Rulebook
Rulebook
Rulebook
RequieM
LARP
A Live Action Role Playing Game
Authors
Josh Slowick
Maurice Spaulding
Deric Wilson
Brandon Challies
1
RequieM
Credits
RequieM
Table of Contents
RequieM
Table of Contents
Back
Chapter 1:
Introduction
Paragon
Contents
The Basics ...............................................................................................................................................6
Campaign Info ........................................................................................................................................ 8
What is an Event? .................................................................................................................................... 9
Don't Bring ....................................................................................................................................... 10
Bring ................................................................................................................................................. 10
Costuming ............................................................................................................................................. 12
Weapons & Armor ............................................................................................................................. 12
Cabin Dcor ...................................................................................................................................... 13
Getting Involved .................................................................................................................................... 15
How to get Plot ................................................................................................................................. 15
Using this Rulebook .............................................................................................................................. 16
5
What is a LARP?
A live action role-playing game (LARP) is a form
of role-playing game where the participants physically
act out their characters' actions. Role-playing games
are very different from normal games, as there is no
defined winning or losing. Similar to improvisation or
reality television, there are no scripts or pre-defined
actions your character must do. Playing involves being
immersed in a game world where you live, dress, act,
and even sleep as the character you have created. Different LARPs vary greatly. There is a broad spectrum
of settings that play takes place in, methods of physically representing the characters, the setting, game
rules, and types of activity that characters are involved
in. While there are many types and styles of LARPs,
this book specifically explains how to play the game
Requiem, and all of its rules.
Boffer Combat
All manner of attacks used in a LARP have a high
consideration for safety. The rules of the game are
simply a system for handling combat, magic, and
thieving which is designed to make sure no one gets
hurt. There may be the odd bruise or ankle-twist, but
Boffer combat shouldnt be any more dangerous than
hiking or a game of soccer or baseball. Boffer combat
typically features foam and tape or latex weapons and
beanbags (birdseed packets) used to represent magic
and ranged abilities. Weapon construction is further
outlined later in this rulebook. Weapon strikes should
always be lightest touch meaning that players should
not only restrict their swings to a minimum of force
but also count strikes against them even if it was barely
felt. However a partially blocked blow is still a block.
Head, hands and groin are all illegal targets and anyone struck a blow in one of those areas with a weapon
need not count it against them. Some players enjoy
this aspect of LARPing immensely while others prefer
to avoid it. Both can exist and both can have fun in
the same setting!
What is Requiem?
Characters
A Player (thats you) will have a Character (thats
what you create) that he or she is playing, and the interaction between many characters (good and evil)
creates a story. Some characters are played by the Staff
that helps to run the game, but many are played by
players like you! This character that you create can
grow in strength and skills and is saved between
Events, and you can play the same character again the
next time you play. This character becomes the focus
of your role-playing, and his or her involvement in
plotlines (or stories) is how most people find enjoyment in LARPing. Your character can be put in difficult or impossible situations, can be a hero (or a villain!) or could even tragically perish, all inside the parameters of the game. There is also an adventure gam6
Honor System
LARP Interest
Disclaimer
Rules
Dont be afraid that the rules seem confusing or
overwhelming at first. This is perfectly normal, and
everyone started out new at some point. Even experienced players make mistakes; new players are forgiven without a second thought. If you have questions,
there are always people to help out, and if you are in
combat there is even something called Clarification
that is meant to help you new players specifically out.
Just say Clarification, What does that do? and
whoever hit you with something will be glad to explain
what it does.
medieval setting, with some small elements of steampunk. The difference of course being that Nexus is a
world of magic. Powerful spells, magical creatures
(again, good and evil) and miracles are an almost everyday occurrence.
Races
In Requiem, you are not limited to playing human; in fact we actually discourage it! Part of getting
into a LARP is getting into a costume, makeup and
character. There are 30 playable Races, in Requiem,
giving a large choice. There are no filler races, each
one designed specifically to be unique and interesting.
Whether you want to be an angel like Seraphim, a
limber Wyld Elf, or even a nefarious Ghoul, there is
something for everyone. Often a characters race is one
of the first and most important decisions in character
creation. If you are willing to put the time and effort
into more face paint or prosthetics, there is access to
even more powerful racial abilities for your character,
as races with a high costuming requirement have more
potent skills.
Types of Characters
Worms?
World of Nexus
Requiem focuses on the world of Nexus. Nexus is
a world on the decline; civilizations have fallen and
humanity is in danger of going extinct. Deities have
awakened, many new races have appeared, Undead
seek to wipe life from the world, and even darker
forces may be stirring. Those who have survived have
banded together in small communities. Only by working together with others do any of the characters stand
a chance of pushing back the darkness. Most technology does not work, or works much differently there.
While some does, it is similar to the dark ages, or a
8
Event Preparation
So we have sold you on this whole LARPing concept and you are ready to leave. Not so fast! Would
you go to work, school or even vacation unprepared?
We didnt think so. Being prepared and knowing what
to bring to a LARP is an important part of making
sure that you have fun.
Always IG
Always be Prepared
Especially for Full Weekend Events, there are generally a lot of things that players bring to Events. It is
always better to bring more than is needed, then not
have something you might not have thought to bring.
This includes spare / extra costuming, and anything
else you might have lying around. Even if you are
planning to NPC, if you have costuming that fits you,
and/or spare weapon reps, they are well appreciated,
and will give you items you are already comfortable
using. We have tried to list some helpful reminders of
suggestions of things you might forge.
Full Weekend
Other Gatherings
Rules
Adventure Day
Bring
Emergency Information
During Check In, if your emergency contact information is not up to date, please be ready with any
information you may need. We dont expect anything
to happen, but we want to be prepared if it does. All
participants must also sign Requiems Liability Waiver
to play, as well as anything other documents specific
sites may require. Young Adults (ages 16-17) must
have parental signature and permission to play as well.
No Real Weapons
Duct Tape
This includes replica swords or other period weapons that you might have. Unsafe latex or plastic weapons for decorations for cabins are acceptable, but anything metal or sharp should not be brought. Nor
should any knife over 4 inches, or not used for utility
purposes. There is never any reason to ever bring a
real gun to events.
It has a Light side, a Dark side and holds the universe together. It is incredibly useful, bring some.
Duct tape can be used to quickly repair a weapon, or
anything else damaged, used in marking items Out of
Game (if it is Yellow) and 1001 other uses, that you
probably have never thought of, but will need while
you are there.
Dont bring anything extremely valuable or sentimental to events that you could not afford to lose or
have accidentally broken. LARPing is generally stressful on costuming and supplies, and it is a sport. While
we encourage great costuming, be aware that spending
hundreds of dollars on a costume does not mean your
character is guaranteed to survive as well.
Extra Clothing
Full Weekend events are generally from Friday
evening to Sunday afternoon. That means you are
going to need some spare sets of clothing for the
Event. Remember to bring a lot of different layers as
events can get hotter or colder then you expect. Also
do not forget a towel.
OOG Treasure
10
Money
Cleanup Supplies
Garbage bags are useful for keeping your cabin
clean, as emergency ponchos, covering a nasty mattress, among many other things. Also remember a
broom and dustpan may not always be available from
the camp so its often a good idea to bring your own.
Every players Cabin is their own responsibility to set
up at the beginning and clean up afterwards. You
cannot rely on Plot or NPCs. We rent these sites and
if they are not properly cleaned we may not be invited
back.
Makeup Supplies
First Aid
While Staff will have a first aid kit available, having extra Band-Aids, an ace bandage, etc is never a bad
idea. Its recommended to bring some Advil or Tylenol, and another thing people often forget is insect
repellent, and/or anti-itch cream. Remember that
these Events are generally heavily outdoors.
Food/Drink
11
Makeup
Safety Check
At Requiem, we require certain makeup and prosthetics to be worn by those playing non-humans, for
instance all players playing Dark Elves must wear black
face paint and pointed ears with white or silver hair.
This allows others to identify your character's race at a
glance. This makeup should be maintained reasonably
through the whole Event.
PC Costume
Our system requires that you make at least a token
effort at costuming; this includes no printed tee-shirts,
no white sneakers or blue jeans. Avoid labels, zippers,
and anything that looks overly modern. Your costume
need not be elaborate, but you should at least make an
attempt at one for your first event. A large square piece
of fabric with a hole cut for the head works well as a
first event tabard for a bare minimum. During your
first event you will not be required to wear an Armor
Rep, but must have one for the second event you attend, if you wish to wear armor. In addition to going
to an Event to see costuming, there are many resources
available online on our Website and Forums you can
get ideas or buy pieces from.
Acquiring Weapons
Boffer weapons are relatively easy to make, though
most people shy away from this practice and contact
someone that know that is proficient in making them,
and has the materials and experience already. If you are
interested in making your own, there are guides available on our Website. If not there are also suppliers for
weapons online or at Events.
Armor Check
Armor must also be inspected upon character creation in order to rate how many points it is worth. Safety is still a consideration in armor and no armor
should have ridged spikes or other dangerous additions. Also keep in mind other dangers when wearing
armor. Dont wear armor that is too heavy for you and
be sure to wear lighter or less armor during very hot
events or to forgo wearing metallic armor during an
electrical storm etc... For more information on how
armor is rated, check out Chapter 6: Items.
NPC Costume
Wear something neutral, sweats are good. No labels are recommended; turn them inside out if necessary. Darker colors are recommended. It is also recommended that you bring your own boffer weapons as
we may not be able to provide them for you. If you
have costuming that you like to wear or fits well, bring
it along as well, we can usually find you a role that you
can wear it, and it is always nice to have stuff in your
size reserved specifically for you, in case you want it.
