Clash of Powers Elysian Towers Campaign

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1 Clash of Powers Elysian Towers Campaign A Live Action Role Playing Game This is Official Version 1.

2 Welcome. First off, I want to thank you for your interest in this LARP. LARP is short for Live Action Role Playing. That means instead of rolling the dice playing a game to do something you just actually do it. I hope you will enjoy the game and as you read below understand how the rules are set. Since this is a play test and literally the first trial of this type of LARP, I hope you will enjoy and accept things as they change and grow for you and your character. Just because this is a new and untried system does not mean that there is no experience in the game. I have over 20 years experience playing LARP s and know the problems that come up with them. Yes it is still an honor type game and yes you can cheat easily, but all that does is hurt the other people playing and if you get caught you could be asked to never return to the game. Just to give a warning this book may not have everything spelled out, we are in the beta testing and things might not be perfectly balanced. They will be changes. But for the most part we believe we got rid of any major bugs. If you see anything contradicting, please tell us and we will fix it as soon as possible. What is a LARP Let s go over some basic definitions you will hear in game. HOLD This is the most important rule in the game, yes it can be used for in play stuff that needs to be explained but it is also used for safety purposes. The moment you hear hold, everyone should also shout hold and go to one knee. The original person who called the hold will describe the emergency or problem. And that person alone should end the hold by saying 3,2,1 Game on This is not used for what does that spell do, but can be used to draw a 10, 20, or 30 foot circle and says everyone in the circle dies or is poison. Do not call a hold unless needed. It does take away from the game but it is necessary for medical or combat purposes. GAME ON- This is what you say when we are ready to start playing again, usually the first person who said hold is the person who says game on. In Play (IP) When you are playing your character you are in play. You should remain in play as much as you can in the game. We know they are reasons to not be in play (bathroom break for example) but if you can stay in play try to. You may see FOIP (Find out in play) that means we won t tell you here. Out Of Play (OOP) This is when you are you. You are not playing, no one in IP can see you and you don t exist. This is when you are taking a break (smoking, bathroom etc). You can NOT go out of play if you are caught in combat. You must be in a area where no one is in line of site and go OOP and you cannot jump back IP if you see people getting attacked. Again go out of site and come IP. MEDIC This is an Out Of Play (OOP) term and should never be used unless you need someone to help with OOP stuff. If your character IP is hurt or dying then call for a healer. If you just broke your arm and need to go to the hospital call for a medic. Player Character (PC) That is you or someone else playing a character. They are the regulars and will always be there when you need them to be. Non Playing Character These are characters to help the story along. Usually played by plot and can be any type of character. Monster - These are creatures that terrorize the town. They are usually ran by you. Everyone must monster for a short period of time.

3 What do I see? Is used when seeing a monster. It would cost thousands and massive amount of time to dress up each and every monster. So people put on monster tabards and describe what they are when asked. You will get use to it quick trust me. Gathering This is the actual showing up for a game. So between gatherings is between games. Guilds Since this is a play test, no one has developed guilds yet. But guilds do need to be present. When a guild is made you must have the following. 1.) At least 5 members 2.) Three chosen colors for your guild / barony a. Example The royal family is Silver, Gold and purple. 3.) Must have a leader, clerk (merchant) and 3 members minimum 4.) If running a race guild, cannot deny other people of same race 5.) Why are you a guild? What is your purpose? What races and/or classes are allowed? Marshal This is a rule expert in the game. They are for certain parts only. They are to assist Plot in the game while still being able to play the game. 1.) Plot Marshal These are the story tellers, they are the final say with the story is ran. 2.) Combat Marshal These are the people who run combat and make sure combat is quick and smooth. Checks weapons and armor throughout the game. 3.) Formal Marshal - These are the people who run the magic as in combat or formal circles. As well as magic and mana observing. 4.) Safety Marshal - These are the people who make sure nothing dangerous is being done. The person assigned to this is YOU! When it comes to safety, everyone must do everything they can to ensure that we all leave the game the same way we entered. 5.) Rogue Marshal Allows you to break in and do rogue things. 6.) Racial Marshal Checks to see If you can place a Race other than Human. Attacking When attacking someone with a weapon you must have completed a few things first. 1.) The weapon must be pre-approved by a weapon safety marshal and given a tag. 2.) You must have been to the combat safety course to know where to and not to hit. 3.) Call the correct tag for your weapon ( 2 normal, 3 silver, 10 magic ect.) Now that you have all of the above done, you can attack any monster (or PC) Creating a character To create a character you must follow a three step process. 1.) Chose your race. This is what you are. Human, elf whatever, it is not what you do. 2.) Choose you class. This is what you do, fighter, spell slinger, tavern wench. 3.) Pick your skills. The points change according to what class you are and skill you pick.

