Advanced Literacy

Literacy: Other

3

Advanced Literacy

First Aid

3

None

Armor Patch

4

None

Armor Efficiency

10

None

Courage

3

None

Instill Confidence

3

Courage

Intercept

2

None

Critical Attack

2

Weapon Proficiency +1

Shield Bash

3

Shield (S/M/L), Critical Attack

Deflect

7

Weapon Proficiency +1

Battle Cry

10

Instill Confidence, 7th Level

Willpower

10

None

Hero's Last Stand

5

Promotional Skill

The cavalier is a warrior of law and order. They serve under their King and devote their lives to protect the innocent and enforce the law. Cavaliers are educated, blue blooded fighters who are good at rallying large numbers of troops under their banner for a battle. Their loyalty to the Kingdom and their people is renowned and they take their responsibilities to both very seriously. They believe that if the kingdom is to survive the underlying anarchy of humanity, the Nobility must remain protected and unscathed. Cavaliers are brave in battle and do not flee easily. Even in the face of terrifying evil, a cavalier will not sway from his duties. A cavalier's greatest desire is to become a Royal Knight, and be recognized among the masses. Those who aspire to this noble position are well loved by the common folk of the realm.

Chaos Warrior

graphics12

Skill

Build

Pre-Requisite

1 Handed Edged/Blunt

2

None

Bastard Edged/Blunt

3

None

2 Handed Edged/Blunt

4

None

Pole Arm

5

None

Shield (M/L)

3/4

None

Strength +1

15

None

Insult

3

None

Lore: Chaos

1

None

Fear

4

Lore: Chaos

Chaotic Alteration

5

Fear

Despair

10

Chaotic Alteration

Body Block

3

Strength +1

Break Limb

6

Strength +1

Cleave

6

Strength +1

Deflect

7

Strength +1

Chaos Blast

5

Strength +2

Chaotic Madness

4

Promotional Skill

A chaos warrior is the antithesis of a cavalier. They despise the laws and ruling factions imposed to control their subjects and believe all men should be allowed to follow their own path to prosperity without hindrance. Chaos warriors are usually loud and indifferent to common protocol when dealing in day-to-day activities. They are the anarchists among the people, and believe that a static environment breeds decay. Their subversive nature tends to cause problems when dealing with authority figures but the havoc they cause their enemies in battle makes them a much sought after ally.

Cleric

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Faith Points: 1/1

Skill

Build

Pre-Requisite

Cleric's Weapon

2

None; As per Deity followed

Shield (S/M)

2/3

None

Weapon Proficiency +1

10

Any Weapon Skill

Advanced Literacy

1

Literacy

Literacy: Other

3

Advanced Literacy

Civil Service

5

Advanced Literacy

Lore: Divinity

1

None

First Aid

3

None

Rank I Prayer

1

Lore: Divinity

Rank II Prayer

2

2 Rank I Prayers (one must be from the same Domain)

Smite

3

Weapon Proficiency +1, Wield Faith / Malediction

Deflect

7

Weapon Proficiency +1

Courage

3

None

Wield Faith

1

None

Consecrate

1

None

Malediction

1

None

Holy Strike

6

Weapon Proficiency +2, 7th Level

Prayer Shield

8

Weapon Proficiency +1, 9th Level

Willpower

10

None

Crusade

5

Promotional Skill

Clerics are the defenders of their faith and champions of their cause. These religious warriors have devoted their lives to protect and defend their order while at the same time promoting the beliefs of their faith. They are trained both in the art of battle and attuned to the mystical abilities their deity bestows upon them. While clerics cannot perform all the miraculous feats a priest may, the combination of their supernatural abilities, fighting prowess, and religious zeal makes them formidable enemies and devout guardians.

Clerics of righteous deities are well loved by the common folk for the acts of charity they perform while those who follow a less benevolent ideology are feared and respected for the fierceness of their devotion.

Dragoon

graphics14

Skill

Build

Pre-Requisite

Spear

3

None

2 Handed Edged/Blunt

4

None

Pole Arm

4

None

Weapon Proficiency +1

10

Any Weapon Skill

Strength +1

15

None

Advanced Literacy

1

Literacy

Civil Service

5

Advanced Literacy

Literacy: Other

3

Advanced Literacy

Lore: Dragon

1

None

Armor Patch

2

None

Armor Efficiency

10

None

Courage

4

None

Intercept

2

None

Critical Attack

2

None

Blind Fighting

4

Weapon Proficiency +1

Disarm/Retain

5

Weapon Proficiency +1

Deflect

7

Weapon Proficiency +1

Trip

3

Strength +1

Puncture Armor

4

Strength +1

Cleave

6

Strength +1

Spirit of the Dragon

10

Weapon Proficiency +2 or Strength +1, Lore: Dragon, 9th Level

Draconic Hide

5

Promotional Skill

The legendary creatures known as dragons disappeared from our world long ago, before the creation of the Rift and the chaos that followed. Nearly 700 years ago the first men to call themselves "Dragoons" emerged from the shadows of that chaos and laid claim to have the blood of dragons flowing in their veins. Little is known of this secretive people or the validity of their claim, but they are excellent warriors who have been known to display mystical abilities during battle. Their weapon of choice is the pole arm, representing the reach and bite of a dragon, and their knowledge of armor and protection is vast, surpassed only by an armor smith's. Some powerful dragoons have been known to call upon the spirits of the dragons to take residence in their body for a short period of time. Rumors of their true origin are many and diverse, keeping the scholars busy in research for many years.

 

Druid

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Druid Points: 1/1

Crafting Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Advanced Literacy

1

Literacy

Literacy: Other

2

Advanced Literacy

Lore: Forest

1

None

Lore: Druidic

1

None

Identify Compound

2

None

Rank I Herbal Recipe

1

Identify Compound

Rank II Herbal Recipe

1

Two Rank I Herbal Recipes

Dissect

3

None

First Aid

3

None

Cloak of the Green

7

None

1st / 2nd Domain

0

None

3rd/ 4th / 5th Domain

5

First & Second Domains

Rank I Druid Spell

1

Appropriate Domain for Spell

Rank II Druid Spell

2

2 Rank I Druid Spells (one must be from the same domain)

Rank III Druid Spell

3

2 Rank II Druid Spells (one must be from the same domain)

Rank IV Druid Spell

3

2 Rank III Druid Spells (one must be from the same domain)

Transmute Form

5

Promotional Skill

Druids are the guardians of the forests and friends to all its inhabitants. Strongly attuned to nature, they have a deep understanding of the balance of the universe. For all things there is a time and place; life and death, birth and decay, law and disorder are all intricate aspects of the world we inhabit. This ideology gives them a long term and comprehensive perspective of life.

The connection the druids share with nature allows them to draw upon the very life force of the forest and enables them to cast spells similar to mages. Druids are highly protective of the forest they inhabit and the bond they share with it. Few but the most worthy are initiated into the sacred grove of the druids and taught the secrets of the great connection. Those who are have vowed to tend and protect the source of their powers to the best of their abilities for the rest of their lives.

Gambler

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Skills

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

1 Handed Edged/Blunt

2

None

Florentine

4

Small Weapon

Backstab Proficiency +1

6

Any Weapon Skill

Unarmed Combat

4

None

Second Chance

3

None

Waylay

3

Small Weapon

Advanced Literacy

1

Literacy

Literacy: Other

4

Advanced Literacy

Evaluate Item

4

None

Pick Pockets

2

None

Sleight of Hand

6

None

Escape Restraints

2

None

Hide in Shadows

5

None

Charm

5

None

Insult

3

None

Flee

4

None

Willpower

10

None

Luck

10

9th Level

Bankroll

5

Promotional Skill

In every society there are those who disdain the responsibilities and obligations of a mundane job to make a living and instead are drawn to the thrill of chance to win one. Most become second-rate has-beens who fall prey to the odds but a select few can use their keen wit and mental agility to bend chance to their favor. In any tavern they can be spotted, dealing cards, throwing dice, or wagering on almost any mundane activity. Though many gamblers resort to common forms of deception such as weighted dice and marked cards, it is the true artist who wins through using his powers of observation and intelligence. Though the gambler is in love with the exhilaration, excitement, and prospect of a large reward when wagering, the same emotions sometimes draw them to less acceptable hobbies such as thievery and picking pockets.

Healer

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Healing Points: 1/1

Crafting Points: 1/1

Skill

Build

Pre-Requisite

Staff

2

None

Lore: Healing

1

None

Advanced Literacy

1

Literacy

Literacy: Other

3

Advanced Literacy

First Aid

2

None

Identify Compound

2

None

Rank I Herbal Recipe

1

Identify Compound

Rank II Herbal Recipe

1

Two Rank I Herbal Recipe

Dissect

3

None

Healing Rank I Ability

1

None

Healing Rank II Ability

2

Rank I Ability of the same path

Healing Rank III Ability

3

Rank II Ability of the same path

Healing Rank IV Ability

3

Rank III Ability of the same path

Greater Heal Life

4

Promotional Skill

Healers are highly empathic, compassionate individuals who have been granted the mystical ability to feel another's pain and heal their wounds. Very little is known about their ability except that it is unlike mage spells and prayers of priests. Because their skills are not completely understood, they are sometimes mistrusted by ignorant folk. Healers have been known to bring people back from the brink of death and rumors have it that they can even return the dead to the living. In some instances, healers can actually assume the injuries and wounds of another upon themselves. To aid in their mission of mercy, healers also employ some of the arts of alchemy to make healing elixirs and salves for when they are unavailable to do the healing themselves.