Acquiring Armor
Acquiring a Costume
Common Terms
Fire Hazards
Out of Game is described as anything that happens in the real world, between Events, or anything
that does not relate to the actual Characters in the
game and their relations. Something that happens to
you the Player is out of game. Anything that happens
to your character is not. For instance your character
may despise someone In Game, but Out of Game you
could still be great friends with them. Using out of
game knowledge in game is cheating. Out of Game is
often abbreviated OOG.
Out of Game
Please be aware of any fire hazards your cabin decorations may cause. If heating is provided keep all
fabric and flammable items away from the heat source.
Candles, open flames, space heaters and electric blankets are not allowed except with the express permission
of the Game Owner.
In Game
Player Character
This refers to someone that has paid for an Event,
and has made a character in the Game World. Often
abbreviated PC, these are fellow townsfolk and adventurers. Generally everyone is on the same side and
plays the good guys but exceptions do exist! Remember that players can be a variety of good (or evil) races,
and personalities. When someone signs up as a PC for
an event, they get to play the same character the entire
event.
Food Containers
A perfectly decorated cabin can be ruined by modern food containers and wrappers. Try to have mugs
and drink covers, and other containers or other ways
of hiding blatantly out of period items.
Acquiring Decor
Non-Player Character
The opposite of a PC is an NPC, or non-player
character. These are people that have been assigned a
role by a member of Plot, and generally do not pick
13
Plot
Physical Representation
Character Points
This refers to the actual object in question, as opposed to the tag, or what it is supposed to be. Commonly abbreviated phys-rep, this can be a confusing
concept at first. A boffer that looks sort of like a sword
might be the phys-rep for your characters long sword.
Rope lights around a doorway might phys-rep a portal
that character is trying to get through, etc Everything in game has a phys-rep, though not everything
needs a tag to go along with it.
Tag
Influence
Helping out the game above and beyond normal
grants Influence, which is a form of reward points.
These can be spent to add extra CP to your character,
assist in learning skills, gain extra treasure, and other
ways to gain benefits In Game. Additionally, Influence is transferrable, so you can use your Influence to
help your friends characters as well. See the Donations section for more information on how to earn
Influence, but the main two ways are for donating
items the game needs and volunteering your time to
help the game out.
14
Resolving Questions
Enjoyment
Sometimes new players get so wrapped up in attempting to learn everything at once that they forget
the main point of a LARP, to have fun! If you are not
having fun at an Event, it is important that you let us
know. Out of Game we cant read minds, we need
your input about anything to know what is going
wrong (or right!). Believe it or not, the majority of
players that are not having fun never let Plot know
that there is something wrong, until after the Event is
over, or sometimes not even then!
Communicate
Overview of the
Chapters
The rulebook is big. Its long, and it can be daunting at first. We have done our best to organize it in the
simplest way we can, and to use language that is not
too technical. If you have an idea on how to make it
better, or a section that is confusing, feel free to let us
know, as we are always looking to improve upon it.
Chapter 1 - Introduction
How it is Organized
Ask Questions
What NOT to Do
Chapter 3 - Character
16
Chapter 4 - Matrixes
Chapter 5 - Events
This chapter deals with everything involving the
Events you (and your character!) attend. This includes
everything before (Pre) and after (Post) the Event; including Pre-registration, Check In, Check Out, Event
Writeups, and everything else that does not involve
Character Creation. As everything during the event is
attempted to be handled in game, there are some basic
rules and guidelines here that are mostly common
sense and should be followed. If you have trouble with
any of the writing that we ask you to do as well, there
is information here to help.
Chapter 9 - Staff
Chapter 6 - Items
This chapter deals with most of the things that
you will encounter In Game, and what each of them
does. This also covers some Out of Game items that
you will find, and how they limit or allow your characters involvement in different ways. Crafting Items are
also gone over in depth here, as well as all the Components, Reagents and Treasure that exists in Requiem.
In addition, there are rules for creating Weapons and
Armor, and how each of these is checked for safety and
point values.
Chapter 2:
Core Rules
There isnt anyone above the rules. One might think
that in my position, that would not be the case. They
would be wrong. Like men have higher laws to follow
than the animals of the land, Deities have higher laws
to adhere to than mortals. Free will is a glorious gift,
use it wisely.
Rapture
Contents
18
Rules of Etiquette
Honor System
This game is played under the honor system,
which allows for players to decide whether they were
hit with an attack, manage their own Health, and in
general play nice with each other. If people fail to
abide by this system, the game will fall apart. If you
use an item, please turn it in at a Tag Turn-in Container at your earliest convenience. Please do not cheat:
not turning in tags, not counting your hits, or using
more abilities then you actually have are all versions of
cheating. Please play honestly, and understand that
your reputation in a game as being honest is very important. If Plot receives complaints about anyone violating this honor system, they may speak to the player, impose greater restrictions, or even ask them to
leave the game. Please keep in mind there are many
different skills and abilities in the game, and just because someone generates something that you do not
know how they did it, it does not mean they are cheating. We hold our own plot members and NPCs to a
high standard, and expect that all players do the same.
Carrying Someone
Searching Someone
Complaints
If you have a problem with another Player Character or NPC, or believe someone is cheating, do not
argue with them. You may state politely, and in game
something to the effect of what you believe is wrong,
but if the person ignores you, go find a Plot member
or NPC, and do not continue or escalate the issue.
The infraction will be dealt with, and you do not need
to get further involved. If possible, try to learn the
name of the player or NPC, which will make things
easier. If the issue is not pressing, or does not require
immediate attention, feel free to include it in your
Event Writeup instead of pursuing it right there.
No Physical Contact
There is no physical contact allowed in Requiem,
especially without prior permission. This includes
combat and non-combat situations. The only contact
between players, especially in combat should be between safety approved boffer weapons and safety approved spell packets. If at any point during a combat
you can reach out and touch someone that is considering crowding, and is against the rules as well. You
must back up to a safe distance where you could strike
19
Contraband Items
Late Arrivals
Arriving to an Event late can be a tricky thing.
You should avoid it all costs, but if you have to, there
are few rules that should be followed. First, you
should never drive a vehicle onto a site that is currently
In Game, and should dress in some in period clothing,
like a cloak to walk on site. NPCs can walk as a Spirit
to Monster Camp; players should walk to their designated cabin, and fill out a Request Sheet to Check In.
Any clearly non-period items (food containers / coolers
/ modern labels) should be covered in cloth or burlap.
This includes coming back to site with food, like pizza.
Smoking
Smoking is allowed at events, but only in designated areas, and can be disallowed if people do not
police their own butts. While in the smoking area, you
are still considered in game, and are still expected to
react to anything as such, including being attacked. If
you are attacked you are still are responsible for the
safe disposal of the cigarettes. An empty bin will be
provided for used cigarettes, and it is up to all those
that smoke to make sure the area is kept clean.
Perception Rule
Harassment
While many In Game effects may render you Unconscious or otherwise unable to perceive the world
around you; you do not actually have to close your
eyes for safety reasons. If you are dead on the floor,
you may watch out for players or NPCs that might
step on you and even warn them with a Caution if
they might harm you or themselves, but any information you hear or see, cannot be used In Game. Examples of this are recognizing who is searching you, overhearing conversations or seeing someone hide something. In addition, anything told to you Offboard (be-
While sometimes characters within In Game situations may get tense or hateful, things should never be
taken out of game. Insults, derogatory slurs, and yelling Out of Game is not tolerated. If another player or
NPC is making you uncomfortable, try to let them
know in an In Game way. If this does not work, report
it to a member of Plot or an NPC. If it is not immediately pressing put it in your Event Writeup. If at all
possible try to learn the persons name, which is helpful for Plot.
20
Body Points
Bonus Vitality
Some skills, abilities or effects may generate bonus
vitality. These body points are lost after any Armor or
Bonus Armor is lost, but before your normal Body
Points are lost. Bonus vitality does not stack with other
forms of bonus vitality, unless specifically stated that
they do. Bonus vitality can be Healed, but is considered different from normal body points. Generally
bonus vitality only lasts for the current Battle you are
in, and is lost at the end of that Battle. If different, it
will be stated in the skill or ability.
Armor Points
Armor points are a specific type of health that is
always lost first. It is generally based on the armor
Phys-Rep that you are wearing, and the skills you have
to wear it. Some armor does not require a phys-rep,
which is called Natural or dexterity armor. No forms
of regular, natural, or dexterity armor can stack unless
specifically stated that they do. In order to wear any
armor over 1 point, your character must possess a skill
to do such, such as Light Armor Proficiency, which
allows 2 Points of armor. Armor Points may be repaired to full, or refitted to a lesser amount with specific skills easier as well. Your total number of Armor is
generally your specific Armor Points (which is your
Armor Proficiency provided you have the phys-rep on)
plus any enhancements received by racials, consumable, or skills. More information on Armor Rating can
be found in the Items chapter.
