After the Fall

After the Fall

After the fall of the Empire humanity fell in to dark times. The barbarians who had ravaged the plains and cities drove their fellow man to the edge of extinction. The vaunted Civilisation of the Imperial Houses disappeared to be replaced by chaos and violence.

Eventually even this passed as tribes moved on or settled down. New cultures were formed and old ones resurfaced, but the damage was done. The Imperial Bloodline and all it stood for was ended, all that was left were scattered kingdoms and petty fiefs.

Generations passed and the lands of man finally fell silent. Eventually even the elder races returned, long persecuted by the Empire as demons or worse, and found that the new Kingdoms of Man more interested in fresh allies than old enemies.

The Elves

Hidden within the Great Forest, the Elves waited out the Imperial Crusades that ravaged the other races. They remain wary of the new Kingdoms, yet little trace remains of the Empire and the Elves are finding fast friendships amongst the mortal men.

However the Forest hides a greater secret in its depths and the Elves are not yet ready to share that knowledge with their newfound allies.

The Dwarves

Dwarven fortresses always dug deep into the mountains. When the Empire turned against the Dwarves they simply barred their gates and retreated fully underground. When the barbarians first came the Dwarves took the opportunity to exact revenge for the Great Betrayal and struck out at the Imperial Capital. Yet in that great battle the truth behind the Imperial Crusades was revealed to the Dwarves and they returned to their mountains, shaken by it’s implications. Even now the Dwarven Whitebeards have spoken to no one regarding what it was they uncovered.

It is all the more surprising then that the Dwarves have sought an alliance with several Kingdoms, the Great Betrayal seemingly forgotten.

The Guilds

Though the Kingdoms of Man sometimes war with each other an uneasy peace is the norm. Messages and trade travel along the old Imperial roads that criss-cross the landscape, now in a poor state of repair.

Out of the towns, and the rare city that still stands, the Guilds have begun to form. Collections of craftsmen and merchants seeking to turn a profit in trade or other more illicit activities. Each Guild has a hometown where their influence is felt, though they may maintain Guildhouses in many more locations. Guild members are welcome at a Guildhouse and can enjoy its hospitality as long as they need, so long as they don’t cause any trouble.

The Orders

Though the Empire has fallen its reach still extends to the current age. Several of the Imperial Orders still operate throughout the Kingdoms of Man. No Imperial Edict protects them but their usefulness is such that most Kings respect their status or at least leave them alone.


Basic Rules

These are the rules that generally apply in the After The Fall LARP.

Locations

Damage caused to any human-shaped creature is applied to the various locations on the body.  These are: head, body, both legs (as two separate locations) and both arms (again as two separate locations).  Locations have one hit each unless otherwise stated.

Combat

Any character may use any weapon to inflict Single point damage. If the weapon has a special effect (i.e. it is Silver or Enchanted) this automatically occurs as well.

During combat a (larp safe) weapon is used to actually strike the target. If the strike hits a damage call is made (the attacker calls out the amount of damage they do).

Damage

Damage is applied to one or more locations.  No location may drop below 0 hits, though if a location at 0 is struck another time it becomes Maimed.  A location at 0 is unusable. If the chest or head are unusable you are unconscious.

If an unusable location is not attended to within five minutes it is considered Crippled.  If this is the head or chest the victim is dead.

There are generally four grades of damage call:

Single” – does a single point of damage to target location.

Double” – does two points of damage to target location.

Crush” – 4 points of damage to the target location, and knocks you off your feet. If a Crush hits a shield it does no damage but the shield is destroyed.

Critical” – 4 points of damage to target area and 1 to all adjacent locations, and knocks you off your feet. If a Critical hits a shield the shield is destroyed and one point of damage is done to the arm holding the shield.

Damage calls may include what type of damage is caused.  Usually types of damage have no additional effect to damage, except where noted.  Fire is the only general exception.  Otherwise other types of damage are usually employed due to the fact that certain creatures are only vulnerable to certain types of damage.

Silver” – Damage from a silver blade or bullet.

Enchanted” – Damage from an enchanted melee weapon or bullet.

Through” – Damage ignores any armour hits the location may have.

Normally the type of damage is added to a damage call as a prefix or suffix to the amount of damage caused.  If one is calling a special type of damage with singles, then often the word ‘single’ is omitted from the damage call, e.g.:

“Silver!”, “Enchanted double!”, etc.