4 Races Below are the common races and you may choose freely among them as long as you are approved by a racial marshal who will check your makeup or costume. Unlisted Races - Some players that you meet you may find to be playing races not in the rulebook. If you want to play a race that is not in the rule book and cannot be played from the standard races then contact us. We will go over your character concept and see your make up for the race and a decision will be made. We will be fair in the Creation process, but if it is a race so good EVERYONE wants to be that type then it is probably too good. A background, unique make up requirement and advantage / disadvantage must be made. Human Humans are the most numerous race in Terra Haven they receive no advantage or no disadvantage due to their race and require no makeup. The exception to this is the Gypsies. Gypsies Gypsies are humans but are vagabonds. The reasons that they are separate from humans is because of the advantage / disadvantage they get. Advantage Are the only race that can get Gypsies curse. Disadvantage - Cannot belong to a guild, barony or group. Cannot be a noble of any sort, ever. Makeup - They do not wear racial makeup but the Gypsies speak with an accent that emulates the cultures they are derived from, and wear colorful and elaborate costuming in true Romanian Gypsy fashion. All Gypsies must have their make-up and/or costuming approved by a Race Marshal Surface Elf - Elves are not just human with pointy ears, they are a diverse culture. With their massive long life spans they tend to be calmer and more controlled in what they do. An elf s age is 10 times a regular persons age. Advantage - Can Buy Resist Sleep / Charm for 5 points apiece as many times as they want to buy it. (one resist per purchase) Disadvantage- negative 1 body to start (minimum of 1 body) and negative 1 body per level (max -10) (remember you always gain at least 1 body point per level no matter what. Mountain Dwarf Advantage Can buy Armor Smith at half cost (round up) Disadvantage - Due to their short nature they cannot use Great weapons. Makeup - Dwarves have only one make-up requirement. Male and female characters alike must wear a full beard of at least six inches. (Due to the local area where men wear beards that long anyway, they must wear extensions if they already have a real bead that long, That way we can tell the difference from a bearded human and a dwarf. Hobbit Are small creatures that are able to sneak around and become hidden at a moment s notice. Advantage Disarm Traps and Pick Locks skills at half Cost. In addition, Evaluate Item skill at half Build Cost (rounded up). +1 damage with Thrown Weapons Disadvantage - Cannot use Large or Great weapons, negative 1 body to start (minimum of 1 body)and negative 1 body per level (max -10) (remember you always gain at least 1 body point per level no matter what. Makeup Must have fur on hands and feet, Cannot be covered up with gloves or shoes, If you wear gloves or shoes you must have fur OVER them.

5 Half Orc Advantage + 1 Body to start and every level until you hit +10 body (Max), + 1 Strength Bonus Disadvantage Must pay double for Read and Write, and Healing Arts. Always have a negative 2 points per level loss of Mana. Makeup Must have green make up on ALL exposed skin. Must wear tusks (Two Tusks) Beastial - Advantage Sniff for 10 seconds can tell what poison or potion it is. + 1 Body per level (Max + 5 Body) Disadvantage - Can only use Edged Weapons (No blunts) cannot use Missile Weapons. Makeup - Must look like the Animal you want to be (Racial Marshal Approval is a MUST) Classes Fighter Body A fighter Gains 6 Body per level with a Max of 60 Body Skills A fighter gains 10 points per level to spend on skills. They can buy from other classes but must pay more for it. Armor Can wear Max amount of Armor with no restrictions. Max is 76 under current rules. Mana A Fighter Can gain mana if buy the extra mana skill, And may get special items that allow the fighter to use mana FOIP more information. Scholar Body Gains 3 body per level with a max of 30 Body Skills A Scholar gains 10 points per level to spend on skills. They can buy from other classes but must pay more for it. Armor Can wear Armor if buy the extra armor skill, And can get special items that simulate Armor. Without skills max armor is 5 point and can be light. Anyone can wear cloth. FOIP more information. Mana Gains 5 points of mana per level max 50. Can regenerate mana if in a mana Circle (See spells) at the rate of 1 mana per level per minute. Example - A 5 th level can regenerate 5 mana per minute. Body Gains 5 Body per Level Max of 50 Rogue Skills A Rogue gains 10 points per level to spend on skills. They can buy from other classes but must pay more for it. Armor Is limited on the amount of Armor they can Wear (Max 30 Points) Mana A Rogue Can buy mana through the gain mana skill, and may get special items that allow the fighter to use mana FOIP more information.

6 Body Gains 4 Body per Level Max of 40 Warmage (Half warrior half scholar) Skills A Warmage gains 10 points per level to spend on skills. They can buy from other classes but must pay more for it. Armor Is limited on the amount of Armor they can wear. Max is 50 points Mana Gains 3 points of mana per level max 30. Can regenerate mana if in a mana Circle (See spells) at the rate of 1 mana per level per minute. Example - A 5 th level can regenerate 5 mana per minute. More Classes are possible but are not included at this time. It would take time to develop. But you still have the freedom to create the character that you wish. For example you want a Paladin or knight. Then get a Fighter or Warmage and pick the Lay on hands ability. No matter what If you need a specific Ability for the character and can justify it then talk to us. We are always happy to help. Just don t expect a fighter with all scholar abilities justifiable. Specialty magic class Let s say you are hit with a spell that only effects necromancers, You want to be one to gain the benefits. So how are you a necromancer, or enchanter or whatever. It is easy to know and can change every level. Whatever spells you have the most of in your skills is what you are. Example you claim necromancy buy have more elemental spells, you are an elementalist. So you can change every level, If you become a true class the rules are different (see true class in the expanded book) NOTE One combat in the skills below means one person. For example I want a +1 flaming weapon to attack the Ice Giant and his friend. The spell works on the first person you hit and will stay active until you try to hit someone else with that weapon (or 10 mins whichever ) If you try to go back to the original target it fails. So you need to recreate the spell to attack the creature again. Spells with the same benefit are not stackable such as if someone cast a spell to raise your damage you cannot have another spell raise your damage to your weapon. Example, Create magic Weapon gives a +1 to weapon damage so does Create Elemental Weapon, you only have a +1 damage but may choose which tag you wish to call. Skills Once you choose your race and class you can now pick your skills. You start with 15 points to spend on your character and you gain 10 skill points every time you gain a level. To see how much skill points a skill is just look at your class then look at the skill you want and pick the point from that column. Be sure that you make the prerequisites before trying to get the skill.