Defenseless
Bonus Armor
1 Body Point
21
Bleeding Out
0 Body Points
When dropped to 0 Body Points with Uncalled
Damage, you fall to the ground, you are barely conscious, and can only whisper and drag yourself around
by your arms only. If you are hit in the process of falling, unless it is Called Damage, you are still at 0; if
you are dropped to 0 or lower with Called Damage of
any kind anywhere, you instantly are brought to -1
and Bleeding Out. At any point while at 0 body
points, you take uncalled damage to a limb, that limb
is now affected by Maim and if you take uncalled
damage to your torso, you will be reduced to 1 and
Bleeding Out. While you are at 0 Body Points you are
affected by a Permanent Fatigue and are also considered Helpless. The fatigue is removed when you are
no longer at 0 Body Points. You may use potions and
items that do not require a skill to use (IE you may not
use scrolls or weapons) but you must role play being
very feeble. After 5 minutes of being at 0 hit points,
you will return to 1 Body Point.
Dead
If you are Bleeding Out for more than 1 minute,
take a Killing Blow, or take a Death effect then you are
dead. Being dead removes any effect on you that is not
Empowered, and ends any durational skills or abilities.
All Inflict and Imbue effects are considered to be empowered unless specifically stated that they are not.
When dead you are considered Unconscious, and gain
the Dead trait, while losing the Living trait. Normal
Healing will not work on you while Dead, the only
effects that will is anything to Dead or a Cure Death
effect. Once you are dead for 5 minutes your spirit is
too weak to stay in your body. You must drop all in
game possessions, rise as a Spirit and slowly walk to
Deaths Realm.
Helpless
While you are affected by Stun, Paralyze, Bind, 0
Body Points or any other effect that renders you helpless you are extremely susceptible to incoming attacks.
In addition, you may not use any skills or abilities unless they are Passive and specifically state that they can
be used while helpless. Anyone can Killing Blow you,
Search you, or use other abilities/skills that require a
helpless target. While helpless you cannot resist the
ability for anyone to Touch Cast anything upon you.
Killing Blow
Unconscious
Many effects leave your character in a state where
they cannot perceive the world around them. These
include Bleeding Out, Stun, being Dead and others.
While unconscious, you must collapse in a heap, and
cannot move unless you are carried. You are always
considered to be helpless while unconscious. If at any
time you are dropped while being carried you will collapse to the ground again. If you are in an unsafe or
unpleasant area, you may choose to shift your character a couple feet in either direction or take a couple
faltering steps before falling to find a safe spot. You do
not have to close your eyes for safety reasons, see the
Perception Rule for more details.
22
Acknowledgement Rule
Verbal Calls
Every effect in the game has a verbal call that signifies the specific effect. It usually goes something like
<Effect> by <Trait>. Some Examples might be 5
Damage by Magic, Death by Poison. These calls must
be stated to generate an effect, but are Out of Game.
You may always state the verbal call for an effect even
if you are Silenced, Stunned, Unconscious or Dead.
Likewise, hearing a verbal call means you know what
just happened. If you hear a call, and understood it,
you know what effect and trait was used. Verbal calls
need to be stated in a clear voice, easily loud enough
for whoever is the target. If the target is yourself, you
still must state a verbal call in a normal tone of voice.
Traits
Every effect call has a corresponding trait that goes
with it. This flavors the effect towards a specific direction, and allows other specific skills to be used against
it. All weapon blows and packets without a specific
trait are assumed to be by Physical. Certain skills can
only be used against specific traits. If you have the ability to Resist Magic then you may only use it on an
effect or damage (which is just another effect) with the
Magic Trait. If a Magus shoots a Fireball (5 Damage
by Fire) at you, Resist Magic would not help you.
Player Traits
23
Standard Effects
Instant
10 Seconds
Unconscious
Extra Wording
Line of Sight
5 Minutes
This effect lasts for 5 minutes. Feel free to use a
watch subtly.
Beneficial Effects
Battle
This effect lasts for the current Battle you are in.
Rest
This effect ends when you spend 5 minutes resting, not involved in combat. Any combat action, such
as running/dodging/fighting will reset this count.
Special Cases
While every effort has gone into standardizing and
simplifying everything, sometimes there are going to
be cases where Plot needs to have a specific change or
effect for an Event. Anytime this is done, it will be
gone over in Opening Ceremonies, and posted previously on the Forums. While it should be a rare occasion, as we have tried to cover everything we can think
of, invariably there is something we have not thought
of.
Refresh
Special
These effects end when a specific circumstance is
met or a specific time is has passed, which is stated on
the specific effect. Any Effect with special duration will
always explain it more thoroughly.
24
Name
Brief Description
Duration
Agony
10 seconds
Berserk
Unconscious
Bind
Line of Sight
Calm
Line of Sight
Carrier
All spells and weapon blows delivered are by (or to) <Trait>
Battle
Command
Unconscious
Cure
Instant
Death
Instant
Destroy
Instant
Diagnose
Instant
Disarm
Special
Disengage
Special
Dispel
Instant
Dominate
5 Minutes
Drain
Refresh
Enfeeble
Rest
Expose
Instant
Fatigue
Rest
Form
5 Minutes
Freeze
5 Minutes
Grant
Target gains a use of skill or ability for the Battle, which is lost afterwards
Battle
Harvest
Gain treasure or extra treasure from certain NPCs and specific locations
Instant
Heal
Instant
Knockback
Special
Maim
Rest
Mangle
Refresh
Paralyze
Line of Sight
Plague
Special
Pull
Special
Purge
Cure Effect or Dispel Trait, this is self only and is always Passive
Instant
Repair
Instant
Repel
Special
Restore
Instant
Root
Line of Sight
Silence
Rest
Slay
Instant
Sleep
Target must instantly sleep, any Damage or attempted Killing Blow removes this Effect
Special
Slow
Rest
Speak
5 Minutes
Stabilize
Instant
Stun
5 Minutes
Vulnerable
Rest
Weakness
Target cannot use any Called Weapon Effects, and reduces Called Weapon Damage, min 2
Rest
25
Agony
Carrier
Extra Wording: [to] <Trait>
This effect allows the character to generate all
Weapon and Packet Delivered Effects for the Battle by
the specific Trait or in some circumstances to a specific
trait. If the Carrier includes the word To before the
trait, you may only use the attack to the trait, if not
then you may only use the attack by the trait. This
includes Called Damage and all other called effects.
The character does not have to use the trait, or may
choose to use another trait if they have the skill or ability to do so. Usually the most common traits for this
ability are by Magic, Holy, Fire, Earth, Air and Water,
but others may exist. The traits Spirit and Flying are
generally almost always used as a To Trait allowing
the character to affect people that normally would not
be able to. This is a beneficial effect.
Duration: Battle
Berserk
This effect will cause the character to become
enraged and see everyone as an enemy. The character
affected will immediately attack the nearest target to
them. This effect does not require the character expend any skills unless they specifically desire, but they
must immediately attempt to attack the nearest target
to you.
Duration: Unconscious
Bind
Command
Calm
This effect will attempt to sooth or pacify a creature. While affected by Calm, a creature will not be
aggressive unless provoked. This will not work on all
26
Cure
Diagnose
Extra Wording: <Trait/Effect>
This effect is used to determine specific yes or no
questions about a character. In general this is usually
done via Touch Cast, but there are exceptions. Each
specific Diagnose skill states what questions it may be
used with. When hit with a successful diagnose effect,
a character must respond to it truthfully, unless they
possess a specific skill that allows them to alter their
answers. All answers to Diagnose must be a yes or no
response, which is Out of Game, with the exception of
diagnose damage, which if optionally desired, the target may state a number of Body Points they are down.
This is done to prevent excessive questions and anyone
may choose not to answer with a number.
Duration: Instant
Death
Disarm
Extra Wording: <Item/Hand/Shield>
This effect will cause a character to drop a specific
item, or all items in a specific hand. If it is generated
with a Melee attack, it will effect whatever weapon was
struck. Ranged and packet attacks may specify an item,
or everything in a specific hand. When effected by a
disarm, you must immediately drop the item in question, and cannot pick it up again for 5 seconds or until
it stops moving, whichever takes longer. If you are carrying fragile props (including guns, traps, or nonboffer items) you may choose to place them on the
ground, but cannot retrieve them for 10 seconds. This
effect will not work on shields unless the specific verbal call Disarm Shield is used. Skills that let disarm
shields clearly state they can or must use it on a Shield
and you cannot target a shield with disarm unless your
ability specifically states that you can.
Duration: Special
(Until the weapon stops moving on the ground or 5
seconds passes, whichever is longer.)
Destroy
27
Dominate
This effect will put the character affected in complete control of the person that generated the effect.
The character cannot attack or harm the person in any
way, and must attempt to follow any and all commands given by the person, even if they clearly involve
the character dying. The person can issue as many or
little commands as he wishes, and while under this
effect the character may call No Effect to any Command effect which would directly contradict any of the
persons commands. Like with Command, any commands to tell the truth may only be used with yes or
no questions. Unlike Command, this effect lasts a full
5 minutes or until Cuted, even if the character is rendered unconscious.
Duration: 5 minutes
Drain
Extra Wording: [ #/All] <Attribute/Skill>
This effect removes a specific skill, header, or an
attribute point from a character. In the case of Headers, the character loses all skills under that header,
and/or any sub-headers. Stamina, Stealth, Inspiration,
Arcane, Zeal and Power are considered attributes for
this effect, and not skills. With the case of skills, you
temporary lose the use of the skill, as if you did not
possess it. With the case of draining attribute points,
you lose a temporary point or points based on the call.
For example if you had 5 strength, and 3 strength
points left and were hit with Drain Strength you
would still have 5 strength, but only 2 remaining
strength points. In the same example, Drain All
Strength would remove all of your strength points.