 

Mage

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Magic Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Advanced Literacy

1

Literacy

Quadrivium

3

Advanced Literacy

Literacy: Other

2

Advanced Literacy

Lore: Magic

1

None

1st / 2nd Sphere

0

None

3rd /4th / 5th Sphere

5

None

Rank I Spell

1

Appropriate Sphere for given Spell

Rank II Spell

2

2 Rank I Spells (one must be from the same sphere)

Rank III Spell

3

2 Rank II Spells (one must be from the same sphere)

Rank IV Spell

3

2 Rank III Spells (one must be from the same sphere)

Counterspell

5

Promotional Skill

The mage, the magician, the wizard, the warlock, the enchanter, the necromancer, there are endless names to describe these talented individuals. They delve into the ancient lore of magic to bring forth mystical powers and supernatural abilities. There are many different spheres of magic for mages to employ, and few outside their profession understand their arcane mysteries. Mages spend countless hours studying ancient magical tomes in a never-ending attempt to increase their mystical powers and understanding. Some mages who are sufficiently adept and mastered the common arcane spheres may pursue the study of High Magic, such as the creation of magical items, and ritualistic spell casting.

Physician

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Crafting Points: 1/1

Skill

Build

Pre-Requisite

Staff

2

None

Advanced Literacy

1

Literacy

Quadrivium

3

Advanced Literacy

Civil Service

5

Advanced Literacy

Literacy: Other

3

Advanced Literacy

Small Weapon

1

None

First Aid

1

None

Assistant

1

Literacy

Detect Poison

2

Lore: Poison

Physician Rank I Ability

1

First Aid

Physician Rank II Ability

2

1 Rank I in same category

Physician Rank III Ability

3

1 Rank II in same category, 7th Level

Physician Rank IV Ability

4

1 Rank III in same category, 9th Level

Identify Compound

2

Advanced Literacy

Rank I Herbal / Poison Recipe

1

Identify Compound

Rank II Herbal / Poison Recipe

1

2 Rank I recipes of the same kind

Rank III Herbal / Poison Recipe

2

2 Rank II recipes of the same kind, 7th Level

Willpower

10

None

Reanimation

5

Promotional Skill

Practitioners of this relatively young science have spent many years studying the form and function of the human body in order to gain a better understanding of how to heal it. Though they do not employ any mystical powers when practicing their art, they enjoy nearly equal success as healers and priests when reviving the nearly deceased or treating wounds. The physician, like the healer, is well loved by the ill and injured, but their habit of dissecting cadavers to gain greater medical knowledge is sometimes displeasing.

Priest

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Faith Points: 1/1

Skill

Build

Pre-Requisite

Staff

2

None

Advanced Literacy

1

Literacy

Quadrivium

3

Advanced Literacy

Civil Service

5

Advanced Literacy

Literacy: Other

2

Advanced Literacy

Lore: Divinity

1

None

First Aid

3

None

1st / 2nd Deity's Domain

0

Appropriate Deity

Additional Deity's Domain if applicable

5

Appropriate Deity

Rank I Prayer

1

Appropriate Domain for Prayer

Rank II Prayer

2

2 Rank I Prayers (one must be from the same domain)

Rank III Prayer

3

2 Rank II Prayers (one must be from the same domain)

Rank IV Prayer

3

2 Rank III Prayers (one must be from the same domain)

Willpower

10

Lore: Divinity

Consecrate

1

Lore: Divinity

Benediction

5

Lore: Divinity

Instill Confidence

4

Lore: Divinity

Mass

3

Lore: Divinity, Max of 1

Wield Faith

1

Lore: Divinity

Malediction

1

Lore: Divinity

Holy Word

5

Promotional Skill

Those who have heard the call of their god and answered by dedicating their lives to the promotion of their theology are called priests. Priests can be as varied as the deities they worship but common to all is the zealousness and sincerity of their beliefs. Priest can preach in large churches, instructing believers in church doctrine and leading the worship of their deity or they may be wanderers, reaching out to the needy and proselytizing to the faithless. A priest’s devotion to his deity is rewarded with ability to perform small miracles called prayers. Sometimes the piety of a particularly faithful priest will earn him even greater favor and likewise a priest who may be lacking in religious fervor may earn his deity’s displeasure.

Psionicist

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Body Ratio: 1.0

Psi Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Advanced Literacy

1

Literacy

Literacy: Other

1

Advanced Literacy

1st Psionic School

0

None

Additional Psionic School

5

 

Rank I Discipline

1

None

Rank II Discipline

2

2 Rank I Disciplines

Rank III Discipline

3

2 Rank II Disciplines

Rank IV Discipline

3

2 Rank III Disciplines

Willpower

8

None

Psionic Shield

3

Willpower

Enhanced Psionic Assault

5

Promotional Skill

Many mystical abilities and arcane arts abound throughout the Realm, but none are as mysterious and unknown as the power of psionics. The Psionicist is somehow able to gather and direct his mental energies to perform miraculous feats that defy nature. This ability appears to be innate in only a few individuals, as those who have attempted to learn the powers from a Psionicist have always failed. Many Psionicist go through life unaware of their abilities or incapable of controlling them. Those who fail to gain the control required to master their art are sometimes wrongly thought to be suffering some incapacitating mental affliction or even insanity. Those who learn to master their abilities through arduous meditation and concentration exercises can gain the focus required to perform their strange science.

A Psion starts with the Body Ratio of 1.0, and this may not change by any means, including by purchasing another profession.

 

Racketeer

graphics22

Skill

Build

Pre-Requisite

1 Handed Edged / Blunt

2

None

Small Weapon

1

None

Florentine

4

Small Weapon

Backstab Proficiency +1

6

Any Weapon Skill

Advanced Literacy

1

Literacy

Literacy: Other

2

Advanced Literacy

Courage

4

None

Instill Confidence

4

Courage

Forgery / Detect Forgery

3

Advanced Literacy

Forgery Proficiency +1

4

Forgery / Detect Forgery

Evaluate Item

4

None

Hide in Shadows

5

None

Intimidate

3

Backstab Proficiency +1

Contacts

6

Intimidate, Forgery, 9th Level

Smuggling

4

Evaluate Item

Extort +1

4

Intimidate, Contacts

Basic Disguise

3

None

Master Plan

10

Contacts, 9th Level

Willpower

10

None

Loan Shark

3

Promotional Skill

Within the sub-culture of criminal society there are those whose ambition far exceed those of the petty pickpocket and even the successful assassin. There are those whose grand schemes, uncommon intelligence, resourcefulness, organization, and unbridled ambition have marked them for greatness within the realm of organized crime. Working their way up the ladder of the illegal underground, racketeers gain greater contacts, resources and prestige with every successful endeavor. Always looking forward to their next advancement up the criminal ladder, they are keenly aware of their subordinate's own ambition. Many racketeers run legitimate businesses as fronts for their illegal activities. Again, as with most thieves, deception is a common trait amongst these men. Racketeers rarely perform their illegal activities themselves; rather, they are the masterminds who employ others to do their dirty work for them, keeping themselves distant from the reaches of the law.

Ranger

graphics23

Druid Points: 1/1

Skill

Build

Pre-Requisite

Advanced Literacy

2

Literacy

Small Weapon

1

None

1 Handed Edged or Blunt

2

None

Bastard Edged or Blunt

3

None

Bow

2

None

Shield (Small or Medium)

2 / 3

None

Weapon Proficiency +1

10

Any Weapon Skill

Ranged Weapon Prof. +1

6

Any Ranged Weapon Skill

Florentine

2

Small Weapon

Florentine Master

4

Weapon Proficiency +1, 1HE / 1HB, Florentine

Deflect

7

Weapon Proficiency +1

Tracking

1

None

Lore: Forest

1

None

Climb

4

None

Set Traps

2

None

Detect Traps

2

None

Lore: Druidic

2

None

Rank I Druidic Spell

1

None

Rank II Druidic Spell

2

2 Rank I Druidic Spells

Cloak of the Green

5

None

Gift of the Predator

3

Cloak of the Green

Woodland Stride

3

Promotional Skill

Rangers are the defenders and champions of the forest. They can find their way in and out of any woods with little or no hindrance, making them the most qualified of woodland guides. Only the druids, their mystical allies, match their love for the forests and their creatures. Rangers usually dress in earth and green colored clothing, making it easy for them to blend with their environment. They are extremely proficient in tracking and know how to survive through the most difficult trials of nature. Rangers have an almost mystical connection to woodland creatures and are known to befriend and defend all sorts of animals at any cost.

Ronin

graphics24

Skill

Build

Pre-Requisite

Advanced Literacy

1

Literacy

Small Weapon

1

None

One Handed Edged or Blunt

2

None

Bastard Edged or Blunt

3

None

Bow

3

None

Unarmed Combat

3

None

Florentine

2

Small Weapon

Florentine Master

4

Florentine

Weapon Proficiency +1

10

Any Weapon Skill

Blind Fighting

4

None

Intercept

2

None

Deflect

6

Weapon Proficiency +1

Strength of the Samurai

5

Weapon Prof. +1, Courage

Iaijutsu

8

Weapon Prof. +2, Str. of the Sam.

Sever Limb

7

Weapon Prof. +2, Str. of the Sam.

Yado

2

Blind Fighting

Courage

4

None

Willpower

10

Courage

Brilliant Deflect

5

Promotional Skill

Ronin are an extremely honor bound group of fighters. These focused individuals know how to fight not only with weapons, but also with their hands. The samurai are a caste of warriors that have sworn an oath to follow out the sacred way of Bushido. This clan of oath-sworn warriors was originally assembled in 731 by the King’s chancellor, in attempt to put an end to the rising threat of the ninja, an organized assassin cult whose primary methods of murder were martial arts. After the ninja threats were calmed, the samurai continued to exist as an elite group of honorable martial warriors.