7 Skills Skill Fighter Scholar Rogue Warmage Prerequisites Alchemy: Level Herbal Lore Animal Empathy Special Armorsmith: Level In order Assassinate Backstab + 2 Astrology Special Backstab None Battlefield Commander Leadership, special Bow None Bravery Special Craftsman (all) Special Create Potion: Level Healing arts, Proper spell Create Scroll: Level Read Magic, Proper Spell Create Trap Disarm Trap Create Trap Create Trap 1 Create Trap Create Trap 2 Create Trap Create Trap 3 Create Trap Create Trap 4 Critical Slay/Parry Weapon +2, ect Crossbow None Deathstrike Special Disarm Trap None Dodge/Dodge Block None Enhanced Strength None Evaluate Item None Formal Magic Level level 9 spells Formal Magic Level Formal Magic Level 1 Formal Magic Level Formal Magic Level 2 Formal Magic Level Formal Magic Level 3 Formal Magic Level Formal Magic Level 4 Fortify (extra HP) None (gains 5 Body) Gain Mana None (gains 5 pts) Gypsy Curse Level Special Gypsy Curse Level Special Gypsy Curse Level Special Gypsy Curse Level Special Gypsy Curse Level Special Healing Arts (First Aid) None Herbal Lore Read & Write Iron Grasp None Jewelcraft None Lay on Hands Special

8 Skill Fighter Scholar Rogue Warmage Prerequisites Leadership Special Life strike Special Lore, (Any) Special Master Alchemist Level 10 Alchemist Special FOIP Master Armorsmith Armorsmith 10 Master Chef Craft Chef Master Jeweler Jeweler Master Potion-Maker Level 10 Potion Special FOIP Master Scroll-Maker Level 10 Scroll Special FOIP Master Seer Astrology Master Tracker Tracker Master Weaponsmith Weaponsmith Nature s Strike Special Read and Write None Read Magic Read and write (need to cast spell) Resist Charm Break Special Resist Confining Special Resist Disease Special Resist Elemental Damage Special Resist Emotion Special Resist Healing/Curing Special Resist Necromancy/Chaos Special Resist Sleep Special Resist Toxin Special Role-Playing Only Skill Special Seamanship None Shield None Spell Level Read Magic Spell Level Three Level 1 spells Spell Level Three Level 2 spells Spell Level Three Level 3 spells Spell Level Three Level 4 spells Spell Level Three Level 5 spells Spell Level Three Level 6 spells Spell Level Three Level 7 spells Spell Level Three Level 8 spells Thrown Weapon None Tracking None Two Weapon Fighting None Waylay None Weapon Mastery Great Weapons Weapon Proficiency None

9 Skill Fighter Scholar Rogue Warmage Prerequisites Weapon Proficiency Weapon Proficiency +1 Weapons Great Large Weapons Large Medium Weapons Medium Small Weapons Small Tiny Weapons Tiny None Wear Extra Armor None (per 5 points) More skills will develop over time, if you have a skill you want please tell us the skill. If it is not overpowering or unbalancing. We will consider it. SPECIAL Spell Skill If you want one spell but not wanting to go through the whole rows of spells to get them you can purchase each spell at DOUBLE the cost of skill of the spell. Example a fighter wants a third level spell. She can pay double (10 points for a fighter) and he gets the spell. Now he must buy the mana to cast it and congrats it is hers to cast.

10 Skill Alchemy: Level 1-10 Animal Empathy Armorsmith: Level 1-10 Assassinate Backstab Battlefield Commander Bow Bravery Craftsman (all) Create Potion: Level 1-10 Create Scroll 1-10 Create Trap 1-5 Critical Slay/Parry Crossbow Death strike Disarm Trap Dodge/Dodge Block Skill Descriptions Skill Description You can create Alchemy vials must have alchemy lore and correct spells to administer correctly. You know how a animal is feeling You can repair armor equivalent to your level (from level 1 to 6) light non metallic, Light Metallic, Medium Non metallic, Medium Metallic, Heavy metallic and Heavy Non Metallic, At 7 th level you can create light armor at 8 th You can create Medium armor at 9 th you can create heavy armor at 10 th you can create it in half the time. You can hit (safely) someone between the shoulder blades with a approved waylay widget Can add more damage when hitting someone from behind. You are the head of the guild, only one person can have this, and you lose it if you are no longer head of the guild. Your guild gains 5 body while fighting with you. Short Bows fall under small while Long Bows fall under Medium weapons but must be purchased separate. If you have a weapon proficiencies in these weapons they do not cross over in the melee category and vice versa. You can shrug off a fear spell or gaze You can create whatever thing you picked for the skill (cannot be used to replace other skills) You can create healing potions must have healing arts and correct spells to administer correctly. You can recreate enchantment and necromancy scrolls. Must have read magic and correct spells to make the scrolls and read magic to read the scrolls. Scrolls cost 1 point per level of spell you want to make. You gain one point per level of skill. Cannot create healing. You can create traps. See traps section for level and types. Kills Lesser creatures and PC s to slain status, does 50 points to greater creatures. Parries can happen, You can also dodge them. Light Crossbow (one handed) Bows fall under small while Heavy (two handed) Cross Bows fall under Large weapons but must be purchased separate. If you have a weapon proficiencies in these weapons they do not cross over in the category weapon and vice versa A necromancy trick, you call +2 damage to one living creature, but your tag will be chaos letting everyone know your calling necromancy. Once per game. You can disarm traps You can be hit with a spell packet or weapon and call dodge and that will not count. Only use once per purchase.