You cannot go into negative point pools, and may call
No Effect or Reduced to any Drain effect that
would remove you below 0 points of an attribute. Like
Restore, if no number is specified, the default number
is 1. The All modifier is used slightly differently with
all attributes and no Drain effect will remove your Endurance unless specifically stated Endurance in the
call. For example Drain 3 Endurance would remove 3
up to Endurance Points, but Drain All Attributes
would remove all attributes except Endurance that the
character had. Broader still, Drain All would remove
all skills and attributes (again, except Endurance) until
the character Endurance Refreshed.
Duration: Refresh
Dispel
28
Enfeeble
Expose
Freeze
This effect requires the character to remain completely frozen in place in whatever position they were
in when they were struck by the effect. If a character is
completely uncomfortable they may shift slightly, but
it should be readily apparent that they are frozen in
place. Targets under the effect of freeze are immune to
all effects, including uncalled damage while they are
affected by Freeze, unless the effect would remove the
Freeze. The target may be moved, but not Searched, or
posed while affected.
Duration: 5 minutes
Fatigue
This effect causes the target to lose use of all game
skills that are not Passive, and in addition target may
not run until the effect ends. Weapons and items may
still be carried but cannot be used to even block attacks. Characters at 0 Body Points are always considered to be under a Permanent version of this effect
while at 0 Body.
Duration: Rest
Grant
Extra Wording: <Ability>
This effect allows a character the use of a skill or
ability for the Battle. Almost all Consumable Items
with a non-Instant duration are usually considered
Grant effects, which will be stated on the tag. A character may only have one Grant effect active at one
time, and if given another, must choose which one to
keep. Grant effects are generally Minor Use, but sometimes they can be continuous whole Battle abilities.
Some examples of Grant would be Grant Shield Magic giving the character affected a Shield Magic versus
the next attack that hits them, or Grant Maim by
Weapon giving them the ability to generate the call
Maim with a weapon blow. Any effect that is continuous must be used immediately. For example if a
character were affected by Grant Spirit Form they
must immediately go into Spirit Form, or lose the ability. At the end of the Battle, any unused Grant abilities
are lost. This is a beneficial effect.
Duration: Battle
Form
29
Harvest
Maim
Extra Wording: [All] [Leg/Arm]
This effect causes the target to lose the use of a
single or multiple limbs. Weapon blows that do not
have a specific limb stated affect the limb that is
struck, while ranged and packet attacks without a limb
stated allow you to pick which limb becomes useless. A
specific limb can be targeted, such as Maim Left Arm
in which the character would lose use of that limb. If
an arm is affected by maim, a character must drop anything in the arm, and it hangs to their side limply and
cannot be used. If a leg is targeted, the character must
go to one knee, and can never hop around on one leg;
a character may attempt to crawl with other limbs that
are not maimed though. Broader, Maim All Arms
will maim both of your arms, and Maim All will
maim all of your limbs. To Cure a Maim, there must
be an individual Cure Maim for each limb affected,
even if they were all generated with the same effect.
Duration: Rest
Heal
Knockback
Mangle
30
Purge
This effect requires the character to remain completely frozen in place in whatever position they were
in when they were struck by the effect. If a character is
completely uncomfortable, or deliberately being
Posed they may then choose to collapse to the
ground. While Paralyzed, a character is aware of what
is going on, but cannot move, speak or communicate
in any way. Since being Dead removes Paralyze, If a
character enters the Dead state for any reason while
paralyzed, they will instantly collapse to the ground.
While paralyzed, a character is considered helpless.
Duration: Line of Sight
Plague
Pull
This effect causes the character to move into melee
range of the target that generated the effect. This effect
may move characters that normally could not move by
themselves, or are helpless. While moving, the character should choose a direct and safe path, but cannot
attack anyone by any means, including ranged attacks,
and is considered under the effects of Agony without
the pain. The effect ends when the character is in melee combat range of the Target or the character cannot
reach the target reasonably in 30 seconds of trying.
This effect will always disrupt a planted Frenzy or other Planted actions, ending it if the person is affected by
Pull. If the character is affected by an effect that does
not let him move, such as Root, would have to cross
an Obstacle or otherwise is unable to travel the full
length safely to the target the character may go to one
knee, and be affected, as per the same agony for a full
30 seconds.
Duration: Special
(Until you move into melee range of the target, or 30
seconds whichever comes first.)
Repair
31
Repel
Silence
This effect will cause the characters voice to stop
working completely. The character may not verbally
communicate with others In Game, cast Spells/Scrolls
requiring an Incant, or otherwise use their voice to cry
out. Any skill that requires an RP time of performance, talking, shouting or even whispering may not
be used while the character is affected by the Silence
effect. This also includes any effects that would force
the character cry out, such as Expose or a Command.
If affected by one of those and the character was silenced, they would mime or pretend to cry out, but
make no sound. This has no bearing on any out of
game verbal calls, and all of those may still be used
normally. Examples of such verbal calls would be Parry, Disengage or Activate 5 Heal 3 by Poison.
When a characters mouth is bound with cloth or
rope, a character is considered under a Permanent
Silence effect while gag remains in place.
Duration: Rest
Restore
Slay
This effect kills the character outright reducing
them to Dead, and then bypasses the normal 5 minute
Death Count, causing them to rise as a spirit to resurrect instantly. Any skill or ability that can Reduce a
Death effect will not work to reduce a Slay unless specifically stated in the skill that it will work. In addition, a Cure Death will have No Effect on a character
affected by Slay, unless the Cure Death is specifically
to Spirit. If affected the character must first fall to
the ground, then the character must drop all In Game
possessions, and then their spirit will rise and head to
Deaths Realm.
Duration: Instant
Root
32
Stabilize
This effect causes the character, if they are Bleeding Out at -1 Body Points, to return to 0 Body Points.
This will have no effect on any character that is not in
their Bleed Out count. If a character is at 0 Body or
higher or they are in their Death Count, the character
must reply No Effect to a Stabilize effect generated
on them. In addition, a Counted Action stabilize (Begin Stabilize) will pause a characters Bleed Out count
wherever it is at. If the action is interrupted or
stopped, the Bleed Out count will continue where it
left off. For example, if a character is at 23 seconds
into their Bleeding Count, and receives a Begin Stabilize for 50 seconds, they will remain at 23 seconds,
but will begin counting again if the person doing the
action stops. This is a beneficial effect.
Duration: Instant
Slow
Speak
This effect allows the character to be able communicate with others, this includes any effect in which
the character could not talk (such as being Dead, or a
Spirit) except the Silence effect. Anyone within earshot
will be able to hear what the character affected by
Speak is saying, but the character affected will not be
able to understand anyone else except the caster of the
Speak effect if they couldnt normally. Usually this is
done with a trait, such as Elemental, or Dead, allowing
a conversation to take place even if the caster could not
normally communicate with the character. The Speak
effect does not force the target to tell the truth, or
force communication in any way; it merely allows
communication to take place. Keep in mind that some
targets thoughts or words might be so different or
alien, that while a character is able to speak to the target, they might not completely understand what the
target is trying to convey.
Duration: 5 Minutes
33
Stun
Weakness
Vulnerable
Extra Wording: <All/Trait/Damage>
This effect causes the character to take double
negative effect from all non-beneficial effects from the
specific Trait in the call. The character merely adds the
Double Prefix to any incoming negative effect. Note
that this will have no additional effect on already
Double or Triple effects, as they can never be doubled
again. For Example, if the character was affected with
Vulnerable Fire, and was hit with 5 Damage by Fire
they would receive that as Double 5 Damage by Fire
34
Inflict Trait
Imbue
Imbue is almost identical in nature to Inflict, except that it is almost always beneficial and generally are
positive effects. The Imbue effect is always accompanied by one of two things; a card that states the exact
effect or the person that imbued the character using a
Let me Clarify which will also explain the effect. Refer to Inflict for more details, as Imbue uses the similar
rules. Unlike inflict, Imbues are not Empowered unless otherwise stated. For Example, if you do an Imbue by Magic that allows you to swing +1 with all
Called Damage, a Dispel Magic will remove it. Remember that Cure does not remove beneficial effects
though, so in the same example a Cure All would not
remove it. This effect is generally used by players to
give another player a temporary ability or grant themselves a power. No player, unless explicitly given Plot
permission can use Imbue other characters without an
accompanied official card. Skills that imbue a character and are Self Only, do not come with a card, as they
cannot be transferred. This is a beneficial effect.
Inflict
This effect is a catchall effect that can include anything that isnt specifically in the standard effects. The
Inflict effect is always accompanied by one of two
things; a card that states the exact effect or the person
that inflicted the character using a Let me Clarify
which will also explain the effect. If a character is affected with the Inflict effect, they must pause to wait
for its delivery method, whether it is a card given to
the character or sentence explained. The character
must read this card as soon as possible without directly
interrupting any role-playing or combat. Once read,
the character must assume everything on the card is
true, and any instructions given must be followed. Answers to any questions should be addressed on the card
itself, but if a character has any issues that need to be
clarified, they should talk to a member of Plot or circumspectly ask the person that inflicted them for a
Clarification. Inflicts are almost always detrimental
and generally are negative effects. For the purposes of
an Inflict, unless a Cure specifically states Cure Inflict
that the cure effect will not remove them, and unless
otherwise stated, Inflicts are considered Empowered.