Resisting

Characters may resist any Mental power or ability used upon them.  Usually mental effects take the form of commands.  Unless otherwise stated physically effects (i.e. those which cause damage) may not be resisted.

To employ this ability declare “Resist!” and if possible cross your arms over your chest at the same time.  Resisting costs 3 Willpower each time.

Stamina

Stamina represents a Characters ability to fight on through the pain of a wound. Spending Stamina heals points of damage on a one for one basis and takes 10 seconds per point of Stamina spent.

If a location is Crippled it requires 4 Stamina to restore it to one hit. If a location is Maimed it requires 2 Stamina to restore it to one hit.

Resting

Stamina naturally replenishes through resting. If a character can sit down and do nothing for 2 minutes they regain one point of Stamina (called a Short Rest). If they can spend 15 minutes like this they recover all of their Stamina (called a Long Rest)

Boosting Your Resolve

Willpower may be regained by burning 2 points of Stamina to give 1 point of Willpower, but not the other way round.  This process takes 10 seconds per point of Willpower.

Encounters

Many abilities have a duration listed as “Encounter”. This nebulous time period is roughly five minutes or until the end of the current combat, whichever is shorter.

Bows

Any character trained in bow use may use a (larp safe) bow or crossbow to inflict Through Single damage.


Character Creation

Each character belongs to one of three Types: Arms, Magical, or Skilled. Arms characters are focused on physical combat, Magical on spellcasting, and Skilled on skills.

Players spend points to grant their Characters various abilities, divided into Talents and Skills. Talents are fuelled by Stamina (called Physical Talents) and Willpower (called Magical Talents). Skills are more mundane but do not cost Stamina nor Willpower. No Talent or Skill may begin at a level higher than 2.

Arms characters begin with 3 points to spend in Physical Talents and 4 points to spend in Skills. They have 9 Stamina and 6 Willpower.

Magical characters begin with 3 points to spend in Magical Talents and 4 points to spend in Skills. They have 6 Stamina and 9 Willpower.

Skilled characters begin with 2 points to spend in Talents and 8 points to spend in Skills. They have 8 Stamina and 7 Willpower.

Optionally a character may elect to join a Guild or an Order.

Each character begins with 100 gold to spend on starting equipment.

Item Gold Item Gold
Dagger

10

Level 1 Armour (Suit)

70

Short Sword

20

Level 2 Armour (Suit)

140

Longsword

30

Level 3 Armour (Suit)

280

Bastard Sword

40

Level 4 Armour (Suit)

420

Two Handed Sword

60

Level 5 Armour (Suit)

1,400

Axe

30

Level 1 Armour (per location)

10

Greataxe

60

Level 2 Armour (per location)

20

Warhammer/Mace

20

Level 3 Armour (per location)

40

Maul

60

Level 4 Armour (per location)

60

Spear

60

Level 5 Armour (per location)

200

Staff

60

Bow/Crossbow

60

Polearm

60

Strength of Body Potion

30

Shield

40

Strength of Will Potion

30


Talents

Physical Talents

Physical talents are fuelled by Stamina.

Strength

This ability may only be activated once per combat and costs 1 Stamina irrelevant of the level used. It allows you to do 1 or 2 very powerful blows in hand-to-hand combat. Note: Strength does not necessarily reflect the strength of the character, merely their combat effectiveness.

Level Description

1

A double blow with a weapon

2

A crush blow with a weapon

3

A critical blow with a weapon

4

A critical blow and a crush blow with a weapon

5

2 critical blows with a weapon

Speed

This costs 1 Stamina to use, irrelevant of the level activated and may only be activated once per encounter.  It allows you to dodge out of the way of any hand to hand attack that you see about to hit you.  To use the ability call “dodge” as the blow hits you.

Level Description

1

1 dodge per combat

2

2 dodges per combat

3

3 dodges per combat

4

4 dodges per combat

5

5 dodges per combat

Toughness

This costs 1 Stamina to use, irrelevant of the level activated and may only be activated once per encounter.  It grants extra hits to certain locations for the duration of the encounter. These hits may be replenished by spending Stamina but are lost at the end of the encounter.

Level Description
1 1 extra hit to the head and chest locations
2 1 extra hit to all locations
3 2 extra hits to the head and chest, 1 extra hit to the limbs
4 2 extra hits to all locations
5 Absorb – you may ignore the effects of one hit by announcing “Absorb”. No damage is inflicted, though any effects that require physical contact still occur.