11 Enhanced Strength Evaluate Item Formal Magic Level 1 Formal Magic Level 2 Formal Magic Level 3 Formal Magic Level 4 Formal Magic Level 5 Fortify (extra HP) Gain Mana Gypsy Curse Level 1 Gypsy Curse Level 2 Gypsy Curse Level 3 Gypsy Curse Level 4 Gypsy Curse Level 5 Healing Arts (First Aid) Herbal Lore Iron Grasp Jewelcraft Lay on Hands - Leadership Life strike Lore, (Any) Master Alchemist Master Armorsmith Master Chef Able to do more weapon damage, break pins, webs etc the more Enhanced strength you have the quicker you can break free. Spell subtract enhance count. You know what something is worth in game terms, how much something is worth You are a beginner at formal magic and can cast Level 1 Formal scrolls. You are an intermediate at formal magic and can cast Level 2 Formal scrolls. You are an Advance at formal magic and can cast Level 3 Formal scrolls. You are an expert at formal magic and can cast Level 4 Formal scrolls. You are a Master at formal magic and can cast Level 5 Formal scrolls. You gain 5 HP over the Max you are allowed to have. You gain 5 MP over the Max you are allowed to have. The person who killing blows you will lose 5 body a min for one life after dead is fixed. (dead not poofed) The person who killing blows you will call 2 points damage less than normal till dead one life after dead is fixed. (dead not poofed) The person who killing blows you will take double damage till dead no saving. (dead not poofed) The person who killing blows you will call 1 point less damage till poofed. The person who killing blows you will poof in 30 minutes no saving You can come to someone who is down and say healing arts, the down person must tell you if they are bleeding out, slain asleep or dead. You can assist them by (pretend) shaking them for 10 seconds if asleep or first aiding them for one min if bleeding out. You can resist a fumble fingers or something else that would make you drop something once per game You can create in play jewelry that can be used to hold magical stuff in them This person can take body from themselves and heal someone else. On a 3 count You are in the top 5% of people in your guild, They gain 2 body while fighting with you You can do double damage to one undead creature for one combat. FOIP You can make the alchemy vials last twice as long You can repair armor at half cost and create master armor which hold more slots for magic. FOIP

12 Master Jeweler Master Potion-Maker Master Scroll-Maker Master Seer Master Tracker Master Weaponsmith Nature s Strike Read and Write Read Magic Resist Charm Resist Confining Resist Disease Resist Elemental Damage Resist Emotion Resist Healing/Curing Resist Necromancy/Chaos Resist Sleep Resist Toxin Role-Playing Only Skill Seamanship Shield Spells 1-9 Throw weapons Tracking Two Weapon Fighting Waylay Weapon Mastery Weapon Proficiency +1 You can make master jewelry You can make healing potions last twice as long You can make scrolls last twice as long You can use tarot cards rune stones whatever and ask plot a yes no or maybe question. Some things may not be able to be told (even plot don t know the future) but it can be used to see of something is a good idea or not. You can track down NPC s who hide from you. Even if it seems hopeless You can repair weapons at half the time and also make any weapon a master weapon You can do double damage to one chaos creature for one combat. You can read and write, needed for read magic and Alchemy You are able to read magic and begin learning spells You can resist a charm mind effecting spell or ability once per game You can resist a confining spell or ability once per game You can resist a disease spell or ability once per game You can resist elemental damage one time per day You can resist Charms, friendships and love poisons one time per day Resist Healing/Curing one time per day Resist Necromancy/Chaos one time per day You can resist a sleep spell or ability once per game You can resist a poison spell or ability once per game You have a skill that is fun to role-play but not included here. Please tell us and we will help in any way we can. You are a sailor by trade FOIP other benefits This is a shield. You must be able to touch the edge of the shield from under your arm to use. See Spell Section A weapon made of all foam but may be of any size. Weapons must be safe and described You can track down NPC s who hide from you. As long as its shows a chance of being able to follow them (Not raining on rocks for example) You may fight with a one handed weapon in each hand that you are proficient with, They must be tiny, small or medium size. You can hit (safely) someone between the shoulder blades with an approved waylay widget knocking them out. Takes one body point from them. Any Weapon proficiencies you have on a weapon will now affect all other weapon size. Only Melee Or Range weapons count. Pick one You call +1 damage to one type of weapon (Tiny Small Med Large Great or Missile)

13 Weapon Proficiency +2 Weapons Great Weapons Large Weapons Medium Weapons Small Weapons Tiny Weaponsmith 1-5 Wear Extra Armor You call a additional +1 damage to one type of weapon (Tiny Small Med Large Great or Missile) Added on to the previous damage Great (5 point damage) This is a great sword or ax and does the most damage, With a blade length of 40 to 48 inches and a max length of 63 inches. Large (4 Point Damage) these are usually Pole arms and spears needing 2 hands to carry and is used as a stabbing weapon mostly (like a quarterstaff with a pointy tip) Same rules apply as if making a quarter staff but must have a larger tip for protection. Medium (3 point damage) these are long swords with a 25 to 37 blade length and a 44 in max total length. Longbows fall in this category as well as two handed heavy crossbows. Small (2 point damage) these weapons are for the most part small, like a short sword. 19 to 25 inch blade max with a max of 32 inches total weapon exception is the quarter staff that falls in this category. Minimum 60 inches max is 72 inches with 2/3 covered with foam at both ends. Short bows fall into this category as well as small one handed crossbows. Tiny (1 pt damage) These are small weapons under 24 inches total (18 in blade max) these are simple one handed weapons. Waylay widgets fall in this category but has no PVC pipe in them, All foam. You can repair and make weapons as per your skill. Tiny, small, med, large and great You gain 5 AP over the Max you are allowed to have. FOIP This means Find out in play. Some of these skills are difficult to explain and or just different to the point of each individual doing the skill. If you think you need a FOIP skill talk to an owner or plot and we will see what we can do for you.