Remember that Empowered effects cannot be removed
without an Empowered Dispel, or Empowered Cure,
and will not be removed by going to the Dead status,
or travelling to the Realm of Death. Inflict Cards
usually last a specific duration, or until a specific action occurs, and the duration is always on the card
itself, with the default being for the full Event. Sometimes a card will have instructions on where to give the
card to when finished with it, instead of using a normal Tag Turn-in Container.
Sealed Envelopes
If an Inflict or Imbue is in a sealed envelope then
it has an unknown delayed effect. Some sealed envelopes are opened when instructed to do so, either by
the instructions on the envelope itself, or by another
person with the Let me Clarify effect. The other type
of sealed envelope can be voluntarily opened under
certain conditions, or whenever a character wishes,
which will be stated clearly on the sealed envelope itself. This is done to provide an element of mystery to
some effects, and should not be viewed until the correct time.
35
Counted Actions
Yellow Hexes
A yellow hexagon is the usual way that Out of
Game information is displayed to Players to avoid
speaking out of character, and interrupting the flow of
the Event. If at any point a character comes across one,
they must first pause and read it before taking any other action. Sometimes a particular Staff member will
clarify information if needed, but in general any information needed should be contained on yellow hexes. Yellow hexes usually contain information that cannot be easily gleaned from the props. This does not
mean that other information is not available elsewhere
as well, but this Out of Game information is usually
clear and to the point. Examples of this are what effect
a Rope Light Portal has, what skill it takes to open the
following door, or what exactly is in that pit between
the jumpy stones. Yellow hexes also can limit access to
areas, and designate Out of Game locations, and other
restricted access.
Instant
Hazards
Let me Clarify
This effect means that whatever is stated next is
true, and should be followed. This effect does not need
to land a legal blow and can never be defended against.
It is generally informational in nature but can contain
36
Caution
This effect is a warning or exclamation of a danger
or hazard Out of Game, or a reaction to a minor injury. All players of the game may use this effect, if
they deem it necessary. All play around where the caution is called must be paused while the problem is
dealt with. Play not directly around where the specific
Caution happens may continue, but all characters may
not attempt to attack or take advantage of anyone in a
caution. This pause to the game should be short, between a couple of seconds to a minute or two at the
maximum. Common reasons for a Caution are a bad
fall, knocked off glasses, or a bad head shot with a boffer or packet. Feel free to also use Caution as a preventive measure or a warning if someone is going to trip,
back into someone or do something that may harm
them. If desired and you are the injured party of a caution, you may sit the Battle out. Place your hand or
weapons over your head, and inform anyone that approaches you Caution: Resting. If someone is hurt
badly, then an Emergency Hold should be used, but
please try to keep Holds to an absolute minimum, and
only for when someone is actually hurt. Abuse of this
effect is cheating and will be dealt with, with anything
up to and including being asked to leave the game.
Emergency Hold
This effect stops game for everyone around that
hears the call. All players of the game may use this effect, if they deem it necessary. In addition, this call
should be repeated for anyone that approaches the
area. This effect is used in the rare event that someone
is hurt badly and needs medical attention or to go to a
hospital. A Caution can be suddenly upgraded to an
Emergency Hold if needed, so sometimes its better to
be cautious about calling this for someone else, unless
you are absolutely certain. All play should stop, and all
players should go to one knee, indicating that there is a
serious a problem. Anyone medically trained should
approach to see if they can assist in any way they deem
necessary, or runners may be sent to go get someone
else that can help. Game will not continue until the
Emergency is dealt with. Abuse of this effect is cheating and will be dealt with severely, with anything up to
and including being asked to leave the game.
Lay On
Clarification
37
and are generally referred to as Called Damage, because of that. There are many skills and abilities in the
game to increase Called Damage done, or decrease the
amount taken, so do not assume someone is cheating,
with the amount of damage they deal or receive.
Suffixes
Prefixes
Defaults
Damage Calls
Damage calls are similar to effects but just generate damage. They are always preceded by a number,
Brief Description
Type
Activate
Prefix
Delay
Effect does not take place immediately, Suffix contains time it will, default 1 hour
Prefix
Double
Prefix
Empowered
Effect cannot be Cured or Dispelled normally, and lasts while character is Dead
Prefix
Extend
Effect has a longer, new duration, Suffix contains new duration, default 1 hour
Prefix
Major
Prefix
Massive
Prefix
Natural
Effect can be blocked by Weapons and Shields, weapon attacks default to this
Prefix
Permanent
Prefix
Quicken
Effect has a shorter, new duration, Suffix contains new duration, default 10 seconds
Prefix
Triple
Prefix
Unstoppable
Prefix
<#> Damage
Damage Call
<#> Body
Damage Call
<#> Lethal
Damage Call
[#] Padded
Damage Call
and <Effect>
Suffix
by <Trait>
Effects trait, used to provide flavor of attack, and signify what defenses work, default Physical
Suffix
by Supremacy
Suffix
except <Trait>
Suffix
to <Trait>
Suffix
to <Name>
Suffix
to Back
Signifies that the Effect only works from behind the target, and can be done quieter
Suffix
to Self
Suffix
38
Empowered
Activate
This prefix signifies the use of a consumable item,
and it must be used to accompany any effect that is
used with Gas Poisons, Scrolls, Magic Items, etc
This Prefix is only used with consumable items, so it is
clear that the effect generated was not from a skill.
Remember that characters that use a consumable on
themselves, like a Potion or an Elixir, still must use
this prefix and state the effect out loud after doing any
RP time to consume the item.
Extend
Delay
Double
Major
Massive
This prefix signifies that the effect cannot be successfully blocked. A complete miss will still not work,
but any legal blow or attack that successfully strikes the
weapon or a shield of a character will cause them to
take the effect. This prefix can only be applied to a
weapon, as all packet attacks are always considered to
be Massive by default. This does not change the effect other than allowing it to be able to affect characters through their weapons and shields.
39
Natural
This prefix signifies that the effect can be successfully blocked with a weapon or a shield. This prefix
can only be applied to a packet, as all Weapon attacks
are always considered to be Natural by default. This
does not change the effect other than allowing it to be
able to be successfully blocked with a weapon or
shield.
<#> Damage
Normal damage is by far the most common damage call, and is stated as # Damage for where the effect would be placed. Examples of this are Massive 10
Damage and 5 Damage by Fire. Damage is subtracted normally as per the Health section of the rules.
Bonus Armor, Armor Points, Bonus Vitality, and then
Body Points are what are affected by damage, in that
order. If called damage drops a character, regardless of
whether they are exactly at 0 or less, they are always
put to -1 and Bleeding Out. Damage may be reduced
by skills and abilities, but never to below 1.
Permanent
Like Extend, this prefix signifies that an effect lasts
a different, longer duration of the entire Event. For
example, Permanent Slow would change the duration
of slow from normal (which is 5 minutes) to the remainder of the event. Any effect that requires Rest to
remove cannot be removed with this prefix. This prefix does not modify any ability to Cure or Dispel the
effect, but will only alter its duration.
<#> Body
Quicken
<#> Lethal
Triple
This prefix, like Double signifies an effect or defense that is more potent than normal, causing the
character to take three of the specific effect consecutively, or defend against three attacks. See Double for
any clarifications on exactly how this works. The
Triple Prefix can never stack with itself, or any other
damage multiplier, like Double or Vulnerable.
Unstoppable
[#] Padded
This prefix signifies the Effect is much more powerful than normal. Any Effect with the Unstoppable
Prefix cannot be defended against, with any Defenses
(Shield, Parry, Evade, etc). This Prefix will not alter
the ability to Reduce or be No Effect to the effect; only what active defenses can use to stop it. This prefix
does not modify any ability to Cure or Dispel the effect, but will only alter ability to defend against it.
to <Trait>
This suffix signifies that an effect is targeted towards a specific character trait. This causes the attack
to have No Effect on any character without the specific trait in the call. Examples of this are 5 Damage to
Elf or Death to Fire by Water. In addition, if the
effect with this prefix has a duration longer than and
somehow the character loses the trait, they are no
longer affected by it. For instance, with Agony to
Spirit while a character is in Spirit Form, removing
the Form will remove the agony. This does not change
anything else about an effect except who it can target.
by <Trait>
to <Name>
and <Effect>
to Back
by Supremacy
This special case of the by <Trait> suffix is a specific trait that always affects the target. Any Verbal
with the by Supremacy call may not be Reduced or
No Effect to. This means if a character is normally
immune to Stun, a Stun by Supremacy will still affect
them. This does not change the effect, nor change
what Defenses can be used against it, only who it affects.
to Self
except <Trait>
Flurry Rule
Safety
The absolute and primary concern in combat is
safety. All rules are in the game are designed with this
in mind, but cannot be all encompassing. Any action
in combat that would violate the No Physical Contact
Rule is not allowed. If you believe that a situation is
unsafe, then do not get involved in it. Back away or
remove yourself from the problem, and let someone
else know. Please keep in mind that the number one
most dangerous aspect of combat is running or backing up at night. If you choose to do such, be very careful and pay attention to your surroundings. Abuse of
any of the rules in the combat section is cheating and
will be dealt with, with anything up to and including
being asked to leave the game. Penalties for safety rule
violations are generally judged much harsher, as we
dont want anyone getting hurt.
Down Rule
Illegal Targets
Swinging
Boffer combat is meant to simulate real combat,
but restrictions apply in how a weapon boffer is
swung. In regards to weapon blows, Requiem uses a
Lightest Touch system, which means that any weapon strike, regardless of how lightly struck is considered to have affected the character. Since the Honor
System is used, any block that you believe blocked a
blow is considered to have. As a general rule of thumb
though, if you believe that you were struck before you
blocked, then always take that hit. When swinging, a
player should use his wrist in a snapping motion more
so then putting real force into weapon blows. Weapon
blows should be arced between 45 degrees and 90 degrees. Less than 45 degrees is against the rules because
you can hit too fast. Over 90 degrees is against the
rules because it is unsafe and encourages too hard hits.