Code of the Ronin

Scholar

graphics25

Crafting Points: 1/1

 

Special:

Magic Points: 1/1
Faith Points: 1/1
Druid Points: 1/1

Spellsong Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Advanced Literacy

1

Literacy

Quadrivium

1

Advanced Literacy

Civil Service

3

Advanced Literacy

Literacy: Other

1

Advanced Literacy

Lore: Any

1

None

Waylay

4

Small Weapon

Identify Item

4

None

Evaluate Item

4

None

Forgery / Detect Forgery

3

Advanced Literacy

Forgery Proficiency +1

4

Forgery/Detect Forgery

Research

6

Advanced Literacy

Academic Tradition

0

None

Additional Traditions

5

None

Any Rank I Spell/Prayer

2

Academic Tradition

Consecration

2

Religious Tradition

Rank I Illumination

1

Academic Tradition, Advanced Lit.

Rank II Illumination

2

Rank I of the same Tradition

Rank III Illumination

3

Rank II of same Tradition

Rank IV Illumination

3

Rank III of same Tradition

Create Tome

10

Adv Literacy

Expert Identification

1

Promotional Skill

Scholars dedicate their lives to the art of research and the pursuit of information. Their minds never tire of the ceaseless quest for new sources of knowledge. Scholars hoard tomes of lore like children hoard candy, for who knows which volume may hold the key to some elusive new discovery. A scholar’s merit is proportional to the size of his library for the larger his library, the greater the chance of success when doing research. After many years of studying, the scholar acquires much esoteric knowledge and the eloquence needed to proficiently teach that knowledge to others. If a master scholar can be persuaded to leave his studies for even a short period of time, he is able to teach the same subject to many people at one time.

A Scholar gains one career point of the appropriate type upon opening a Tradition (not at opening the Scholar profession), and also the ability to purchase those career points. A scholar may not purchase career points other that Crafting Points without the appropriate tradition first.

Smith

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Crafting Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

1 Handed Edged/Blunt

2

None

Bastard Edged/Blunt

3

None

2 Handed Edged/Blunt

4

None

Shield (S, M, or L)

2/3/4

None

Advanced Literacy

2

Literacy

Civil Service

5

Advanced Literacy

Evaluate Item

4

None

Strength +1

15

None

Armor Efficiency

10

None

Puncture Armor

2

None

Shatter Weapon

5

Strength +1

Break Shield

4

Strength +1

Smithing Rank I Ability

1

None

Smithing Rank II Ability

2

Rank I Ability of same path

Smithing Rank III Ability

3

Rank II Ability of same path

Smithing Rank IV Ability

3

Rank III Ability of same path

Assistant

1

Literacy

Legendary Work

5

Promotional Skill

Resounding from the forge can be heard the clanging cacophony caused by the smith’s toil. The smith endures the oppressive heat and stench of human sweet in the pursuit of creating the master-crafted item. Whether the item being crafted by the smith is a sword of unparalleled quality fashioned for a king, or a sturdy spade to turn a peasant’s field, the smith’s goal is always excellence in form, function, and artistic expression. With many years of study, the smith knowledge of metallurgy is so vast that he is able to fashion items out of the most resilient and difficult to work alloys. Items created from these special alloys, including mithril and cold forged steel, are of such quality and craftsmanship that they are able to contain the powerful magic required when enchanting magical items.

Spy

graphics27

Skill

Build

Pre-Requisite

Small Weapon

1

None

1 Handed Edged/Blunt

2

None

Backstab Proficiency +1

6

Any Weapon Skill

Florentine

3

Small Weapon

Pick Basic Locks

2

None

Pick Complex Locks

3

Pick Basic Locks

Find Hidden Doors

2

None

Detect Traps

2

None

Advanced Literacy

1

Literacy

Literacy: Other

2

Advanced Literacy

Forgery / Detect Forgery

3

Advanced Literacy

Forgery Proficiency +1

4

Forgery / Detect Forgery

Hide in Shadows

5

None

Climb

5

None

Charm

5

None

Basic Disguise

2

None

Advanced Disguise

4

Basic Disguise, 7th Level

Expert Disguise

6

Advanced Disguise, 9th Level

Monstrous Disguise

8

Expert Disguise

Extend Disguise

2

Basic Disguise, 7th Level

Favored Disguise

5

Basic Disguise

Basic Entry / Escape

2

None

Advanced Entry / Escape

4

Basic Entry / Escape

Expert Entry / Escape

8

Advanced Entry / Escape

Deep Cover

5

Promotional Skill

Spies are the masters of disguise, infiltration and information gathering. Their ability to deceive is nearly unmatched and many leaders who whispered into a confidant’s ear have actually provided state secrets to their enemies. Spies can penetrate their target’s defenses using their beguiling charm and wit to win their trust, or they can use their skills of disguise to step into the role of a high ranking official. In any case, the job of a spy is a dangerous and lonely one, surrounded by the enemy on all sides and constantly at risk of discovery. For this they are usually very well paid or fanatically loyal to their employer. The bane of the intelligence gathering system is the double agent, for he is unpredictable and his allegiance is uncertain.

Swashbuckler

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Skill

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

1 Handed Edged / Blunt

2

None

Shield (S)

2

None

Florentine

2

Small Weapon

Advanced Literacy

1

Literacy

Weapon Proficiency +1

10

Any Weapon Skill

Critical Attack

2

None

Tolerance

1

None

Climb

4

None

Insult

3

None

Disarm/Retain

3

Weapon Prof. +1

Florentine Master

3

Weapon Prof. +1, Florentine

Nail

2

Thrown Weapon

Deflect

6

Weapon Prof. +1

Puncture Armor

4

Weapon Prof. +2, Critical Attack

Feint

4

Weapon Prof. +2, 7th Level

Deft Counter

5

Promotional Skill

Swashbucklers are smooth and dexterous fighters who rely on their agility rather than brute strength to best their opponents in combat. They are skilled and articulate swordsmen who like to show off their abilities with fancy maneuvers, taking great joy in humiliating their enemies. They favor clothing as ostentatious as their fighting ability and are always looking to impress the opposite sex with their skill and quick wit. Unlike most thieving pirates, swashbucklers are more battle oriented and have a highly refined fighting etiquette. Despite their arrogance and highbrow attitude, they are still known to engage in less prestigious undertakings if it means benefiting their already enormous egos.

Thief

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Skill

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

1 Handed Edged / Blunt

2

None

Florentine

4

Small Weapon

Advanced Literacy

2

Literacy

Backstab Proficiency +1

6

Any Weapon Skill

Critical Attack

2

Backstab Proficiency +1

Basic Disguise

3

None

Waylay

3

Small Weapon

Pick Basic Locks

1

None

Pick Complex Locks

2

Pick Basic Locks

Pick Masterwork Locks

4

Pick Complex Locks, 7th level

Find Hidden Doors

2

None

Detect Traps

2

None

Disarm Trap

2

None

Pick Pockets

1

None

Evaluate Item

4

None

Hide in Shadows

4

None

Climb

5

None

Escape Restraints

2

None

Basic Entry / Escape

2

None

Adv. Entry / Escape

4

Basic Entry / Escape

Expert Entry / Escape

8

Adv. Entry / Escape, 7th Level

Set Traps

2

None

Cut Purse

4

Promotional Skill

Thieves are nimble and quick-witted rogues whose greed and sense of excitement can only be quenched at cost of their victim’s purse. Often masters of distraction, they draw their victim’s attention to some mundane occurrence, while their greedy fingers riffle through their victim’s pockets and purses, “liberating” whatever they may find. Most thieves operate within the dictates of a guild. The guild regulates what locations are acceptable places for thievery to occur, how many thieves may operate within a given area, and what organizations and people are off limit because they have paid some sort of protection fee. Thieves employ a complicated series of secret signs, gestures, and symbols to identify and communicate with each other called "Thieves' Chargon". Usually, only the guild master is allowed to teach this form of communication.

Torturer

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Skill

Build

Pre-Requisite

Small Weapon

1

None

1 Handed Edged/Blunt

2

None

Florentine

2

Small Weapon

Backstab Proficiency +1

6

Any Weapon Skill

Advanced Literacy

2

Literacy

First Aid

3

None

Physician Rank I Ability

2

First Aid

Hide in Shadows

6

None

Waylay

3

Small Weapon

Extract Truth

2

None

Achilles Strike

4

Backstab Proficiency +1

Break Limb

5

Backstab Proficiency +2

Torture

6

Extract Truth, Achilles Strike

Inflict Pain

5

Torture

Torment

6

Inflict Pain, Dissect

Dread Surgery

8

Torment, First Aid, 7th Level

Willpower

10

None

Sear the Very Soul

4

Promotional Skill

Torturers are cold-hearted sadists who revel in another’s pain and submission. The screams of their victims are music to their ears, the sight of their gore pleasing to their eyes, and the stench of their fear a sweet perfume. These touched individuals consider their profession an unparalleled art form, of which they are the masters. Their skill is such that they can keep a victim alive and conscious almost indefinitely while forced to endure horrid, mind boggling waves of pain until their submission is won. The goal of the torturer is not always simply the extraction of information. Masters of the profession can alter the psyche of their victims and even cause them to react in a desired way when presented with a certain stimulus.

Warrior

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Skill

Build

Pre-Requisite

Small Weapon

1

None

Thrown Weapon

1

None

Javelin

2

None

1 Handed Edged/Blunt

2

None

Edged Mastery

3

None

Blunt Mastery

3

None

Shafted Mastery

3

None

Shield Mastery

2

None

Staff

2

None

Bow

2

None

Crossbow

4

None

Unarmed Combat

4

None

Armor Patch

3

None

Armor Efficiency

10

None

Critical Attack

2

None

Weapon Proficiency +1

10

Any Weapon Skill

Strength +1

15

None

Florentine

2

Small Weapon

Florentine Master

3

Weapon Prof. +1, Florentine

Disarm/Retain

4

Weapon Prof. +1

Deflect

6

Weapon Prof. +1

Stunning Blow

5

Strength +1

Break Limb

6

Strength +1

Incapacitate

8

Weapon Prof. +2 or Strength +1,

Critical Attack, 7th Level

Roundhouse

5

Promotional Skill

Warriors are the most well-rounded of fighters, using a mixture of strength and dexterity to achieve a superior fighting ability. The warrior knows how to fight using many different styles and with many different weapons. The time spent practicing their art and the intense focus on learning weapon techniques allows them to access a large range of weapon skills. Always found in the thick of the fight, warriors are thought of as the heart and the soul of many great battles. The most diverse type of fighting class, warriors can be of any moral alignment and mindset. It is said that few, if any, can match their skill in combat. With their mightiest strike they have been known to fell an opponent in but a single blow.