14 Alchemy Alchemy is mostly a Rogue skill but scholars have been known to dabble. If you have purchased Herbal Lore and Alchemy you can create elixirs, solvents and gasses. Elixirs are things you ingest or make others ingest, Gases are things you can throw and breaks on impact. Solvents are something you can throw or apply to something, remember that solvents are able to be blocked by a shield while gasses are not. All alchemy lasts for one year when made. You must have a Green packet representing the alchemy. And it must be identifiable for example you can have A20 written on the bottom of the packet stating it is an acid 20. If it is not labeled correctly then you do not have the vial. When you gain a level of Alchemy you gain 5 points per day you can spend on alchemy (for example if you have level 4 alchemy then you gets 20 points to spend) If you have a alchemist lab then your points are doubled for that day. You must have a physrep and an IP card stating you have a lab. In addition to everything above you must also have the ingredients to make the alchemy. Most of the time it is just money at one silver per 5 point cost. But sometime ingredients can be found or be lost entirely. Don t worry about it; if something is gone Plot will let you know. Alchemy Type Cost Description Berserk Ingest 20 Will attack the closest person to you until you are subdued. 10 mins Berserk Gas 35 Will attack the closest person to you until you are subdued. 10 mins Cause 2 Ingest 5 Take 2 points to your body (Necromantic in nature) Cause 4 Ingest 10 Take 4 points to your body (Necromantic in nature) Cause 6 Ingest 15 Take 6 points to your body (Necromantic in nature) Cause 8 Ingest 20 Take 8 points to your body (Necromantic in nature) Cause 10 Ingest 25 Take 10 points to your body (Necromantic in nature) Cause 2 Gas 15 Take 2 points to your body (Necromantic in nature) Cause 4 Gas 20 Take 4 points to your body (Necromantic in nature) Cause 6 Gas 25 Take 6 points to your body (Necromantic in nature) Cause 8 Gas 30 Take 8 points to your body (Necromantic in nature) Cause 10 Gas 35 Take 10 points to your body (Necromantic in nature) Death Ingest 30 You will die in 1 minute unless cured by purify spell, Alchemy antidote or equivalent. Death Gas 50 You will die in 1 minute unless cured by purify spell, Alchemy antidote or equivalent. Charm Ingest 10 You will be friends with whoever gives you this, Friends can fight but you won t try to kill them and you will protect them as best you can short of giving up your life. 10 mins Charm Gas 35 You will be friends with whoever gives you this, Friends can fight but you won t try to kill them and you will protect them as best you can short of giving up your life. 10 mins Feeble Mind Ingest 15 You lose all memory (cannot use any skills) 10 mins Feeble Mind Gas 30 You lose all memory (cannot use any skills) 10 mins Ingest / This cures all Alchemy problems (but not spell problems) Antidote Alchemy Solvent 20 Hallucination Ingest 5 You will hallucinate for 10 mins, anything you want but keep it up for the whole time.

15 Alchemy Type Cost Description Hallucination Gas 10 You will hallucinate for 10 mins, anything you want but keep it up for the whole time. Illnesses Ingest 5 You are sick, not enough to stop combat but irritating, pretending to throw up is encouraged for 10 mins. Illnesses Gas 10 You are sick, not enough to stop combat but irritating, pretending to throw up is encouraged for 10 mins. Love Ingest 15 You are in love with this person (opposite sex only) You will protect and even die for them. Love Gas 35 You are in love with this person (opposite sex only) You will protect and even die for them. Paralysis Ingest 10 You cannot move in any way, BUT people can pose you any way they like, lasts 10 mins. Paralysis Gas 25 You cannot move in any way, BUT people can pose you any way they like, lasts 10 mins. Sleep Ingest 10 You are asleep 10 minutes Sleep Gas 25 You are asleep 10 minutes Acid 5 Solvent 5 Acid, blocked with shield only otherwise you take the damage. Acid 10 Solvent 10 Acid, blocked with shield only otherwise you take the damage. Acid 15 Solvent 15 Acid, blocked with shield only otherwise you take the damage. Acid 20 Solvent 20 Acid, blocked with shield only otherwise you take the damage. Cure 2 Ingest 5 Cures 2 body points but not if ill, poisoned or dead. Cure 4 Ingest 10 Cures 4 body points but not if ill, poisoned or dead. Cure 6 Ingest 15 Cures 6 body points but not if ill, poisoned or dead. Cure 8 Ingest 20 Cures 8 body points but not if ill, poisoned or dead. Cure 10 Ingest 25 Cures 10 body points but not if ill, poisoned or dead. Slipperiness oil Solvent 15 Cannot be picked up for 30 mins Stickiness paste counteracts it. Stickiness paste Solvent 15 Cannot be picked up for 30 mins Slipperiness oil counteracts it. Mana regeneration 2 Ingest 5 Replaces 2 mana points immediately, does not go over there max mana points. Mana regeneration 4 Ingest 10 Replaces 4 mana points immediately, does not go over there max mana points. Mana regeneration 6 Ingest 15 Replaces 6 mana points immediately, does not go over there max mana points. Mana regeneration 8 Ingest 20 Replaces 8 mana points immediately, does not go over there max mana points. Mana regeneration 10 Ingest 25 Replaces 10 mana points immediately, does not go over there max mana points.