Non-Combatants
Anyone with bright neon orange or yellow armbands and headbands, one of which should glow at
night should not be struck with a boffer weapon at all.
Usually this is because of a medical condition, so be
extra careful. To attack the person, merely go up to
them and pantomime hitting them, with or without
damage calls. They will take everything and often fall
very quickly.
42
Costume Rule
We in Requiem love good costuming, but sometimes it can hamper your combat effectiveness. This is
a rule that encourages costuming that might not otherwise be worn. Any Packet or Weapon that hits a billowing cloak or piece of clothing that would never
have actually struck the person will not affect the character. The Weapon or Packet must be a clear and obvious miss, minus the piece of costuming in the way.
You may never attempt to catch packets or weapons
with this rule or block them from striking yourself or
someone else. This rule works for larger racial prosthetics such as wings as well. The appropriate response
is Costume. As a rule of thumb, if you believe the
packet or weapon would have actually hit you, do not
use this rule. Abuse of this rule is cheating and will be
dealt with, with anything up to and including being
asked to leave the game.
43
Packet Attacks
Uncalled Packets
Burst
Sometimes a skill or ability allows a character to
throw multiple packets at the same time, to strike multiple opponents, but not the same opponent more
than once. This is noted with the word Burst at the
end of the effect call. All characters struck with one or
multiple of the packets take the effect, like they were
only hit with one of the packets. An example of this
would be a breath weapon from a monstrous drake
might be 10 Damage by Fire Burst then the drake
would throw a whole handful of packets. If you are hit
with any or all of the packets you would only take 10
Damage by Fire once, along with anyone else that was
hit. All player based Burst effects denote the number
of packets you are allowed to use in the skill description.
Extend Strike
Extra Wording: <Effect> ... [Effect2]
This call indicates a different duration of a non
instant effect held for as long as the character wishes,
followed sometimes by an optional second effect
which the target must then take. The attack must first
land a legal blow, then the character holds weapon to
the targets body, similar to Extend Gesture as long as
contact is maintained then effect remains. Removing
the weapon for any reason, being Disengaged away
from the target, or being rendered helpless will all end
this effect. For example, Extend Strike Root would
Root the target as long as the character held the weapon to them. Sometimes a skill or ability will let you
do a second effect after a certain amount of time,
which would be stated right before the weapon is removed. An example of this would be a snake that constricts and binds its target until it is dead after 10
seconds, the call would be Extend Strike Bind then
after a 10 second Counted Action would call Death.
In some cases the call is the same, which merely follows the normal duration at that point. For example, a
Spider that wishes web its victim with Extend Strike
Bind then after the appropriate count Bind which
would then leave the character under the effect of a
Bind for the standard duration of 5 minutes.
Touch Cast
This is generally a packet delivered attack that has
the pre-requisite that the target is helpless or willing.
You should never actually touch another player without his/her permission, but merely take a packet and
touch the packet to the player to deliver the effect.
Some touch casts require touching a weapon to the
target instead of a packet, such as Killing Blow, and
will be stated. Anyone not helpless may choose to call
Resist against any touch delivered effect.
44
Gesture Attacks
Some abilities allow a character to target someone
without a packet or weapon, by merely pointing or
gesturing at them. The target does not have to be directly looking back, but needs to know he was targeted. The character using a gesture attack can use the
targets name, or any identifying characteristic to get
the targets attention. The duration and effect is unchanged; merely the character does not need to throw
a packet. An example of this would be a Medusas gaze
turning someone to stone, Gesture Attack - Permanent Paralyze by Stone. Just like all other delivery
methods, if a trait for a Gesture Attack is not stated
then the default trait is by Physical.
to Room
Extend Gesture
Some Gesture attacks are like the Extend Strike
weapon counterpart, and last as long as the character
casting them maintains the Gesture. With Extend Gesture, if the duration of the effect is not instant, then
duration instead becomes for as long as the character
maintains the gesture. Stopping the gesture or becoming Incapacitated will stop the effect. An example of
this would be Extend Gesture - Repel by Force
which would Repel the target for as long as the character maintained the gesture. Unlike the weapon version, there is no second effect possible with an Extend
Gesture, as it would be too confusing if the character
effected became too far away, or other obstructions
occurred.
to Circle
Similar to the to Room suffix, the to Circle suffix restricts a Voice Attack to those in a specific glowing circle. For purposes of the effect, the specific circle
may be stated to avoid confusion. If any part of a character is inside the circle, the Voice Attack will affect
them. In addition, circles do not have to be glowing
before the effect is stated, but may become glowing as
the effect is called, such as phys-repping the effects of a
pit trap. In that example the call might be Voice Attack to Circle 10 Lethal by Trap which would only
affect anyone inside or partially inside the circle.
Voice Attacks
Parry
Shield
Evade or Resist
Deflect
Volley
This defense is usually tied to a trait or a specific
set of circumstances (such as a Melee swing or an attack by Magic) and will successfully defend against
the attack and then return an identical attack against
the caster. A volley will never return any Prefix on any
attack, and may never used against another volley. In
addition, no more than one volley may be used against
a single incoming attack, even if the Double or Triple
Prefix is used. A volley used against a Major attack will
defend against the specific attack and refund the
attributes, but will return a non-Major (since Major is
a prefix) attack back against the caster. A Major Volley
in addition to successfully ending any attack will return a Major attack against the caster, even if the original attack was not Major. The exact type of the Volley
need not be stated in the call, but sometimes for flavor
a trait may be used. For example, if the character is
struck with 5 Damage with a melee attack and they
have the ability to Volley Melee then the appropriate
call would be Volley indicating that the attack was
defended against, and the caster then would immediately take a 5 Damage instead.
Reduced
Extra Wording: [to <Effect>]
This can be an actively used defense, or a character
can have a blanket reduction against all incoming attacks of the same type. Any time an Effect or Damage
does not do the full amount against a character, at a
minimum the Reduced call must be made. This is to
indicate that it had a lesser effect. With damage and
most NPCs the call is usually just Reduced to indicate that some reduction occurred. With most Player
skills, the actual reduction is stated afterwards. For
instance if a character had the ability to Reduce the
effect of Stun to 5 Damage, then when struck with a
Stun they would call Reduced to 5 Damage to Self.
Another example would be a Player used a 10 Damage on a powerful creature, and the creature merely
responds with Reduced making it unclear to the player exactly how much he really did. Remember that
Reduced is not a valid defense against any attack by
Supremacy. Please keep in mind that in large combats for certain creatures it is impossible to state Reduced to every incoming effect if being attacked by
many opponents, so please give such creatures some
leeway.
Aura
Extra Wording: <Effect>...
This defense does not defend against an attack,
but causes the target that just struck the character to
take the Effect listed in the Aura. This attack is by default smart, and the character may use it however they
please, but some specific skills or abilities might limit
this. This defense will not stop damage or an effect to
character in any way even if either party falls to the
effect. Sometimes Auras are linked together with
another defense with the and <Trait> modifier. Specific skills that allow Aura defenses are generally tied to
a trait or a specific set of circumstances (like a Melee
swing or an attack by Magic). An example of this
could be a mage has a spell that lets him call 5 Damage by Fire Aura to the first melee swing that hits
him. If the mage is then hit with an uncalled strike,
the Mage would take 1 point of damage and then call
5 Damage by Fire Aura against the person that struck
him. If no trait is specifically stated with an Aura, then
it is assumed to be by Physical.
No Effect
This defense states that an incoming attack did
not have, nor will ever have under the current circumstances, any effect. This will use up any Minor Use
ability, but will refund the cost of any Single Use or
Until Hit ability. Sometimes a character can use an
ability to have No Effect to a specific thing (such as
Uncalled Damage, or All Called Damage and Effects
by Fire) for a specific amount of time, usually the
Battle, but sometimes for the entire Event or until they
Refresh or even while they remain Planted. If later that
character is then affected again, do not assume that he
is cheating. Some skills or abilities just let characters
be permanently be no effect to some traits or effects.
This defense is never used actively but is always a
blanket reduction. Remember that No Effect is not a
valid defense against any attack by Supremacy. Please
keep in mind in large combats that is impossible to
state No Effect to every incoming attack that a large
creature is unaffected by, if they are No Effect to uncalled damage. Please give such creatures some leeway.
47
Chapter 3:
Characters
In the history of Nexus, there has been no greater
unpredictable force than the character of mortal men.
The disparity between the best of their heroes and the
worst of the villains is astounding. Lessons of the
past have taught us all well; it is both their most powerful strength and weakness at the same time.
Argandris
Contents
48
Introduction
Steps of Character
Creation
Concept
A lot of people can get tied up in the rules, and
totally forget what character creation is about. The
goal is to create a whole character instead of just the
specific skills they can do. The first thing that you
should attempt to work on is the concept of the character. What are his or her goals, what do you as a
player want to try out? How do you picture them in
combat (or not!), do they wield powerful spells, or an
old well used sword? Sometimes people write character histories before they even start worrying about CP,
which is perfectly fine. See the section on Character
Histories for more information and help designing the
non-rules part of the character creation process.