Warrior Monk

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Skill

Build

Pre-Requisite

Advanced Literacy

2

Literacy

Staff

2

None

Unarmed Combat

2

None

Unarmed Prof +1

10

Unarmed Combat

Blind Fighting

3

None

Stone Fist

3

Unarmed Combat

Iron Body

10

Unarmed Prof +1

Disarm / Retain

3

Unarmed Prof +1

Trip

3

Unarmed Prof +1

Throw

3

Unarmed Prof +1

Subdue

3

Unarmed Prof +1

Yado

2

Unarmed Prof +2

Puncture Armor

4

Unarmed Prof +2

Break Limb

6

Unarmed Prof +2

Poison Discharge

5

Unarmed Prof +2, Willpower

Paralyzing Strike

8

Unarmed Prof +2

Dodge

10

Unarmed Prof +2, 7th Level

Willpower

10

None

Ki Strike

2

Promotional Skill

These monks are those who choose a path of physical and mental discipline. They believe that their body is a weapon and must be trained as such. Believers in meditation and contemplation, warrior monks are a spiritual people. They spend most of their days putting their body through constant physical testing and can often be found spending evenings in quiet meditation. They have taken martial arts to the pinnacle of ability. There are many secrets to the spiritual fighting technique of martial arts and the monks have uncovered many of them. These monks are deadly in combat, and usually wear no armor. This is because they train their body to sustain more damage than is normally possible.

Wild Mage

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Magic Points: 1/1

Skill

Build

Pre-Requisite

Small Weapon

1

None

Staff

2

None

Thrown Weapon

1

None

1 Handed Edged/Blunt

3

None

Bow

4

None

First Aid

4

None

Flee

5

None

Random Spell Rank I

1

None

Random Spell Rank II

2

2 1st Rank Random Spells

Random Spell Rank III

3

2 2nd Rank Random Spells

Random Spell Rank IV

3

2 3rd Rank Random Spells

Wild Mastery

4

Promotional Skill

Wild mages are considered freaks in normal societies. Magic is considered a studied and practiced art, however, for these few gifted, or as some say cursed individuals, their powers come unpredictably and without effort or study. The spells a wild mage may cast changes regularly as different spells coalesce and others disperse in their brains. No one can explain this phenomenon and few wish accept it as anything less than a perversion of nature. There have been a few occasions when wild mages were hunted and slain by a group of “real” mages who either feared or were jealous of their unexplainable abilities. The spells a wild mage casts are predominately concerned with the four elements, water, earth, air, and fire. Wild mages can never learn magic in the normal fashion as the constant flux in their brains makes the required concentration impossible.

A character with the Wild Mage profession cannot learn the Mage or Bard professions, nor the Arcane or Bardic Academic Traditions on the Scholar profession. In addition, Wild Mages are unable to utilize arcane magic scrolls or ballads. Wild Mages do not need to be taught their random spell slot abilities; these are considered innately developed.

Witch Hunter

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Skill

Build

Pre-Requisite

Advanced Literacy

1

Literacy

Literacy: Other

3

Advanced Literacy

Small Weapon

1

None

Thrown Weapon

1

None

1 Handed Edged / Blunt

2

None

Florentine

3

Small Weapon

Crossbow

4

None

Shield (S / M)

2 / 3

None

Weapon Proficiency +1

10

None

Courage

4

None

Hunter’s Awareness

4

Lore: Monster (Lycanthrope)

Nail

2

Weapon Prof. +1, Thrown Weapon or Crossbow

Positive Energy Concentration

5

Weapon Proficiency +1

Positive Energy Barrier

7

Positive Energy Concentration

Negative Energy Fortitude

6

Positive Energy Barrier

Deflect

6

Weapon Prof. +1

Dissipate Negative

Energy

4

Positive Energy Concentration, Negative Energy Fortitude

Witchfinder's Zeal

4

Promotional Skill

Witch Hunters are the bane of undead and crusaders against all things supernatural and evil. They will stop at no end to rid the realm of the pestilence caused by common undead, ghouls, wraiths, vampires, liches, lycanthropes, demons and other creatures of the night. Witches, warlocks, and necromancers have also earned the enmity of the hunters and should fear their relentless pursuit. Witch hunters have developed special skills to aid them on their quest and it has been rumored they can even tap directly into the caustic energies that animate these creatures and release them, destroying the undead. Hunters often follow and study their prey for a great deal of time before actually making an attack. This patience and perseverance make them greatly feared by the minions of the night.

Skills

Profession and Race Skill List

Skills are special abilities that allow your character to perform in-game actions. Skills are purchased with Build Points, and each skill has its own Build cost to learn, which may vary from Profession to Profession. Except for skills purchased with starting build, all skills must be taught In-Game to be added to a character's sheet.

This is a list of all available in-game skills. To see if your character can learn a skill, check to see if it is listed under your Profession. If not, check to see if it is a Common Skill.

For more details on buying and using skills, see Advancing Your Character.

Please Note: This does not list all skills currently in the game. No exclusive Higher Profession Skills are contained below.

-A-

Absorb Magic

Skill (Periodic), Defense

The sylph may ignore any non-superior magical attack.  After successfully stopping the attack, the sylph may regain their choice of 10 body points or 10 magic points

Academic Tradition

Skill (Continuous), Knowledge

A Scholar's pursuit of knowledge is focused by the Academic Traditions. There are a total of four Academic Traditions, and upon opening the Scholar profession, a character automatically receives access to one Academic Tradition at no build cost. An Academic Tradition is a path of study that dictates the specific character of a number of other skills the scholar can purchase, such as the scroll-creating and spell-casting abilities.

When listed on the character card, each Academic Tradition should be noted by its specific name, as given in the subsections that follow. In addition, skills associated with the Academic Tradition should be named according to the specific tradition (i.e., Create Rank I Scroll / Psalm / Canticle / Ballad would be listed on the card as Create Rank I Canticle if the skill was purchased with respect to the Druidic Tradition).

Arcane Tradition

The Arcane Tradition is the study of magic and sorcery. A scholar with the Arcane Tradition has the skill, Lore: Magic as a function of possessing this tradition. In addition, the Arcane Tradition allows a scholar to purchase Rank I spells from any of the magic spheres, the Create Scroll path of skills, and Magic Points at a ratio of 1:1.

Religious Tradition

The Religious Tradition is the study of religion and mythology in Arawyn; the scholar must become baptized to a god before they can acquire this tradition. A scholar with the Religious Tradition has the skill, Lore: Divinity as a function of possessing this tradition. In addition, the Religious Tradition allows a scholar to purchase Rank I prayers from any of their deity's domains, the Create Psalm path of skills, and Faith Points at a ratio of 1:1.

Druidic Tradition

The Druidic Tradition is the study of druidism. A scholar with the Druidic Tradition has the skill, Lore: Druidic as a function of possessing this tradition. In addition, the Druidic Tradition allows a scholar to purchase Rank I druid spells from any of the domains, the Create Canticle path of skills, and Druid Points at a ratio of 1:1.

Bardic Tradition

The Bardic Tradition is the study of music, poetry, and folklore. A scholar with the Bardic Tradition has the skill, Lore: Bardic as a function of possessing this tradition. In addition, the Bardic Tradition allows a scholar to purchase Rank I Songs, the Create Ballad path of skills, and Spell Song Points at a ratio of 1:1.

Achilles Strike

Skill (Periodic), Attack, Melee, Weapon (Edged), Area Specific (Ankles)

This attack skill severs both of an opponent’s Achilles tendons. The attack will cause excruciating pain and render both of the opponent’s legs injured as though severed. To strike with this skill, you must be wielding an edged weapon of any size, and must slash your blade across the back of your opponent’s ankles.

Advanced Literacy

Skill (Continuous), Knowledge

With this skill, a character is knowledgeable on the subjects of arithmetic, logic, and rhetoric.

Armor Efficiency

Skill (Continuous), Knowledge

This skill grants +1 to the character's Armor Ratio. The character must have a 2 or better Armor Ratio (naturally) to benefit from this skill. The increase in AR only applies to physical, worn armor. The bonus will be automatically calculated, and added to your AR on your card.

Armor Patch

Skill (Periodic), Creation, Targets Object

This skill allows a character to imbue 5 base Armor Points to a physical, worn piece or suit of armor. You must role-play fixing the armor for three minutes; if interrupted, you can resume work later, but no benefit is awarded by this skill until the entire working duration is completed. When performing Armor Patch of a piece or suit of armor, the armor does not need to be removed.

Arquebus

(Skill) Continuous, Attack, Line of Sight

This skill allows a character to use a hand cannon to do 10 damage to a target within 10 paces.  The hand cannon must be a period appropriate cap gun approved by the director.  Each time the Arquebus must be reloaded with a new cap, and the cap must successfully go off for the damage to be inflicted on the target.

Assail

Skill (Periodic), Attack (Backstab), Melee

This attack skill inflicts Direct Body damage equal to a character's normal backstab damage quintupled. The strike must be delivered from behind, and to the back of your opponent. You must call out the total damage after the name of the skill, so that you hit your opponent and then call Assail x Body, where x is the damage total. This skill must be performed with a One Handed Edged or smaller edged weapon.