16 Traps Traps are devices to cause damage to unsuspecting people. A trap takes 10 minutes to set up. The type of trap and level of skill determines how much damage is dealt. You can only make one trap per level. Example at level 3 you can make three traps one level 1, one level 2 and one level 3 traps. Traps damage is simple- The trap level times 10 damage. So a level 5 trap does 50 damage. Trap Level- They are five levels of trap making and Trap master maker. Level one Can make mechanical traps Level two Can make explosive traps as well as Level 1 traps Level three Can make Level 1 and 2 plus alchemy traps Level four Can make 1,2 and 3 traps as well as elemental traps Level five Can make levels 1,2,3 & 4 as well as spell traps Master Trap maker can combine two different type traps. Mechanical trap is a pit, boulder, spikes or whatever device you want. But the person cannot be thrown anywhere and you cannot simulate different type of traps. Only affects one person. Explosive traps As it says it is a explosive of some type. Effects the person who sprung the trap and everyone the person can touch. Alchemy traps You can use any alchemical gas you want in this trap, you must have the gas attached to the trap for it to work. Elemental traps You can create traps with elemental properties, you must have the elemental stone card attached to the trap you re making. Types are Fire, Ice, Lightning and Force (Acid falls under Alchemy Trap) Spell traps You can place spells in the traps You must have the scroll to add to the trap, You must have read magic also, or you can have someone read it for you. Skill Point cost for Traps Level Fighter Scholar Rogue Warmage

17 Gaining Levels Everyone starts at Level one, as you play the game you gain xp (see below) when your xp hits a certain level you gain the next level (receiving 10 points for your character) You do not lose your xp once you earn them so if you have enough to make level 2 you start from that point to level 3 not reset to zero and start over to get to 3. Your Character begins with 15 points at level 1. Level XP Level XP Example: I started my First Game. I completed a module I get 4 Experience points. The next Game I didn t go to a module so I only get 3 points (total of 7) I am now level 2. The next game I play I get 3 more points (total of 10) only 3 points from level three yea! Experience points Experience Points (XP) Is only gained by playing the game, You gain 3 points per game no matter what you do, and If you go on a module (separate from the main game) you can gain 1 more xp. But you can only go on 1 module per game event (or between events if done between events) Module s reset is when the New event officially begins. Out of Play (OOP) Points OOP points will allow you to buy things that are hard to gain in play such as extra lives. potions and scrolls or even permanent magic weapons! Extra lives can be bought starting at 15 OOP for the first extra life, then 30 points, 60 points, 90 points, etc. Each additional life increases in cost by 30 OOP. However, you may never have more than 9 lives on the books at any given time. Items can be bought at Logistics at the beginning of the event. Just ask for the points Store, and you ll be handed a list of what you can buy that event. The list will change, so check back every event. points may be converted to build using the table above. To earn points, you can make props for the game, buy needed supplies, or work for the game on-site. The point s rates are as follows: One OP point/dollar spent for the game. (Bring your receipts!) Two OP points/hour spent making props/supplies/working off-site Two OP points/hour working in the tavern on-site (4 hour shift minimum) Two OP points/hour monstering on-site. Not counting the 2 hour minimum We reserve the right to alter points rewards as needed, but this is the general guideline. So if we need something really badly we will offer more points or even give OOP points on a tag right there.

18 Respending characters If it is a small thing (such as removing one skill you just don t like) you can purchase a remove skill for 50 OOP points, Yes it is a lot but if this is not done, people will change their characters pretty much every game. It is 50 OOP per skill you wish to get rid of. If it is a complete respend (changing race class and more) you can do it by giving up 2 levels.you can change some or all of your character the cost is the same. Combat system We are testing a new system when it comes to 3 things, Life Armor and Mana. The bead system shows you how many points you have (the total amount of beads on your string) How many you have lost (The beads under the clip) or how many you have regained, (The beads above the clip). You can never regenerate life points once you lost them they are gone for that entire game. Unless someone heals you with a cure spell. But all in all you can t sleep, meditate or wish for more life points. You must be healed. Life / body points (Red beads) These beads show how much more damage you can have before you are dead. You can never go below negative one body point. You start your character with 3 lives. You gain a new life every even level (so plus one life at level 2,4,6,8,10 ect.) to a max of 9 lives. If you already maxed out your 9 lives and gain a even level you lost that life, even if you lose a life later you do not gain that one back, sorry. You can also buy lives using OOP points, so chances of you truly losing a character is hard. Unless someone uses formal magic and obliterates you but you need to FOIP that stuff. If you have at least 1 body you can still fight, you are good. If you are at zero body you are unconscious and cannot do anything but sleep. If you are negative one you are bleeding out and will die in one minute. You are dead- Congratulations. You have died, don t worry about it. It happens to us all. You either have bleed out, have been hit with a death spell, killing blowed or slain. No matter how you got there you re dead. Now you have 5 minutes from the point of death to be brought back to life (don t count the 1 minute dying) They are only a few spells that can help you but they do exist. Poofed Sorry you have spent your 5 minutes dead and no one likes you enough to help you, or no one had the spells to help you OR everyone died with you. You are now having a bad day. You get to put on a white head band Go to plot and tell them where you died They will take all your in play stuff, go with you to where you died and place a index card there with your stuff listed. No you get to go to the healers guild and resurrect. That means you lose one of your lives, when you hit zero you need to respend for a new character. Don t worry it is harder to lose all your lives then you think. Armor (Yellow beads) This is what you need to protect those precious body points. The more armor you wear the more protection you have (see the end of the book on how armor is gained.) At the beginning of the game you need to have your armor evaluated by a armor Weapons Marshal. As long as you do not change your armor we will keep it on file and you just need to show up and say your name and keep your points. If it changes for any reason you can gain or lose the armor. Remember You must tell us if you change your armor. If you wear less then what you started out with you lose armor points, If you do not change your points a weapon marshal can place a infraction on you. Now when you armor is damaged they are a few things you can do.