Development
Sections
Each of the main sections of this chapter deals
with a main topic of creating a character. Character
Points covers how many CP you can start with, Races
covers the player races, Attributes covers the main ways
to generate skills, Skills explains how skills are used,
organized, and their different types; lastly, the Character History section explains in detail how to go about
writing a background. These should be the five main
sections you will need to learn to successfully build a
character in Requiem. But it is up to you to really
flush a character out, and have him fit seamlessly into
the world of Nexus. We understand that this can be a
lot to take in. If at any point you need assistance, or
have any questions about character creation, do not be
afraid to Email us, post on our Forums or get help
from other players.
Finishing Touches
With all of that done, it is time for a Character
History, costuming, accent, mannerisms, and other
final aspects of a character. This is where a character
can really come together and fit into the world. Also,
it is good to conceive how a character fits into a team
or group, as it is important to realize that this is a social game, and is meant to be played in groups.
49
Starting CP
All new characters start with a certain number of
CP, which stands for character points. Character
points are used to buy new skills, racials, attributes and
abilities. Your character does not have a level in Requiem; they merely continue to accrue character
points. There are two main choices when starting your
character that greatly affect your CP: Mortal or Gifted.
They are explained below, but the choice is a very important one. After that choice, there are modifications
to starting CP, when you add all of those up, that is
how many CP you have to start with.
Warning
The world of Nexus is harsh and unforgiving, and
Plot never recommends playing a Mortal character
ever. It is a level of hardcore that some people enjoy,
and some even claim that the risks are worth it. Be
aware though, that if you choose Gifted, your character could still permanently die, and just because you
chose Mortal, it does not mean you cannot resurrect at
all.
Gifted
Grand Total
Rewrite Rule
Mortal
Influence Bonus
Many different ways to help the game grant Influence, which is a form of reward points. One of the
many uses of Influence is to gain CP on your (or
someone elses) character. The full cost of gaining CP
and other uses of Influence can be found in the Spending Influence section. While the amount of Influence
you can accrue has no limit, the amount you can
spend on CP is limited by Events attended and per
year. This cap applies to each character separately, in
the case of alts and paying for other players CP. The
cap is +5 CP, with an additional +5 per event attended, with a yearly cap of +15 CP. This means that
if you have not attended an Event in the year, you may
spend enough Influence to gain +5 CP, but after attending a single Event the cap raises to +10 CP. After
the second, and any subsequent event of the year, the
cap is at +15 CP. Years are defined as calendar years,
not from the actual time you have been playing, so this
cap resets every January 1st each year.
Recruitment Bonus
Recruiting a new player to the game helps greatly
and thus is worth a two-fold bonus. Any player
brought to a Requiem event for the first time grants 25
Influence, whether the new player NPCs or PCs. At
Check In, make sure to bring this up, to gain credit.
In addition, this bonus will grant you a Volunteer
Credit for any new player you have brought to the
game that PCs at least 3 events. This recruitment bonus has no limit on the amount of NPC Credits and
Influence you can receive for recruiting people.
51
award includes religiously maintaining it well constantly during the weekend for every Event. This
award can be revoked if the quality of makeup does
not remain consistent.
Award: +4 CP
Award Cap
Awards have a cap per character. No matter how
many awards you have, you can only get a maximum
of +7 CP. Just because you are capped does not mean
you shouldnt go above and beyond for costuming
reasons. Other more subtle things will reward you, we
promise.
We understand putting full face paint and devoting time towards your characters appearance can be
annoying. This award is for players that consistently
and awesomely have their face and exposed skin
painted up well (or a mask and paint). The only races
eligible for this have full face paint requirements. This
is for players that put constant and a lot of effort into
their makeup, covering all exposed skin, and doing it
well. This includes well done patterns/highlights, if
your race allows or requires them, and should be photo-worthy, not smudged or poorly done. Part of this
52
CP Requirements
Racial Requirements
All characters of a race besides Pure-Blooded Human are required to purchase a percentage of their total build towards racial skills and headers. These racials
define the race, and many of the same race may look
down upon you as being strange or weak without
them. The requirements are the same as the NonCombat Requirements. By 50 CP, all characters must
have at least 5 CP spent in racial skills and headers. By
100 CP, all characters must have 10 CP in racial skills
and headers. By 200 CP, all characters must have 20
CP in non-combat skills, and after 200 CP all characters must maintain roughly 10% of their total build in
racial skills and headers. Some skills, such as any with
an Extra Rep requirement, being Award only, certain
optional skills, and skills with downsides to them are
exempt from this requirement. If a character ever
runs out of racial skills and headers to buy he no
longer has to fulfill the 10% quota. Many characters
will have much more than 10% of their total CP in
racials, which is perfectly acceptable. These are merely
the bare minimum. Any exceptions to this rule or
putting off of racials skills must be approved by a
member of Plot, or risk having a random skill removed
for the CP freed up for the racials.
Starting Character
All characters are required to spend a certain
amount of their starting CP in racial skills and racial
headers, and in non-combat skills. Gifted characters
must spend at least 2 CP in non-combat skills, and
Mortal Characters must spend at least 3 CP in noncombat skills at the minimum to start. All characters
are required to start with their races subtype and race
header. Starting characters do not need to spend any
additional build on racial skills besides those headers.
There is no minimum attributes that characters must
have, but keep in mind that every attribute score of 1
has a disadvantage that goes with it, and often it is required to raise attributes to gain certain skills. Other
than non-combat skills, and Must Purchase skills (disadvantages), there are no other restrictions on a starting character. Thought, if a character starts with a
build total of 50 CP or higher, the requirements go
immediately up to 5 CP or higher as shown in the requirements below.
Non-Combat Requirements
All characters are required to purchase a percentage of their total build towards non-combat skills.
These skills generally do not directly help in combat,
and examples of such are Harvesting or Crafting skills.
While hotly debated, we believe that requiring this
forces players to round out their characters well, and
encourages skills that are good for the game. These
skills are clearly marked on the skill matrix with an
(NC) after the skill name. No skill without an (NC) is
a non-combat, even if it sounds like it might be, and
no header is ever considered to be non-combat. By 50
CP, all characters must have at least 5 CP spent in
non-combat skills. By 100 CP, all characters must
have 10 CP in non-combat skills. By 200 CP, all characters must have 20 CP in non-combat skills, and
after 200 CP all characters must maintain roughly
10% of their total build in non-combat skills. Many
characters will have much more than these numbers,
which is perfectly acceptable. These are merely the
bare minimum. Any exceptions to this rule or putting
off of non-combat skills must be approved by a
member of Plot, or risk having a random skill removed
for the CP freed up for non-combat skills.
53
Plot Permission
Selection
After learning about CP, and how many you have
to start, you may be anxious to spend CP on Skills and
Attributes, but first we recommend that you choose a
race. Choosing a race is one of the most important
decisions when creating a character, so make sure to
devote some time to doing so. This can really flush
out and define a character. There are 30 different
player races, divided into 10 categories, so there is
plenty of choices and something for everyone. Below
you will find a list and one line description of a race,
then a brief description each race and requirements to
play one. Also, do not forget about the CP Bonus for
playing a race with prosthetics and makeup, if done
well. For much more in depth information about a
specific race feel free to check out the Racial History
section of the Library on the Website. For quick reference to racial skills, you may look at the Races under
the Skill Matrix as well.
Humans
Humans are rare on the world of Nexus, as they
have almost all been wiped out. In fact, Plot does not
recommend you play one! This does not mean they
are not available to play though, so if you feel up to
the challenge or thing it would be the best fit, you are
welcome to try your luck. Keep in mind, all humans
have the ability to be greatly affected by the Plague of
Undeath. The Human subtype header has no available skills, but also has no disadvantages. The PureBlooded (or normal) Human is the only racial header that is free as well, but is severely limited to a skill
selection as well.
Requirements
Racial Traits
Height
There are a couple races that require a certain
height to play. This includes short requirements for
traditionally smaller races, and tall requirements for
the typically bigger races. This is not meant to be a
hard line in stone, but to convey a sense of realism.
With Plot Permission, you may play a race with a
height requirement if you are not the specific height,
provided you are close to the required height and have
a good reason or an excellent concept.