Assistant

Skill (Continuous), Assistant

A person with this skill is competent in following basic instructions and anticipating the needs of another person working on a task, and is able to reduce the amount of time and effort needed for them to complete it. The character may assist another character with any skill from the Physician Ranks or Smithing Ranks, or with any Alchemy recipe – the character performing the task will have their time reduced by half. If the task requires the expenditure of Crafting Points, the assisting character may provide up to half of them, rounded down.

Athletic Feat

Skill (Periodic), Movement

This skill allows a character to perform a feat of athletic prowess. The character can walk across a tightrope, jump 20 feet (8 Paces), pole-vault 50 feet (20 Paces), or perform a similar maneuver. This skill can only be used for non-combat purposes. A Rules Marshal may rule whether or not the Athletic Feat is possible.

-B-

Backstab Proficiency +1

Skill (Continuous), Proficiency

With this damage augmenting skill a character may add one to their weapon damage when attacking an opponent from behind and striking them in the back. This skill must be performed with a One-Handed or smaller melee weapon, Fist, or Thrown Weapon. Damage is called normally.

Bard Songs

Skill (Continuous), Arcane

Bard songs are extraordinary songs that produce magical effects. They are organized in ranks of difficulty, and must be purchased individually. Spell Song Points are expended for each Bard Song that a character performs. For complete details on the different Bard Songs and their effects, refer to the Bard Songs section of the rules for more information.

Battle Cry

Skill (Periodic), Voice, Social

This skill allows the character to inspire a group of people who are ready for battle. Anyone who hears the call of this skill and is a direct ally of the character who calls it is suddenly inspired to heroic feats and can either add two to their normal weapon damage for the duration of the current battle, or negate the effect of the skill Despair if they are currently afflicted by it.

Befriend Animal

Skill (Periodic), Voice, Social

This skill allows a character to charm one natural animal into being their friend for fifteen minutes. An animal under the effect of Befriend Animal will not act out of the ordinary and is not under the command of the character that has charmed it.

Benediction

Skill (Periodic), Voice, Divine

This skill allows a character to perform a quick sermon to a small group of people baptized to a God in the same pantheon as the priest, or to the same God as the priest in the case of a neutral God. This sermon must last for one minute and every believer involved must devote their attention to it. Every believer who participates (including the priest) will gain ten temporary Body Points. These points are the first to be expended, and expire at the end of the next battle in which the character participates.  A character may only benefit from this skill once per period.

Berserker Rage

Skill (Periodic), Rage

With this skill a character can launch into a lethal fit of rage. When this skill is used, the character gains +20 Body Points and +2 Strength for the remainder of the battle. While under the effects of Berserker Rage, the character is immune to all non-superior effects with the Mental, Social, Pain, and Fear traits, both beneficial and harmful, except those that explicitly end rage effects. In addition, the character is immune to the non-superior skill Waylay. While under the effects of this skill, the character may not use effects, or invokable items -the character may only use abilities with the Melee trait, Yado, Deflect, Dodge, Repel, Defiant Cover, Immaculate Defense, Evade, and Avoid. Communication of any sort, including verbal casting, is impossible when a character is under the effects of Berserker Rage. The character will battle all enemies until they have fallen. While under the effects of Berserker Rage, the character will consider anyone who targets them with an ability to be an enemy and will immediately attack someone who does so. The character does not snap out of Berserker Rage until they are out of battle, or all enemies have fallen. When Berserker Rage ends, the character is Dazed for 5 minutes.

Blend

Skill (Periodic), Headband (Yellow)

Upon using this skill, the halfling may don a yellow headband and walk at a normal pace for as long as they have 3 or more unconcealed characters within 10 paces.  If the character takes any action that affects another being, the concealment ends.

Blind Fighting

Skill (Continuous), Knowledge

This skill allows a character to use melee-based skills (attacks and defenses) while blinded.

Blinding Darkness

Skill (Periodic), Attack, Line of Sight, Condition (Blinded)

This skill enshrouds an opponent’s head in a globe of impenetrable darkness. To use this skill, you must point at the opponent and call the skill. The globe is two feet in diameter, and renders the opponent Blind. The globe will stay with the opponent wherever they move, and lasts for a duration of one minute.

Blood Fury

Skill (Continuous), Healing

Whenever the Orc brings an opponent to the Serious or Critical condition, or outright kills them, they may point at the target and call “Blood Fury.”  This restores the orc to half their body (rounded up) to a maximum of 50 body points.  

Blood Hex

(Skill) Periodic, Attack, Curse, Naming

This skill allows a character to place the Lesser Curse, “The Trickster’s Jibe” upon another person; the attack automatically hits the intended target. This is considered a casted effect for purposes of defending, but it can be removed as a regular curse.

Body Block

Skill (Periodic), Attack, Impact

This attack skill knocks an opponent back ten feet from the character, and Dazes them for 5 seconds. You do not use a weapon for this skill; instead, call the skill by gesturing in the direction of your opponent without touching their at all. You must be within arm's length of your target for the attack to be successful.

Break Limb

Skill (Periodic), Attack, Melee

This attack skill breaks an opponent’s limb, causing severe pain and injuring it. You must strike the opponent’s limb that you wish to break for this attack to be successful.  The Broken Limb may not be used in any way until healed.

Break Shield

Skill (Periodic), Attack, Melee, Targets Object

This attack skill breaks an opponent’s shield. You must strike the shield for this attack to be successful, at which point the shield is considered useless and must be dropped to the ground. You must wield a One Handed or larger weapon to strike with this skill.

Breathe Water

Skill (Continuous)

With this skill, a character can breathe water as well as air.

-C-

Cantrip (Source)

Skill (Continuous, Periodic), Source Varies

This allows the character to know one first or second level prayer/spell/song that corresponds to the source and surge cast it twice per period at no career point cost.

Celtic Resolve

Skill (Periodic) Defense, Augment

The character gains +2 strength and immunity to non-superior fear effects for the remainder of the battle. The character can also use one instance of the skill Instill Confidence as if they had the skill during the battle Celtic Resolve is used. This skill can be activated as a defense against a fear effect.

Chaos Blast

Skill (Periodic), Attack, Melee, Chaos, Targets Object

This skill allows a character to channel raw chaotic energy through their weapon at a target. The weapon strike must hit the object to be destroyed – such as an opponent's weapon, shield, armor, or another object of door size or smaller. If the object is armor that is currently being worn, it immediately loses all AP. Otherwise, the object is broken, and must be repaired before it can be used.

Chaotic Alteration

Skill (Periodic), Attack, Melee / Ranged, Chaos, Mental

With this skill, a character convinces an opponent that their current allies are their enemies, and their enemies are their allies. To inflict Chaotic Alteration on an opponent, you must strike them with a spell packet or a weapon. The alteration lasts for five minutes, or until the end of the current battle, whichever comes first.

Charm

Skill (Periodic), Attack, Social

This skill allows a character to charm another character into being their friend for fifteen minutes. You must be talking to a character (face to face) for at least one minute before you can use Charm on them. A character under the effect of Charm will not act out of the ordinary and is not under the command of the character that has charmed them.

Civil Service

Skill (Continuous)

With this skill, a character can take one Civil Action in the Land System per turn. This skill can only be purchased once.

Cleave

Skill (Periodic), Attack, Melee

This attack skill inflicts 100 Direct Body Damage.

Climb

Skill (Periodic), Movement

This skill allows a character to climb a tree, wall, or similar vertical surface to a maximum height of twenty feet, instantaneously, and return safely to their original position. To use this skill, you must touch whatever it is your character is climbing and then stand at the base of it with one hand in contact with it; if you lose contact at any time, you immediately fall to the ground, suffering falling damage appropriate to the distance. You are free to use your available arm to perform whatever actions you are able, other than to deliver an attack of any kind. A character can remain in the climbed position indefinitely. It is possible to depart the vertical surface for a horizontal surface that is within five feet of the character’s position, but doing so ends the use of the skill and the character will have to find another means of safely returning to ground level. You cannot carry another person while using this skill. This skill can also be used to climb down a surface from a higher ground level, with all the conditions of this skill applying in a logical manner to the reversed circumstances.

Cloak Of The Green

Skill (Periodic), Headband (Yellow)

With this skill, a character can become unseen in a woodland setting. The character must be inside a well wooded area near a tree or other foliage to use this skill. As long as the character does not move from their location or make noise other than breathing, they can only be seen by skills that can foil yellow headband concealments. You must wear a yellow headband to denote that your character is hidden. If the character takes any action that affects another being, the concealment ends.

Command of Enax

Skill (Periodic), Divine (Authority), Attack, Naming, Social, Voice

This skill allows a character to issue a simple one-sentence command to any sentient being that must be obeyed. The command may not be contrary to the nature of the character, but otherwise the being must do everything possible to satisfy the command.  This has a maximum duration of 15 minutes.

Command Goblinoid

Skill (Periodic), Attack, Social

This skill allows a character to issue a one-sentence command to an orc, goblin, or ogre that must be obeyed. The command may not be contrary to the nature of the character, but otherwise the goblinoid must do everything possible to satisfy the command.

Concentrate Alchemy

Skill (Periodic), Creation, Targets Object

When using an alchemical compound that the alchemist has made themselves, the alchemist may double one effect the compound produces – damage dealt, body healed, duration, or numerical bonus granted or needed – of the alchemist's choice. The skill is used at the moment the compound is used, not during creation.

Consecrate

Skill (Continuous), Divine

This ability can be used to create a holy symbol, holy water, or to bless other objects used in mass rites. In addition, it can be used to baptize a willing character to the caster's deity. Using this ability on a Font of the appropriate pantheon or deity allows the priest to create one vial of Holy Water. A character may only create one vial of Holy Water an event, regardless of the number of fonts they have access to.