19 You can go to the Armor smith and get your armor fixed Get someone with the armor skill and field repair your armor There is a 10% less penalty every time you do this until you go to the armory to repair it. (10% from max armor) Mana (Blue) This is the power of will you have to be able to cast spells. It is difficult to be even able to cast even one spell. Once you have mana you can cast spells. To regain mana you must draw a circle (must be able to see the circle) this circle will not protect you from anything and even if someone touches you lose concentration. You gain 1 mana point back per level per minute. So a level 4 scholar gains 4 mana points per minute. First you must have mana (only scholars have it normally but you can buy mana with skill points) Second you must be gain a spell through skill points, once you get that spell you will have it for your characters life. You must have enough mana to cast the spell. If you are even one mana point shy you can t do it. DISCIPLINARY ACTIONS We try to have a safe game and for the most part we will but if you blatantly break the rules certain things can happen. Warnings -A warning may be issued by any Marshal. Warnings are commonly given for hitting too hard, repeated illegal blows, etc. If a player sees another player displaying these actions, he should report the violator to a Marshal. Two warnings may result in a player being put on probation. Probation - A player who has been placed on probation is not allowed to participate in combat. This player must play a non-combative role until taken off of probation. Players are usually placed on probation for repeated instances of excessive violence in combat. Expulsion - An expulsion is issued to a player who has blatantly ignored the rules. This includes, but is not limited to, drinking of alcoholic beverages, drug use, destruction of property, stealing, cheating in any way, etc. A player who has been expelled must immediately stop participating in the current event and leave the site. Dismissal - A player is dismissed if he is expelled twice. A dismissed player is no longer allowed to attend any event. We also reserves the right to bring criminal charges against anyone that breaks the law or endangers players or staff by violating safety guidelines.

20 COMBAT Combat Combat is a must in any game and although we did go over spells and what you need to cast them we haven went over how to do combat with them, let s go over the basics of combat. First SAFETY!!! when doing combat safety is the MOST IMPORTANT THING!!! You do not go full force trying to kill everyone, you touch them with the padded weapon or bird seed packet, there are no real weapons here and if anything looks unsafe STOP the game and move to a safer location. This is a role playing game and you are playing your characters not you. So you may be this powerful black belt, boxer wrestler in real life but your character is a small fragile magic user. You must understand you cannot try to hurt anyone in real life here, EVER. Melee fighting You have a weapon in hand when you swing you hit the person with a 45 degree angle and you just touch them not swing like a baseball bat. When you do touch them you call the damage you have (by saying 2 normal or whatever) Now the legal targets is anywhere BUT the head the hands below the wrist and the groin area. (Although the chest is a legal target try to avoid hitting a woman there if at all possible.) Even the toes count as full damage so use that to your advantage. Shield A shield is a protective board, it can block melee weapons, and arrows but not spells. You cannot hit someone with the shield nor can you hide completely under one where someone is over you hitting you. You must be careful fighting someone with a shield by not charging them, if they can touch your chest with the shield you re charging and must step back. Range Fighting This is using a bow or cross bow. First you must have a representation of what you have. PVC pipe with foam around it and string is fine for a bow. Now when you shoot a arrow you must point the bow at the person you intend to hit, say Aiming 1 Aiming 2 Aiming 3 then you throw a packet and hit the person calling your damage. This is done for 2 reasons one safety, a real arrow will hurt no matter what you do, this have been proven too many times to count, the second is cost, if you buy the foam arrows you will pay a average of $15 dollars each as well as about $30 for a bow, and if someone steps on your arrow, you re out some money. Spell Casting If you have the spell and you have the mana you can cast the spell. Just have a spell packet in your hand say the verbal loud enough that someone hears you say it and throw the spell packet at someone. If it hits them, there shield, there cloak there weapon or whatever, they take the spell. If they do not know what the spell does tell them, a lot of people will not know at first.

21 Spells To know a spell you must buy it with skill points You must buy 3 spells of a level before getting the next level. So you get 3 level ones then 3 level two s, 3 level threes ect until you get three level 9 s. All casters have the mana regeneration spell even if you are a warrior with the extra mana skill. Spells Level Spell Description 0 Mana regeneration Replenishes your mana at your level per minute Example if you are level 2 you gain 2 mana per minute 1 Speak With Undead Able to communicate with undead 5 mins 1 Bless Gains 4 HP over your normal HP, First to lose 1 Mana Transfer Give a person as much mana as you want, to their max and cost of casting this spell 1 Cure Light Wounds Restores 4 HP to you. Cannot go above their max. 1 Armor Give + 5 Armor (Works for person wearing armor) 1 Cause Light wounds Does 4 body damage bypasses armor 1 Light Creates a soft light source 1 Magic blade Call + 0 Magic for one combat 1 Speak With Animal Able to communicate with animals 5 mins 1 Elemental Dart 5 points of <Element > Damage Must chose what type (Ice, Lighting, Fire, Earth ) 2 Cause moderate Wounds Causes 8 points of damage 2 Undead Clone This spell makes you look like a undead to the undead, so they won t attack you. 2 Corrupted Can heal from the next cause wounds spell (last one event) 2 Cure Moderate Wounds Cures 8 points of Body damage 2 Elude Undead Invisible to undead until action is taken against them 2 Repel undead No single undead will come within 10 feet of you 2 Endow strength Gives + 1 strength 10 seconds (run for 10 sec with heavy load) Does not increase weapon damage 2 Fumble Fingers Drops your item in the hand of your choosing 2 Trap Right foot is pined 2 Call elemental damage Call + 0 (Ice, fire, force, shock) for 1 combat 2 Elemental Bolt Causes 10 damage (Ice, fire, force, shock) must have correct spell 3 Undead Protection Undead will protect you for 5 minutes 3 Fear Target is feared 3 Inflict disease Call -2 to weapon damage cannot run 10 mins 3 Cure Disease Removes a disease from someone (Natural or spell) 3 Transfer wounds Gives your health to another person. Like lay on hands 3 Remove Fear Fear is removed 3 Create magic Weapon Gives a +1 Magic weapon 1 combat 3 Lie Lies to next 3 yes or no questions. 3 Slow Unable to dodge or run, call -2 damage