Magical Talents

Magical talents are fuelled by Willpower. Unless otherwise specified all spells have a range of 20 foot.

Sorcery

Cost is level in Willpower.  Use is “By the powers of sorcery…”.

* Spell is a Mental Effect for the purposes of resisting.

Level Power Description

1

Sleep * Puts a touched target to sleep.

Throw Me that [object] * Target gently throws item to caster.

2

Hold * Feet and lower legs of the target are paralysed for 30 seconds.

Fear * Target must run away for the next 30 seconds.

3

Dart 1 point of damage to specified limb of target.

Negate No mind controlling effects work against the target for the next 5 minutes.

4

Shield Blocks the first physically affecting spell to hit the caster, lasts till sunrise / sunset or used.

Bone break A crush blow to a specified limb.

5

Fireblast 1 hit to every location. Target is struck to the ground.

Greater Shield Blocks the first three physically affecting spells to hit the caster, lasts till sunrise / sunset or used.

Magic

Cost is level in Willpower.  Use is “By the powers of Magic …”

* Spell is a Mental Effect for the purposes of resisting.

Level Power Description

1

Trip * Target falls over.

Drop * Target drops whatever they are currently holding.

2

Stabilise Cast on an item, making it immune to the first spell cast upon it.

Shatter Indicated item breaks into little pieces.

3

Repair Repairs a shattered item as long as all of the pieces are present. Will also repair a Crushed shield.

Dispel Magic Cancels all currently active spells on the target.

4

Protection Touched target gains 1 point of magical armour on every location. Lasts till sunrise or used.

Bolt Does 2 points of damage to targets head or body.

5

Enchant Weapon Touched item does enchanted damage for next combat in which it is used. Lasts till sunrise or used.

Reflection For the next 5 minutes all spells used against the touched target are reflected back against whoever cast them.


Alchemy

The art of creating potions and magic brews.  An Alchemist can make a maximum of 100 gold worth of potions a month.  This means some potions take more than a month to make.

Level Power Description Cost

1

Strength of Body This is a physical restorative. One vile of this potion will restore 2 Stamina

15

Strength of Will This is a mental restorative. Enough of the potion to fill a small vile will restore 1 point of Willpower

15

2

Second Sight User enters a trance and receives a cryptic answer to a specific question.

25

Strength of Mind Allows the user 1 free resist.  These are not stackable, but do last till dawn or used.

30

3

Speed Heal Any healing done is at half normal cost in Stamina (round halves up) and any long term injuries can be healed for its normal cost.

75

Adrenal Boost Gives Speed 3 and Strength 3 free for the encounter.  You do not need to know the Talents.

75

4

Cure All This will remove any poisons from somebody’s body instantly.

100

Ghouls Touch If this poison enters the bloodstream of the target (e.g. If used as a blade venom the weapon must inflict damage on the target) they are paralysed for 30 seconds.

125

5

Deaden Mind Total immunity to mind effects for the next 24 hours. But all Talents requiring Willpower are used at double the normal cost.

200

Stone Skin Lasts for 5 minutes, no non-magical damage can harm the user.

175


Specialisations

When a character has attained level 5 in a Talent an extra ability becomes available to them, known as a Specialisation. Specialisations have a flat cost of 5 EPs.

Talent Specialisation Description
Strength Control Rather than using their two Criticals blows for the fight, the user can instead call Double with every blow.
Speed Undodgeable Blow The user can perform one blow that cannot be Dodged. Use is “Undodgeable  [damage]”.
Toughness Tenacious Permanently active – locations only become Crippled after 10 minutes rather than the usual 5. Locations cannot become Maimed.
Sorcery Enchant Item For the expenditure of permanent Willpower the user can enchant spells into items.  Each spell can be cast once per day for no cost from the item.

If the same spell is enchanted into an item 5 times it becomes permanent, i.e. a defensive effect is there always, so an item of Negate would make you permanently immune to mind affecting Talents.

You must have a laboratory in order to make items.  Loss of Willpower is which ever is the higher of the two options:

Lv.1 spell – 1 Willpower or [casting cost –1], takes 1 month.