Contacts

Skill (Periodic), Social

With this skill, a character gains a degree of influence through people they know. Whenever a target character is convicted of a single crime for which the punishment is not execution, exile or obliterations, the contacts used successfully cause any financial restitution to be reduced to 10 gold and any other type of punishment to be avoided altogether. An individual may only benefit from this skill working on them once every six months or once every three months if they hold a rogue list or once a month if it is being used on yourself. The Racketeer should denote on his target’s card which month he uses Contacts on the target.

Courage

Skill (Periodic), Defense

This skill renders a character immune to any non-superior type of fear – magical or otherwise – for duration of five minutes.

Create Tome

Skill (Continuous), Creation

This skill allows a character to create books of knowledge known as Tomes. A Tome can contain any number of Chapters, though each Tome can only be dedicated to a single lower list profession, a collection of the casted effects of Spheres or Domains of a single Academic Tradition, or a compilation of Lores. A Chapter can contain a single skill available to a lower list profession (if a profession lists a specific Lore skill you may include that specific Lore with that profession, but may not include other Lores from Lore: Any), a single Lore in a Lore Tome, or multiple skills of the same path (ex. Herbal recipes, Weapon Smithing, Trauma, Enchantment Sphere, Sacrament Domain, etc), for Alchemy recipes, Smithing abilities, Physician abilities, and Casted Effects.  To add a Chapter, the character must know the ability, – or they must be able to interview someone who does know them. You are required to role-play preparing a Chapter for at least thirty minutes, and expend (after completing the work) 10 CP.  You must then go to logistics to pick up the item card, or you have an existing Tome item card updated to reflect the latest Chapters added to its contents. The character is not required, but may choose to learn the skill(s) as a result of producing the Chapter, assuming they are logistically able to learn it.

Critical Attack

Skill (Periodic), Attack

This attack skill inflicts double a character’s normal weapon damage to an opponent. When attacking with this skill, the proper way to call damage is to say “Crit x”, where x is the damage total.

-D-

Darkness Alacrity

Skill (Periodic), Defense, Headband (Yellow)

If you are within 2 paces  of a place that allows you to enter into Hide in Shadows, you may dodge an attack and immediately move up to 2 paces to a valid Hide in Shadows location and then be under concealment as per Hide in Shadows as if you had used the skill.  

Darkness Stealth

Traits: Skill (Periodic), Proficiency, Headband (Yellow)

This skill allows a character enter into Hide in Shadows as if they had expended a use of the skill (provided they are in the right environment) and move for up to 15 minutes while using Hide in Shadows. The character must remain in the conditions the yellow headband concealment skill dictates, and can only move at a heel-to-toe rate while concealing themselves with this skill. The character’s movement makes no in-game sound regardless of any sounds their movement might create. However, if the character speaks or takes any action that affects another being, they become immediately visible. This skill requires the use of a yellow headband, and must be used with the skill Hide in Shadows.  The skill Darkness Stealth can be used immediately without breaking concealment.

Death Curse

(Skill) Continuous, Attack, Curse, Naming

This skill allows a Romani to place a Greater Curse upon the person who caused their death. The Romani can curse the individual whose action directly caused their death, or they can attempt to curse someone else who was responsible for it. To attempt to curse someone responsible for their death, the Romani must name the specific person to the Director within an hour of being killed, who will then verify if the named person indeed had some active part in the Romani’s death. If the named person did not have an active role in the Romani’s death, according to the Directors discretion, or the Fates (Director) deems the Romani’s Death was justified, then the curse is wasted and has no effect on anyone; if the named person was involved, then the curse is applied to them. The Romani must select a curse from the list of Family Curses, and the killer will be afflicted with it as a Greater Curse. The Greater Curse will remain in effect on the killer until the Romani releases it, the killer dies and is resurrected, or the Fates (Director) deems the Romani’s Death was avenged. The effects of this skill will not stand if the Romani has avoided in any way losing a life tag. This skill bypasses all defenses.

Deflect

Skill (Periodic), Defense

This defense skill resists a weapon attack. The opponent’s attack fails and the attack skill is considered used.

Despair

Skill (Periodic), Attack, Social, Chaos, Voice

Anyone who hears the call of this skill and is not a direct ally of the character who calls it is suddenly overwhelmed with a feeling of despair. This skill negates the effect of the skill Battle Cry if a victim is currently benefiting from it, or it weakens the victim, requiring them to subtract two from their normal weapon damage for the duration of the current battle.

Detect Disguise

Skill (Periodic), Detection

With this skill a character is able to make subtle observations about another person that reveal whether or not that person is wearing a disguise. To use this skill, you must have a general reason why you believe the person is in disguise, and must role-play studying the person for at least five minutes. A Rules Marshal must supervise the use of this skill, and will ask the subject if their character is wearing a disguise upon its successful use.

Detect Poison

Skill (Continuous), Detection

With this skill a character is able to determine if food, drink, or a weapon is poisoned. To use this skill, you must role-play studying the item for at least ten seconds, and have unrestricted access to the item in question. Once you have completed the observations, find a Rules Marshal to determine if the item is poisoned.

Detect (Source)

Skill (Continuous)

This allows the character to Detect if an item that is (Source) in its specific nature or imbued with (Source).  Source is defined as any type of power that may imbue an item, and must be declared at the time of using the skill.  Example Detect (Demonic), Detect (Divine), etc.

Detect Traps

Skill (Periodic), Detection

This skill allows a character to spot a trap that is hidden with the Concealed trait. Additionally this skill allows a character to identify the nature of a Glyph. The trap is only visible to the character that uses this skill, but they can show or tell where it is to any others that they choose. You do not need to have a reason to suspect that a trap is present to use this skill.

Devour

Skill (Continuous), Attack, Melee, Healing

Whenever the ogre brings an opponent to the Serious or Critical condition, or outright kills them, they may strike the downed opponent with their weapon and call “Devour,” healing the ogre for 20 body points. This ability may heal the ogre up to 20 body points above their maximum. Body points in excess of the ogre’s maximum may not be healed except by this ability and expire at the end of the current battle. This skill does not affect the opponent's status.

Disarm / Retain

Skill (Periodic), Attack / Defense, Melee / Ranged

This skill allows a character to disarm an opponent’s weapon, or to retain their weapon when struck by an opponent’s Disarm. To disarm an opponent by using a melee attack, you must strike the opponent’s weapon that you wish to disarm. To disarm an opponent by using a ranged attack, you must strike anywhere on the opponent’s body. If the weapon is wielded in one hand, the opponent must drop the weapon and cannot pick it up for five seconds. Weapons that are held two-handed may not be disarmed with this skill. To use this skill to retain your weapon when struck by an opponent’s Disarm, simply call Retain in response to the attack and continue to wield your weapon. You can use this skill to disarm or retain – not both – once per period.

Disarm Trap

Skill (Periodic), Targets Object

This skill allows a character to attempt to disarm a trap or a Glyph. If the trap does not have the Complex trait, then the attempt automatically succeeds and the trap is disabled. If the trap has the Complex trait, then a Rules Marshal must supervise the attempt. You must guess a number between one and ten, which must match one of three numbers the Rules Marshal will select before the guess is made; an incorrect guess results in the trap being set off, while a correct guess results in success and the trap is disabled.

Disguise Skills

Skill (Periodic)

Basic Disguise

This skill allows a character to assume a disguise as another person of the same age, race, and gender. You must spend 5 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting, nor does it change non-generic or easily identifiable clothing and items (it is important that your costuming looks noticeably different than your main PCs) – is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. Finally, it is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises.

Advanced Disguise

This skill allows a character to assume a disguise as another person of the same race, but of a different gender and/or age. You must spend 10 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting – is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. Finally, it is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises.

Expert Disguise

This skill allows a character to assume a disguise as a person of any race that is available for PCs, and of a different gender and/or age. You must spend 10 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting – is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. Finally, it is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises.

Monstrous Disguise

This skill allows a character to assume a disguise as any humanoid (or nearly humanoid) being of approximately the same size, and of a different gender and/or age. The character must possess a Lore: Monster skill for the being they wish to disguise themselves as. You must spend 10 minutes role-playing the assembly and application of the disguise. The disguise, which includes the masking of the character’s voice, but does not guarantee the suppression of personal habits such as nervous fidgeting – is effective for one hour after application; you cannot use multiple instances of this skill to extend its duration, but must apply a new disguise each time. It is not possible to recreate the same exact disguise twice; each time you use this skill your appearance is noticeably different than previous disguises. Furthermore, this disguise does not grant the character the ability to speak or read and write the being’s language, nor does it foil detection abilities that bypass the visual sense (i.e., Sense Life).

Dissect

Skill (Continuous), Creation, Concentration, Knowledge

This skill allows a character to recognize and identify essences in items, dead beings, or areas, and to collect essences from these sources. To use this skill on a dead being, you must call the skill to the player of the being to determine if an essence is present; to use this skill on an area or item, you must spot an essence card in its place. You must role-play collecting the essence for at least ten seconds, after which will be given or may take the essence card. A character may also use this skill to remove and preserve body parts from dead creatures. The character must role-play the dissection. It takes one minute per cubic inch of the object being dissected.

Dissipate Negative Energy

Skill (Periodic), Attack, Weapon

This skill does two hundred points of Bane to a negative energy creature.  This may be called as Dissipate Undead, Dissipate Lycanthrope, Dissipate Demon, or Dissipate Negative Energy 200 Bane, where the first three must be the correct negative energy type for what is called, and the latter may be called generically for any negative energy creature.

Dodge

Skill (Periodic), Defense

This defense skill allows a character to avoid one attack dealt against them, including a magical spell or prayer. The attack fails and the skill, spell, or prayer is considered used. Dodge cannot protect a character against bard songs or radius effects.