22 3 Truth Tells the truth to next 3 yes or no questions 3 Elemental Burst Causes 15 damage 4 Cause Serious Wounds Harm 16 body points 4 Decay Skip the 5 minutes and poof immediately 4 Weakness Call -4 points to damage 4 Cure Serious Wounds Cures 16 points of Body damage 4 Poison Shield Protects for one game vs. one time poisoned 4 Preserve Your 5 minute count when dead becomes 30 minutes. 4 Restore Natural Limb Repairs a limb that was removed 4 Shatter Item Destroys non magical item no bigger than a shield 4 Snare Arms Both arms are caught and cannot fight or cast spells 4 Lesser spell protection Flash level 4 or lower spell one time 4 Create Elemental Weapon Create a +1 Elemental weapon one combat 4 Elemental Arrow Causes 20 elemental damage 5 Minor Soul Drain Takes 10 body and gives caster +5 body 5 Cause poison Target cannot fight run or cast spells 5 Cure Poison Removes any toxin in the body 5 Zone of truth Anyone in the circle tells the truth to next 3 yes or no questions then there normal. Leaving the circle and reentering does not effect the person again. 5 Turn undead 3 packets to any 3 lesser undead will flee 5 Greater Bless Gives + 10 Body for one game or until lost 5 Mage Armor Protect vs. Waylay, Death or slay 5 Mute Cannot speak 10 mins (including spell casting mana regeneration) 5 Sleep A sleep for 10 min or shaken for 30 seconds with someone who has healing arts 5 Elemental Blast Causes 25 points of elemental damage (Ice, Lighting, Fire, Force ) 5 Zone of Death Six foot area no pure person may enter (knights, druids rangers or healers) 6 Control Undead The undead will obey one simple command from you, attack them or protect me for 10 minutes 6 Purify Removes all toxins in the body including alchemical 6 Cure Critical Wounds Cures 24 body and slain victims 6 Zone of life Six foot area no undead to tainted thing may enter 6 Charm The target becomes your best friend, Protective but will not give up life to help you, will risk it though. 6 Destroy Armor Destroys all armor you have on you at that time (including what you are carrying) 6 Inept Combat Spells cost 4 times the amount of mana and you call -2 to weapon damage 6 Mist form You are shrouded in mist, cannot attack, cannot touch but cannot be harmed in that form

23 6 Shadowform You are shrouded in shadow, cannot attack, cannot touch but cannot be harmed physically in that form 6 Reflect magic Returns magic sent to you one time 6 Elemental Storm Does 30 points of elemental damage 6 Befriend Undead Greater chaos creatures sees you as a kindred spirit and lesser chaos creatures think you are a greater chaos creatur3e 7 Lesser Soul Drain Takes 15 body and gives caster +10 body 7 Lesser Bull Strength Target gains +1 Strength for one combat or run full speed carrying a person for 10 seconds 7 Remedy Fixes wither, Weakness, poisons and diseases 7 Lesser Soul Drain Takes 15 body and gives caster +10 body 7 Destroy Undead 3 packets destroy lesser Greaters take 50 points 7 Destroy Mind Person loses all mana and cannot regenerate it for 10 minutes 7 Web Full body unable to move can be cut free on a 20 count 7 Wither Limb Cannot use limb at all 7 Deaths gift Lesser Target that is downed (dead or dying) has a trap on them, next person that touches them recieves a sleep as per the spell 7 Wizards Lock Placed on a chest or small object, cannot be opened, 8 Greater Soul Drain Takes 20 body and gives caster +15 body 8 Bull Strength Greater Target gains +2 Strength for one combat or run full speed carrying a person for 20 seconds 8 Create Hero Someone who is dead (will rise as a hero calling base damage, 10 body and 3 lowest spels they know) for 10 mins or dropped again. Then they are back to the status they were before, dead, but can restart there count. 8 Remove Curse Removes curse casted by a caster 8 Curse Take double damage from everything until cured or Poofed 8 Defend Flashes all Level 3 and lower 4 and up only once 8 Paralyze / Unparalyze Cannot moved at all, can be posed 8 Proscribe Creature No one type creature can enter the room 9 Create Undead Create your own zombie 9 Death Instant death to lesser creatures 100 pts damage to greater s 9 Deaths gift Greater Target that is downed (dead or dying) has a trap on them, next person that touches them receives a cause critical wounds as per the spell 9 Life Revises someone from death 9 Sanctuary No one takes damage in the area. (NO ONE includes undead) 9 Everyone in the field has a preserved on them and if there for 5 Hallowed Ground minutes receive a cure disease 9 Circle of Power 6 foot circle, nothing can get in 9 Shackle No creature can fly leave realm or bury themselves 9 Ward A force field that protects a building, only a person with the key can open or close the force field

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