Lv.2 spell – 1 Willpower or [casting cost –2], takes 2 months

Lv.3 spell – 2 Willpower or [casting cost –3], takes 3 months

Lv.4 spell – 3 Willpower or [casting cost –4], takes 4 months

Lv.5 spell – 4 Willpower or [casting cost –5], takes 5 months

Magic Inscribe Scroll Can write a one shot scroll of a spell allowing it to be cast for free.  A scroll takes 1 week and 200 gold, per point of Willpower it costs to cast the spell, to write it.
Alchemy Bane of Life If this poison enters the bloodstream it will cause the victim to writhe for 30 seconds then fall unconscious.  They cannot be awoken while the poison is in their body.  While unconscious 1 point of Stamina is permanently lost every 10 seconds until death occurs at 0 Stamina.


Advanced Talents

The basic six Talents are referred to as Tier 1 Talents. Once a character has reached level 5 in a Talent they may begin researching a Tier 1 Talent of their own designing. Through consultation with the System Ref the player can lay out a set of 5 thematically linked powers, which will be costed in Time, EPs, and Gold. All three costs must be met for each level of the new Talent learnt.

Once a character has two Tier 1 Talents at level 5 they may research a Tier 2 Talent of their own design. Tier 2 Talents are more efficient or simply more complicated in effect than Tier 1 Talents.

If the character has three Tier 1 Talents and a Tier 2 Talent at level 5 they may begin researching a Tier 3 Talent. If they reach level 5 in a Tier 3 Talent they may research the final Tier of Talents, Tier 4. No character can have more than one Tier 4 Talent.


Example Tier 2 Advanced Talents

Rage

This is a Physical Talent and may only be used once per encounter.

Each level does the same effect the cost merely decreases with level.  When used it lasts for 30 seconds during which time the user gains 2 free resists and can only be harmed by silver or magical damage.

Level Description

1

Cost is 5 Stamina

2

Cost is 4 Stamina

3

Cost is 3 Stamina

4

Cost is 2 Stamina

5

Cost is 1 Stamina

Necromancy

This is a Magical Talent. It creates undead creatures known as Zombies. Zombies are Mindless Undead and cannot move further than 20 foot from the place that they were raised.

Cost is the level in Willpower.  Anything created by necromancy is at the creator’s command at all times.  The times are for casting the creation spell, which obviously also needs a dead body, the dismiss is an instant effect.  If a higher power dismiss is used than that which is required it works just as well, but a lower power dismiss will have no effect.

Level Zombie Created Casting Time

1

1 hit per, regenerating 1 hit/10 secs. Limited to ½ speed movement. Instant effect.

2

1 hit per, regenerating 1 hit/10 secs. Limited to ½ speed movement. Strength 3 (no activation cost). Summon Takes 15 seconds

3

2 hit per, regenerating 1 hit/10 secs. Can only walk (no running). Strength 3 and Speed 3 (no activation cost). Summon Takes 30 seconds

4

2 hit per, regenerating 1 hit/10 secs. Can only walk (no running). Strength 5 and Speed 3 (no activation cost). Summon Takes 45 seconds

5

3 hit per, regenerating 1 hit/10 secs. Strength 5 and Speed 5 (no activation cost). Summon Takes 1 minute


Example Tier 3 Advanced Talents

Multi-use

This is a Physical Talent.

Normally Physical Talents can only be used once per combat, however this ability allows multiple uses in a combat.  Each use must be paid for as normal though.

Level Description

1

Can now use Speed twice per combat

2

Can now use Strength twice per combat

3

Can now use Toughness twice per combat

4

Can now use Rage twice per combat

5

Can use one of Strength, Speed or Toughness 3 times per combat.  You must decide which one you are specialised in when you take this level.

You may buy level 5 three times paying the standard EP cost each time to be able to use all three 3 times per combat if you wish

Shamanism

This is a Magical Talent.

Call, “By the Power of Shamanism…” Cost is level in Willpower.

Level Power Description

1

Animal Speech User can talk to animals, animal has no particular compulsion to answer or tell the truth.  Whatever information it gives is obviously limited by its perceptions.

2

Control Animal An animal can be requested to perform a simple non-dangerous task for the user.  It must be explained in such a way that the animal will understand.

3

Summon Animal User chooses a specific type of animal that he has an affinity with when he gains this Talent.  When used the nearest animal of the specific type will be summoned to the user.  The animal will do whatever it can short of risking its life to get to the summoner.

4

Wolf Form User takes on a half-man half-wolf form.  Gaining 2 hits per location, Speed 3, Strength 3, Toughness 2 for free.  He also grows claws that count as silver. All other Talents may be used normally.  The transformation lasts for 5 minutes.