Dread Surgery

Skill (Periodic), Attack, Pain, Interrogation

With this vile skill, a character can carve open the torso of a held or paralyzed person and force them to stare at their own viscera. You must role-play performing the torture for fifteen minutes, after which the victim must answer questions asked of them, truthfully, to a maximum of five questions. Additionally, items can be implanted or removed from the victim’s body during the use of this skill. A victim of Dread Surgery suffers two minor insanity points and is rendered into serious condition. Use of the skill Willpower as a defense does not allow the recipient to lie to the torturer, only to resist having to answer the questions.

Druidics

Skill (Continuous), Druidic

See the Druid Spells section of the Supplemental Rules for more information on Druidics.

-E-

Entry / Escape Skills:

Skill (Periodic), Movement

Basic Entry/Escape

This skill allows a character to enter or exit a building by way of an unsecured window or similar opening after five seconds of concentration, during which time you must role-play preparing to escape through the exit. The character must be positioned next to the exit before the concentration time begins. If the window is secured by a lock that is accessible to the character, they may pick the lock (if they possess the appropriate skill) and then use this skill to pass through the window. The character appears on the other side of the window in the nearest immediate spot. If the character is struck by an attack or takes any action other than concentrating on passing through the window, the skill fails but is not expended.

Advanced Entry/Escape

This skill allows a character to enter or exit a building by way of any unsecured opening through which they could reasonably fit, for example, a chimney, after ten seconds of concentration, during which time you must role-play preparing to escape through the exit. The character must be positioned next to the exit before the concentration time begins. If the opening is secured by a lock that is accessible to the character, they may pick the lock (if they possess the appropriate skill) and then use this skill to pass through the opening. The character appears on the other side of the opening in the nearest immediate spot. If the character is struck by an attack or takes any action other than concentrating on passing through the opening, the skill fails but is not expended.

Expert Entry/Escape

This skill allows a character to enter or exit a building by way of any point where there is open space on the other side, after thirty seconds of concentration, during which time you must role-play seeking an exit and preparing to escape through it. The character appears on the other side of the point in the nearest immediate spot. If the character is struck by an attack or takes any action other than concentrating on passing through the point, the skill fails but is not expended.

Escape Restraints

Skill (Periodic)

This skill allows a character to slip free of restraints, after ten seconds of concentration. If the character is struck by an attack or takes any action other than concentrating on slipping out of the restraints, the skill fails but is not expended.

Evaluate Item

Skill (Continuous), Knowledge

This skill allows a character to determine the monetary value of an object of treasure, its general composition (i.e., normal steel, mithril, etc.), and the quality of the item (i.e., Superior, Exalted for weapons and armor). Any magical properties of an item cannot be definitively valued, such rarities are simply worth as much as someone is willing to pay. A list of the values of gems can be found in several locations, including Logistics, while the value of other treasure items will be indicated on the item’s card.

Extend Disguise

Skill (Periodic)

This skill allows a character to extend the duration of their disguise by an additional hour. This skill can be used twice on a single disguise skill use.

Extort +1

Skill (Event) Social, Maximum Purchases (5)

You run an illegal operation where some of the local merchants around the Barony pay you money in return for not destroying their livelihood. For each purchase you make 5 gold per event. This skill represents a month’s worth of illegal activity.

Extract Truth

Skill (Periodic), Attack, Pain, Interrogation

This skill allows a character to coerce another person into answering one question truthfully through the use of torture. You must role-play torturing the subject for at least one minute, after which you must call the skill name and then ask the question that you want to have answered. The subject must answer the question truthfully and completely.

-F-

Favored Disguise

Skill (Continuous)

This skill allows a character to utilize a full alter ego disguise that they can reliably repeat time and again, and which masks personal quirks and all other resemblances to their actual self. The character must expend a disguise skill that allows them to assume the desired Favored Disguise. All Favored Disguise names and basic details (race, gender, apparent age) must be indicated in the notes section of the character card. A character may maintain one Favored Disguise per purchase of this skill, to change the disguise connected to a purchase of Favored Disguise, the player must unlearn the Favored Disguise skill, and relearn another. This can be done at the end of any event, and counts towards any retraining of build limitations, with the exception that if they only know one Favored Disguise, and they are unlearning it, and relearning it for a new Favored Disguise, they do not require a teacher.

Fear

Skill (Periodic), Attack, Chaos, Fear, Line of Sight

With this skill, a character projects chaotic energy at an opponent, causing them to panic. To use this skill, you must point at the intended target and call the skill name. The opponent must run in fear until they are out of sight of the character and cannot face the character again for five minutes.

Feint

Skill (Periodic), Attack, Combo, Melee

With this skill, a character forces an opponent to expend a Parry, Deflect, or Dodge against a deceptive maneuver. This skill is comprised of two components, the Feint itself and an attack that is coupled with it. The coupled attack can be a non-surprise attack skill from a profession, or can be a weapon attack for the character’s normal damage. To deliver a Feint, you must strike your opponent and call the skill, in addition to the attack that you are using with it. The opponent must use a Parry, Deflect, or Dodge, if they have one, in response to the Feint. If the opponent has a defense that can stop the coupled attack after the Feint has been resolved, then they can use it to block the attack; otherwise the attack succeeds.

Find Hidden Doors

Skill (Periodic), Detection

With this skill a character can spot a hidden door. A Rules Marshal must supervise the use of this skill and provide the results.

First Aid

Skill (Continuous), Knowledge, Healing

With this skill, a character can determine the vital conditions of another person, and can bind the wounds of a person in serious condition well enough to revive them. To determine the vital condition of another person, the subject must either consent to examination or be unable to resist it. You must role-play examining them for injuries for at least ten seconds, after which you should call the skill as First Aid Assess. The subject can then give you an OOG report on all injuries and ailments they are suffering from, including their present Body Point total (X of total BP #). If the subject is conscious or all the way into the critical stage of their death count, then First Aid cannot be used to treat their injuries. If the subject is in the serious stage of their death count, then First Aid can be used to revive them. You must role-play binding the subject's wounds for one minute. The subject's death count is paused while the skill is being performed. During this time, the character and  their subject must remain undisturbed – if either one takes damage, or if the character is disrupted from  their work, they must begin again, starting the time requirement anew. If the treatment is interrupted in any way, the subject's death count resumes from the point at which it was suspended. Once you have completed binding the subject's wounds, they become Unconscious with 1 Body Point. The subject will then awaken after five minutes.

Flame Shot

Skill (Periodic), Attack, Weapon (Ranged), Elemental (Fire)

With this attack skill, a character fires an arrow set with flame pitch. The flaming arrow inflicts Fire damage equal to triple the character’s normal ranged weapon damage. When attacking with this skill, the proper way to call damage is to say “Flame Shot x Fire”, where x is the damage total. Flame Shot can also be used to start a fire if the character targets a sufficient amount of flammable material with the attack.

Flee

Skill (Periodic), Movement

This skill allows a character to beat a hasty retreat from danger. After calling this skill, you must call a hold. During the hold, you may take 50 feet (20 Paces) in any one direction, as long as it takes you away from the danger from which you are retreating. Once you have completed your movement, call lay-on and resume normal play. A character cannot use Flee while carrying another person.

Florentine

Skill (Continuous)

This weapon use skill allows a character to wield two weapons simultaneously, one in each hand. One weapon may be of the One-Handed size category or smaller. The second weapon must belong to the Small Weapon size category. This skill also allows a character to fight with a weapon in one hand and a claw or fist (of the appropriate sizes) in the other, if the character is capable of fighting by those means.

Florentine Master

Skill (Continuous)

This weapon use skill allows a character to use the Florentine skill with two weapons of One Handed size class or smaller.

Forgery / Detect Forgery

Skill (Periodic), Knowledge, Creation / Detection

This skill allows a character to forge written documents or attempt to detect if a document is a forgery. Each purchase of this skill allows the character to create one page of forgery or to detect forgery upon one complete document. A character can prepare multiple page forgeries over the course of multiple game periods, but each page they produce must be completed within one game period. To create or detect a forgery, the character must have an example of the subject’s authentic work, which they must reference the entire time that they are preparing or detecting the forgery; a forgery cannot be used to produce another forgery, an original is always required. You must role-play preparing or detecting the forgery for 10 minutes for each use of this skill. When creating a forgery, the character produces a work that mimics the physical appearance of the subject’s writing, including illuminated script or other stylizing; however, the character’s imitation of the subject’s written voice, is only as good as they themselves write it, meaning that a player reading a forged document is free to question the voice of the document without possessing this skill. All nobles holding the title of Baron or higher and all clergy holding the title of Cardinal or higher are immune to forgery, as their official documents always bear official seals that cannot be forged. To determine if a character successfully detects a forgery, compare the number of Forgery Proficiencies that the creator possessed to the number of Forgery Proficiencies that the detector possesses. If either character does not have any Forgery Proficiencies, then they are considered to have a rating of zero, which is still sufficient to fool or foil an unskilled character. If the detector’s skill is equal to or greater than the forger’s, then the character discovers (and can show proof) that the document is a forgery. If the forger’s skill is greater, or if the document is not a forgery, then the character believes that the document is authentic.

A document that is forged must have a footnote that reads:

OOG: Forgery, + X Profs, Card ###

A document that is signed with the seal of a Baron, Cardinal, or other (higher) ranking official must be signed:

OOG: Authentic, Character Name, Card ###

In both cases, the term "Card ###" is replaced by a Marshal's, Storyteller's, or Director's name in the case of an NPC.

Note that the use of a seal is not mandated by a character, if they wish to write an unofficial document (such as a personal journal) – and such documents can still be forged.

Forgery Proficiency +1

Skill (Continuous), Proficiency

This skill improves the ability of a character to create and detect forged documents. The number of instances of this skill that a character possesses should be noted on any documents that they forge.