5

Earth control Caster causes the earth to open and swallow the target.  Damage is 1 hit to every location.

It takes 5 minutes less 30 seconds for each level of Strength possessed to dig out, or down to the target.


Example Tier 4 Advanced Talents

Endurance

This is a Physical Talent

Each level of this Talent costs 1 permanent point of Stamina as well as the normal EP cost.  The effects are permanent.

Level Description

1

Hit points increase to 2 on head and body

2

Hit points increase to 2 on all locations

3

Hit points increase to 3 on head and body and 2 on all limbs

4

Hit points increase to 3 on all locations

5

Single point damage is no longer powerful enough to damage you.

i.e. you ignore all single point attacks but still take full damage from doubles etc.

Wizardry

This is a Magical Talent.

Use is “By the Power of Wizardry…” Cost as level.

Level Power Description
1 Invisibility This lasts for 5 minutes, or until the caster moves. The caster is totally undetectable whilst invisible.
2 Teleport User can teleport to any visible location within 30 paces of his current location.
3 Teleport Other User may teleport a person or item to anywhere within 30 paces of its current location that he can see.
4 Move Invisible Caster may move invisibly for 30 seconds, no matter what actions he performs in that time.
5 Form of the Wind Caster can teleport to any well known location irrelevant of distances.

It costs 1 permanent Willpower to dedicate a place to memory well enough to be able to use this discipline to return there.


Skills

Armoursmith

The ability to make armour.  Each level of armour gives a point of protection to applied location. Note that armour covering the torso is double cost and forging time due to the extra material needed.

Repairing Armour on adventure takes a Long Rest and requires the repairer to have Armoursmithing 1 level higher than required to create the armour. Level 5 armour can be repaired as level 4 armour, but if the location is reduced to 0 it’s immunity to Single point damage cannot be restored on adventure (it must be reforged between adventures).

Cost is per location created.

Ability Description/Phys-rep Forging Time Cost

1

Create Level 1 Armour Reinforced clothing or leathers 1 loc per day

5

2

Create Level 2 Armour Heavy leathers 1 loc per 2 days

10

Create Shield Shield 1 per 2 days

20

3

Create Level 3 Armour Chain Mail or Scale Mail 1 loc per 4 days

20

4

Create Level 4 Armour Plate and Chain 1 loc per week

30

5

Create Level 5 Armour Full Plate Mail – Armour only grants 4 hits to the location, but the location becomes immune to Single point damage 1 loc per month

100

Armour Training

This skill is required to derive the benefits of wearing armour. Without it no armour hits are gained.

Ability

1

May wear Level 1 Armour

2

May wear Level 2 Armour, may use a Shield

3

May wear Level 3 Armour

4

May wear Level 4 Armour, in addition when your shield is hit with a Critical no damage spills over

5

May wear Level 5 Armour


Escapology

The ability to remove bonds and restraints from your character. Note: under no circumstances should anyone actually be restrained in the game. Ropes and manacles should be loosely knotted or left unclipped.

Ability

1

Can escape from loose or poorly tied bonds in 2 minutes.

2

Can escape from well tied bonds in 2 minutes, poorly tied bonds in 1 minute

3

Can escape from manacles or chains in 2 minutes, well tied bonds in 1 minute, poorly tied bonds in 30 seconds.

4

Can escape from manacles or chains in 1 minute, well tied bonds in 30 seconds, loosely tied bonds in 15 seconds.

5

Can escape from manacles or chains in 30 seconds, well tied bonds in 15 seconds, loosely tied bonds instantaneously.

Herbalism

The ability to cure various afflictions using local herbs. The ref may at times declare it impossible to find any herbs for use with this ability, depending on location.

Ability

1

May collect herbs on adventure. Each Long Rest provides 5 bundles of herbs.

2

Whilst you are treating the target their locations cannot become Crippled. Costs one bundle of herbs.

3

For the cost of one bundle you can restore any Maimed locations to 0. This takes a Long Rest.

4

For the cost of one bundle of herbs you can restore 1 Stamina point to the target.

5

For the cost of one bundle of herbs you may reattach a severed location. This takes a Long Rest.

Investigation/Obfuscation

This ability not only covers illicit activities, but also detecting them. Send a thief to catch a thief.

Ability Description

1

Frisk May find skill level in concealed items on person automatically.

2

Conceal Skill level in items may be hidden about person (carried by the ref OOC).