-G-

Gift Of The Predator

Skill (Periodic), Detection

This detection skill allows a character to see one being within a 20 foot (8 Paces) line of sight of them that is hidden by any concealment ability that is indicated by a yellow headband. This skill may be used without an IG reason to suspect a concealed being nearby.

Glamour

Skill (Periodic), Healing

The dryad may extract up to 10 points from a tree that may be used to restore as many druid points, magic points or body and may use these points themselves or another within arm's reach. Using glamour in this way does not harm the tree, as glamour replenishes naturally.

Glory of Gaaldron

Skill (Periodic), Naming, Augment

The hobgoblin may periodically rally a Goblin, Ogre, or Orc to grant them +1 Damage for a battle.

-H-

Healing

Skill (Continuous), Healing, Positive Energy

See the Healing and Resurrection section of the Supplemental Rules for more information on Healing.

Hide In Shadows

Skill (Periodic), Headband (Yellow)

With this skill, a character can become unseen while standing in shadows. You must be in shadow, or in complete darkness, merely standing beneath the night sky is insufficient. As long as you do not move from your location or make noise other than breathing, you can only be seen by skills that can foil yellow headband concealments. You must wear a yellow headband to denote that your character is hidden. If the character takes any action that affects another being, the concealment ends.

 

Holy Strike

Skill (Periodic), Attack, Melee, Divine

This attack skill inflicts 100 Direct Body Damage. If the character is using their deity's holy weapon, this skill additionally does Divine damage.

Hunter's Awareness

Skill: Periodic, Detection, Interrogation, Social

With this skill a character is able to make subtle social observations about another person that reveal whether or not that person is a Negative Energy Being. To use this skill, you must role-play actively interacting with the person for at least five minutes. Once they have completed the interaction, the character can consult a Marshal to ask the target if they are a Negative Energy being.

-I-

Iaijutsu

Skill (Continuous), Combo Impact

This skill allows a character to use a weapon-based melee attack, without a weapon wielded in hand. To use this skill, call Iaijutsu and the name of the attack, or base damage, that you are using against the target, and then draw your weapon. The weapon used for this skill must be carried on the character's person and accessible without unfastening or adjusting armor, garments, or accessories, and the character calling this skill must have their hands free before calling the skill. You may only use this skill when you are out of combat. You must go out of combat to use this skill again.

Identify Compound

Skill (Continuous), Knowledge

A character with this skill is familiar with the basics of alchemy, and what goes into making compounds. A character with this skill is capable of identifying any essence, as well as any alchemical compound that is in its unused state, with 10 seconds of study. This skill will not identify compounds that have been used, such as poisons in food or on blades, or a gel that has been spread on an item or area.

Identify Item

Skill (Continuous), Knowledge

This skill allows the character to determine the general nature (i.e., magical, druidic, mundane, etc.) of an item, its general composition (i.e., normal stone, mithril, jade, etc.) and any special properties it possesses. This skill requires 10 minutes of study of the item.

Ignore Decay

Skill (Periodic), Defense

This skill allows a character to resist an attack that inflicts Decay damage.

Ignore Disease

Skill (Periodic), Defense

This skill allows a character to resist a disease or an attack that inflicts Disease damage.

Ignore Magic

Skill (Periodic), Defense

This skill allows a character to resist an arcane spell.

Ignore Pain

Skill (Periodic), Defense

With this skill, a character can shrug off pain that would leave another person in shock. This skill can be used to resist any pain-inflicting skill or spell, or to ignore the effects of a broken limb for the duration of the current battle.

Ignore Poison

Skill (Periodic), Defense

This skill allows a character to resist a poison or an attack that inflicts Poison damage.

Incapacitate

Skill (Periodic), Attack, Melee

This attack skill inflicts two hundred points of Direct Body damage.

Inflict Pain

Skill (Periodic), Attack, Pain

This attack skill inflicts crippling pain on an opponent. You must be wielding a Small Weapon to strike with this skill. After successfully striking your opponent, they are stunned for five seconds and then dazed for thirty seconds.

Infravision

Skill (Continuous), Detection

This detection skill allows a character to see any being within a 4 paces (10 foot) line of sight of them that is hidden by any concealment ability that is indicated by a yellow headband provided both the character with the Infravision, and the character using the yellow headband are in the dark and at least 10 paces (25 feet) from the nearest light source)

Innovation

Skill (Per Event), Creation, Caster

They may instantly produce one bauble per event that must be used immediately by the character using this skill.

Instill Confidence

Skill (Periodic), Social, Naming

This skill allows a character to bestow the effects of the Courage skill on another person. You must role-play offering encouragement and inspiration to the recipient for at least five seconds. This encouragement can be given after calling the skill, so that the recipient does not run completely away from you before you manage to call it. A character cannot use this skill if they are currently suffering from a fear or intimidation effect.

Insult

Skill (Periodic), Social, Rage

With this skill a character delivers an insult at someone that is so stinging and vile that the subject becomes overwhelmed with anger. You must role-play insulting the subject for at least five seconds before using this skill. You must be able to see the subject, or identify them by name or by an action that they were witnessed performing in order to target her; if you are unable to see the subject, then you must use this identifying information in the insult. The subject must attack the character for at least one minute or until they have achieved some concrete form of revenge against the character, whichever comes first.

Intercept

Skill (Periodic)

This skill allows a character to interpose themselves between any superior or non-superior attack and its intended target. The character must be within their weapon’s reach of the intended target or the attacker to use this skill. You can combine this skill with a defense skill to defend against the attack, or you can simply take the effect of the attack upon yourself.

 

Interrogate

Skill (Periodic), Attack, Social, Interrogation

This skill allows a character to force three truthful answers from a subject. You must role-play questioning and cajoling the subject for at least ten minutes, after which you must call the skill name and then ask the questions that you want to have answered. The subject must answer the questions truthfully and completely. The second and third questions must be asked within one minute of receiving the answer to the previous question or the skill’s effect expires.

Intimidate

Skill (Periodic), Attack, Social, Fear, Naming

With this skill, a character forces an opponent to cower in fear from them. You must role-play threatening the opponent for at least five seconds before using this skill. The opponent cannot take any offensive action against the character for five minutes. If the character attacks the opponent, they can try to defend themselves from the character’s strikes but cannot attempt to counterattack.

Iron Body

Skill (Periodic), Knowledge

After 10 minutes of concentration/meditation, the warrior monk gains 30 AP, multiplied by their AR. Additionally, they gain a soak equal to their AR. The Soak and AP both expire at the end of the period. Additional uses of this skill within a period take 10 minutes and restores the Warrior Monk back up to the full AP earned from the first use of this skill – it does not add to the old AP, nor does it add any additional soak. The warrior monk may not be wearing armor to use this skill, and if the warrior monk puts on any armor the skill's effects are suppressed until the armor is removed. The soak gained from this skill is considered soak from armor for all purposes.

-K-

Keen Senses

Skill (Periodic), Detection

This skill allows a character to sense the presence of other beings within 20 feet (8 Paces) line of sight of them that is hidden by any concealment ability that is indicated by a red or yellow headband.  This skill may be used without an IG reason to suspect a concealed being nearby.

Kormyrian Assimilation

Skill (Continuous)

This skill allows you to choose to drop your racial detriment, at the cost of also dropping the ability to purchase the first listed amongst your racial skills. This action cannot be undone.

The races that are affected by this will lose access to the following skills:

Barbarian Force of the North Romani Blood Hex/Death Curse

High Elves: High Blood Sylvan Elves: Nature's Heritage

Dark Elves: Darkness Alacrity Dwarves: Heart of the Mountain

Jax: Jax Stealth Ogre: Ogre Wrath

-L-

Leap

Skill (Periodic), Movement

This skill allows a character to jump a distance of up to 30 feet (12 Paces), reaching a maximum height of fifteen feet; the character’s facing upon landing is exactly as it was upon jumping.

Levitate

Skill (Periodic), Movement

This skill allows the character to levitate instantly to a height of twenty feet in the air for a duration of five minutes. The character can do nothing other than maintain the skill while levitating. The character can lower themselves safely to the ground so long as they are maintaining the skill, but if the skill ends for any reason while they are levitated, they immediately fall to the ground with the normal force of gravity. Players using this skill must indicate this by holding their arms out to their sides, palms facing the ground.

Liquefy

Skill (Periodic), Defense

Nyad may temporarily turn into liquid allowing them to defend against any one non-superior attack, or slip into or out of any building or object that water could easily pass into or out of.

Literacy

Skill (Continuous), Knowledge

This skill allows a character to read and write in Common, the language of most humans.

Literacy: Other

Skill (Continuous), Knowledge

This skill allows a character to read and write in a language other than Common. You must specify which language your character is learning when you purchase this skill, and the teacher must possess that specific language skill. A list of available languages can be found in the languages section of the rulebook.

Lore: Any

Skill (Continuous), Knowledge

The Lore Skill gives background and useful information on a given topic. Lore are limited in how specific they may become. While you can learn a monster lore on a general level (Lore: Monster), a specific level (Lore: Undead), and even down to a given type (Lore: Zombie), you cannot purchase lores about specific creature derivations (Lore: Greater Zombie). Lores are categorized as follows

Lores are assumed to function on three levels:

  1. Lores may be used in combat to basically identify a creature (Monster Lore, what do I see?).

  2. Lores may be used to glean more information from a marshal (Monster Lore: Undead, what do I know about this situation or creature?)

  3. Lores may be combined with research and Identify Item to gain further specific information (Monster Lore: Zombies, how tough are the different types of zombies? or Culture Lore: Kormyre, Identify Item on this old Church, what period in Kormyre history was it built?)

Lore: Academic

Skill (Continuous), Knowledge

A Londwynian can purchase one Lore skill of an academic variety, which must be approved by the Director.