3

Search When searching a room/area may ask ref as many times as skill level how close to target character is. Ref will use the traditional hot to cold responses. May only be used once per room/area.

4

Hide When hiding an object in a room/area may add up to skill level in false “Hotspots” for the purpose of Search. Item is undiscoverable without Search.

5

Deduction Character may ask for up to skill level in clues from the ref per night. Only one clue per topic however.


Laboratory

A work area for study and manufacture of magical and alchemical items.  Actually creating a Laboratory or improving an existing one will require time, money, and research, at the Ref’s discretion, in addition to the regular EP cost.

Ability

1

Allows you to make items and potions.  You cannot do so without this Skill and the relevant Discipline.

2

Can make an extra 250 worth of potions

Items take 1 month less time to a minimum of 1 month

3

Can make an extra 500 worth of potions

Items take 2 months less time to a minimum of 1 month

4

Can make an extra 750 worth of potions

Items take 3 month less time to a minimum of 1 month

All items count as 1 level lower to a minimum of level of 1 for the cost in permanent in permanent Willpower.

5

Can make an extra 1,000 worth of potions

Items take 3 month less time to a minimum of 1 month

All items count as 1 level lower to a minimum of level of 1 for the cost in permanent in permanent Willpower.

Language

Pick one initially, additional languages cost a flat 1 EP.

Ability

1

Greetings, short questions and answers. Heavy accent.

2

Still accented but can now hold a conversation and make sense of it.

3

Knowledge of slang and some technical terms. Still slightly accented.

4

Native accent and know most technical terms.

5

May choose accent and have some grasp of where the language came from linguistically.

Lock Picking

The ability to pick mechanical, non-magical, locks.

Ability

1

Open Simple lock in 3 minute

2

Open Simple lock in 1½ minutes

Open Medium Lock in 5 minutes

3

Open Simple lock in 1 minute

Open Medium Lock in 2½ minutes

4

Open Simple lock in 30 seconds

Open Medium Lock in 1½ minutes

Open Complex lock in 5 minutes

5

Open Simple lock in 10 seconds

Open Medium Lock in 1 minute

Open Complex lock in 2½ minutes

Mage Sight

The ability to perceive magical auras and identify them. You may not have Mage Sight higher than your highest Magical Talent.

Mage auras manifest as a golden glow around a person, object, or even location. Any creature with a Magical Talent has a Mage aura.

Ability

1

Can see the auras of Mages (gold), and can see if an item is enchanted.

You may identify a level 1 item and with 1 months study learn its activation phrase.

2

You may identify a level 2 item and with 1 months study learn its activation phrase.

3

You may identify a level 3 item and with 2 months study learn its activation phrase.

4

You may identify a level 4 item and with 2 months study learn its activation phrase.

5

You may identify a level 5 item and with 2 months study learn its activation phrase.

Tracking

This skill allows the player to question the ref on what has transpired nearby.

Easy Normal Hard Herculean
Basic

1

2

3

4

Details

2

3

4

5

Minutia

3

4

5

x

Exact

4

5

x

Impossible

The table above lists the required level to gain information in certain conditions. When marked with an “x” the information is not available without a specialisation. At level 5 a tracker may spend 5 EPs to buy a specialisation, specifying a terrain type (sand, woodland, jungle, plains, etc.) when they gain information given an “x” rating.

Conditions Description
Easy Mud, wet sand, fresh snow, clear skies, daylight
Normal Wet grass, soil, woodland, etc., Easy conditions with some additional tracks
Hard Dry mud, hard soil, Normal conditions in a fairly well used area, Easy with many tracks.
Herculean Rocks, rivers, Normal conditions in busy areas, Hard conditions in fairly well used areas.
Information Description
Basic That something has passed by recently, rough numbers, animal vs. human (or other)
Details Species, more exact numbers, rough time
Minutia Race, height/weight, exact numbers, more precise time, speed of movement
Exact Track individual people, exact time/speed/weight, walkthrough a fight, notice if they were armed


Weaponsmithing

The ability to create various weapons.

Ability Description/Phys-rep Forging Time Cost

1

Forge Weapons/Blades 1 week See standard costs

2

Forge Sharp Blade/Weighted Head First blow per day is +1 damage grade x2 x3

Forge Hardened Weapon Ignores first Shatter per day x2 x4

3

Silver Coating First blow per day is Silver damage x2 +50%

4

Combination Forging Can now combine any techniques smith knows into one weapon Add multipliers Add multipliers

5

Forge Silver Weapon Base damage call is Silver x8 x8

Specialities available (costing 5 EPs each) are:

Ability Description/Phys-rep Forging Time Cost

5

Forge Unshatterable Weapon Cannot be Physically Shattered (Shatter spell is still effective though) x10 x10

5

Master Crafting Permanent +1 damage grade x10 x20

Standard costs are:

Weapon

Base Cost

Weapon

Base Cost

Weapon

Base Cost

Dagger

5

Sap

5

Axe

15

Short Sword

10

Mace

10

Great Axe

30

Sword

15

Maul

30

Bow

30

Greatsword

30

Throwing Knife

6

Crossbow

30

Weapons Training

Required in order to inflict Single point damage with weapons.

Ability

1

May use Long Weapons or a Staff

2

May use a Bow, Short weapons, and paired weapons

3

May use any weapon

4

When a weapon has a first blow per day effect instead the first two blows of the day inflict special damage

5

When a weapon has a first blow per day effect instead the first three blows of the day inflict special damage


Workshop

You need a separate rating in workshop for each type of activity i.e. Armoursmithing, Weaponsmithing, etc.

Costs 500 gold/lvl cumulative to set up i.e. level 1 = 500, level 2 = 1,000, etc. To go from no Workshop to a level 2 one costs 1,500 gold. To buy a level 5 workshop from scratch would cost 7,500 gold. You still need to find someone to get all the bits. Level 1 to 3 workshop equipment is relatively easy to get above that is harder, and may require an Equipment contact at Ref discretion.

Ability

1

Reduces manufacturing time and costs by 10%

2

Reduces manufacturing time and costs by 20%

3

Reduces manufacturing time and costs by 30%

4

Reduces manufacturing time and costs by 40%

5

Reduces manufacturing time and costs by 50%


Experience

At the end of every adventure players will be given Experience Points (EPs) to spend on their characters. EPs are awarded in the following manner:

EP Reason

1

The character was placed in some danger during the adventure.

1

The player portrayed the character well.

1

The characters costume is well made and appropriate.

1

The character fulfilled their pre-agreed role in the party (roles to be confirmed with the player before the adventure begins).

1

The player entertained the monsters (this is a bonus EP awarded to one player only, but vote of the monster crew).

Experience Costs

The cost in EPs to improve abilities depends on character type.

Improve Arms Magical Skilled
Physical Talent Current Level Current Level x3 Current Level x2
Magical Talent Current Level x3 Current Level Current Level x2
Skill Current Level Current Level Current Level x½
Stamina Current Level x½ Current Level x½ Current Level x½
Willpower Current Level x½ Current Level x½ Current Level x½

Starting new Talents

Any character may buy level 1 of the six basic Talents for a standard EP cost, after that the cost progresses according to the table above.

Start Arms Magical Skilled
Physical Talent

1

3

2

Magical Talent

3

1

2


Research

In order to develop new Talents players must spend EPs, time, and gold. The process begins with the player laying out five thematically linked abilities and giving the Talent a name. This is then submitted to the System Ref who discusses the Talent with the player (particularly any difficult or broken rules) and then finally costs it. In order to buy the Talent the player must spend the cost (in EPs, weeks, and gold) for each level, learning them only when the weeks required are up.

The basic cost is 1 EP/level, 20 gold/level, and 1 weeks/level of the ability. Therefore the total cost of buying a 5 level Talent would be 11 EPs, 220 gold, and 11 weeks.

The basic cost is modified in steps. Each step increases on (or all) or the costs by the basic amount again, e.g. to increase the gold cost by 2 steps would put it up to 60 gold/level.

Factor Effect
Power is linked to the character’s race Base costs decrease by 1 step
Power is appropriate for character’s profession Base costs decrease by 1 step
Player provides an excellent argument for why their character should have the Talent Base costs decrease by 1 step
Talent is thematically appropriate for character but player makes no effort to explain it Base costs increase by 1 step
Talent has nothing to do with the character and the player does nothing to explain this Base costs increase by 2 steps
Character is a member of a Guild or Order that teaches the Talent (or one like it) Base costs decrease by 1 step
Character seeks out a tutor for the Talent Gold cost increases by 1 step, time cost decreases by 1 step
Character trains alone with no outside aid EP cost increases by 1, gold cost decreases by 1

When finding the final cost work out all the step changes and ignore any modification that takes a cost below its basic level. This is the final cost per level of the Talent.