Half Breeds
54
Beast Kin
Chimera
FM, PR, PP
Pure Borne
Half Beast in nature, this proud nomadic race is the oldest of the Beast Kin, and cannot change
FM, PR
Shifter
Beast Kin with the ability to shift between Human, Animal, and Hybrid forms
Varies
Etherion
Beings of pure magic with metallic skin and glowing eyes created by Argandris
FM, PR
Possessed
PP
Seraphim
Beings of pure light with angel like white feathered wings and a glowing halo created by Rapture
PR
Clockwork
Strange mechanical creatures with artificial intelligence and a spirit, often built by Tinkerers
FM, PR
Elemental
FM, PR
Gargoyle
FM, PR
Adamant
Short and gruff humanoids with long beards and metal flowing through their veins
PR, H-
Earthen
Short and gruff humanoids with long beards and skin of stone
FM, PR, H-
Gnome
Short and interesting humanoids with extra long pointed ears and related to the Fae
PR, H-
Celestials
Constructs
Dwarves
Elves
Dark Elf
Dark skinned and silver / white haired humanoids with pointed ears and an affinity with the night FM, PR
Sun Elf
Fair skinned and gold / blond haired humanoids with pointed ears and an affinity with the day
PR
Wyld Elf
Fair skinned humanoids with pointed ears and an affinity for the forest and War Paint
PR
Satyr / Nymph
Creatures from another plane with pointed ears, short horns, and optional furry legs
PR
Sprite / Pixie
Short creatures from another plane with pointed ears and insectoid / non-feathered wings
PR, H-
Treant / Dryad
Tree or Plant like creatures from another plane with green hair
FM, PR
Ogre
Tall brutish humanoids with yellow skin, large lower tusks and optional short horns
FM, PR, H+
Orc
Tall green skinned humanoids with pointed ears and optional large lower tusks related to the Fae
FM, PR, H+
Troll
Tall red or brownish humanoids with large curved ram like horns, related to demons
FM, PR, H+
Fae
Giant Kin
Humans
Barbarian
Hearty and Uncivilized nomadic humans with an affinity for War Paint
Displaced
Emotionless humans that have recovered from the Plague and have lost their humanity
Pure-Blooded
Reptilians
Drake Borne
Blue scaled and horned draconic creatures with a great affinity for magic
FM, PR, H+
Lizardman
White, Red or Green scaled lizard like creatures that come from all parts of Nexus
FM, PR
Slith
FM, PR
Ghoul
Intelligent rotting corpses created by the Plague and without a true soul
FM, PP
Specter
Intelligent white haired and skinned spectral creatures created by the Plague without a true body
FM, PR, PP
Vampire
Intelligent living dead with gothic dress and fangs that feed off the life force of the living
PR, PP
Undead
*(PR) Prosthetics Required, (FM) Full Makeup, (PP) Plot Permission, (H-) Short Height Restriction, (H+) Tall Height Restriction
55
Chimera
Extremely rare, Chimera are a combination of a
human and multiple animals. Their forms are very
unstable and over the lifetime of a Chimera their animal aspects may change and shift many times, or remain a single combination. It is unknown what causes
the creation of Chimera, as sometimes they are born,
but sometimes a Pure Borne or even in rare cases a
Shifter will become one. They are said to be a blight
upon the Beast Kin for their dealings with Satya. It is a
much feared and horrific fate to become a Chimera in
the Beast Kin culture. See the Beast Kin Racial History on the Website for further details.
Requirements
General Information
The Beast Kin of the world of Nexus always appear to be a mix of human and mammal or bird.
While Chimera sometimes have other creatures, there
is never any purely reptile or insect Beast Kin. As a
people, Beast Kin tend to follow traits and behavior
that mimics their animal halfs nature. While the three
different types of Beast Kin do not always get along
well, individual animal types seem not to matter as
much. There are rumored entire packs of different
animals that live together.
Locale
Often grouped together in packs, Beast Kin tend
to be nomadic and thus can be found on all parts of
Bolterra. Many have recently traveled north to aid in
the war. They often work alongside the Wyld Elves
and aid in the defense of the Wyldwood. The nation
of Therianth, in Southern Bolterra, was the origin of
the Shifters. In recent times, more Shifters and all
Beast Kin have been seen in Northern Bolterra.
Costuming
Chimera generally dress in strange or exotic clothing, often as mismatched as they are. They are often
shrouded in bulky or baggy garments, which are meant
to hide their true natures or unsightly appendages.
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Pure Borne
Shifter
Shifting is not fast process, and is painful and generally Shifters like to be alone while they shift. It always takes a least a couple minutes. Some shifters embrace their shadowed heritage, but many still scoff the
Mistress of the night and for her other dark dealings,
as they did not ask for the position they are in. Unfortunately with close ties to Satya, few Shifters are ever
really fully trusted by outsiders. Even more tied to the
moon then the Pure Borne, their power and even
mood is closely linked with the phases of the moon
which can widely alter what magics can and cannot
cure their effects.
Requirements
Requirements
Costuming
Costuming
Etherion
Rumored to be a gift to Humanity in the fight
against the Undead, Etherions origins are widely a
mystery. Most believe these beings of magic were
created by the Great Wyrm Argandris to preserve magic in this broken world. Their ability to channel Magic
is unmatched except perhaps by the Drake Borne
themselves. While Etherion have claws, they are not
true claws in the sense of the word, but more natural
weapons of pure energy. There are rumors of more
powerful Etherion gaining a greater connection with
their claws and gaining great powers. See the Celestial
Racial History on the Website for further details.
General Information
The Celestials are beings born of the primal forces
of Magic and Faith. It is believed that they are the
thoughts and desires of the Deities given form and free
will. Most Celestials serve their patron Deity however
there are some who choose to follow their own path.
It is said that every Celestial created was created for a
specific purpose, and whether known or unknown, is
different for each of them. Since Celestials are one of
the newest races of Nexus, they are finding their own
place here still.
Requirements
Etherion must have metallic colored makeup applied to their skin and face and glowing eyes during
the night. They may optionally wear colored contacts
of either the same metallic color, or the color their eyes
glow at night. The metallic colors acceptable for an
Etherion are silver, gold and copper, and a single solid
color must be used and cannot change throughout an
Etherions life. Like all races of full colored makeup,
no exposed unpainted skin may be visible.
Locale
Costuming
Bound by a common thread of creation, the Celestials are the most varied of the races, with the concepts of Possessed and Seraphim even being in direct
opposition.
Seraphim are scattered throughout
Northern Bolterra, Etherion seem to be more nomadic
and follow the Leylines of Nexus, and Possessed are
always lurking in the shadows,
Being a mix between pure mages and more hybrids, Etherion have varied styles of clothing, with similar themes in common. Flowing robes and close fitting tunics are both common. Etherion often dress in
shades of blue, which is the color of magic, some Etherion seem to shun this, and dress in metallic satins and
cloths that match their skin tones.
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Possessed
Seraphim
Requirements
Seraphim must wear feathered wings and a glowing halo. The halo does not have to be raised over your
head, but it may if you wish it to, it must glow at
night. How the player wishes to wear the wings is up
to their imagination but they must clearly protrude
from your back, and be visible from a distance. Most
of the time Seraphims wing feathers are white, but
rare exceptions do exist. You must have specific Plot
permission to play a Seraphim character with different
colored wings than white.
Requirements
Possesseds physical appearance matches that of
humans, it is their RP that defines them. Possessed are
demon spirits permanently fused in a human body.
While possessed can exist as other races, no Player may
play one that is not in a human host. You must have
specific Plot permission to play a Possessed character.
Costuming
Costuming
Clockwork
Beings constructed with the knowledge of ancient
technologies, Clockwork posses a crafted body of metal, gears and wires. There is no flesh or living elements
of a clockwork at all, but somehow some of them
manage to gain a spirit. Only clockworks with a spirit
tend to be able to function for any length of time.
Clockworks will often serve their creator, as they constantly are requiring maintenance and upgrades. A
Clockwork without a tinkerer is akin to an adventuring group without a healer. No one really knows how
a Clockwork comes to possess a spirit, and how the
process can be duplicated reliably. Sometimes a different spirit can even inhabit an old, shutdown Clockwork, causing it to reawaken again. See the Construct
Racial History on the Website for further details.
Trait
General Information
Requirements
Clockworks must appear to be mechanical in nature, and accomplish this with visible gears, wiring or
other apparatuses. You must wear a Plot approved
mask or a full face helmet, and may not have any of
your face or hair showing. You may not have visible
skin showing anywhere; it must be covered or painted
with metallic makeup. Imagine a Clockwork as mechanical creature from the Steampunk era of gaming
more so than a modern robot.
Costuming
Locale
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Chapter 3 Characters
Elemental
Gargoyle
Since their first awakening, Gargoyles have gravitated towards defending locations and Holy Ground.
Although intelligent, many underestimate them because of their ability to remain silent and motionless
for so long. Often Gargoyles find a shrine, or location
to become their home and to defend. Gargoyles of
Rapture are the most prevalent, although exceptions
do exist. It requires Plot permission to play a Gargoyle
that was awoken by any Deity except Rapture.
Requirements
Requirements
Costuming
Costuming
Elementals should not wear any normal clothing if
at all possible. They should have flowing robes, lots of
strips of cloth, carved foam or other appearances of
your element to cover up any clothing. Feel free to be
creative as you come up with how you wish to do this,
but final costumes need to be approved by Plot.
61
Adamant
Created of the metals of the earth, the Adamant
are the most common of all the Dwarves. Said to literally have liquid metal in their veins, Adamant are what
typically comes to mind when someone pictures a
Dwarf. Unmatched, except by perhaps the Trolls of
Azgaard, Adamant possess some of the best Blacksmiths of Nexus. It is said that the forges of
NaeGrum never die down, and that the majority of
the Armor and Weapons used to combat Eramus and
his Legions of Undead come from the Adamant. See
the Dwarf Racial History on the Website for further
details.
Trait
All Dwarves have the Dwarf and Living traits.
General Information
It is said the Dwarves were created by Ktar to
help rebuild the mountains and the earth after the Requiems fall. All Dwarves lives focus around their craft
and their clan, and it is unheard of for a Dwarf not to
be able to create some sort of item. Stout and hearty,
they are literally born of stone or metal of the mountains and the vast majority of them live within the
earth. A new dwarf is created with the Song of Creation deep within a clans mountain, which forms fully
adult body; they are not born naturally from other
Dwarves. Gnomes are said to be a variant of the Song,
given to them by the Fae. Having stayed largely out of
the war, it is only now that the 12 major clans, which
compose the vast majority of Dwarves, have begun to
work with the other races against the Undead legions.
Requirements
Adamant Dwarves must wear beards of black or
red. These beards must be full face, and at least 4 inches in length. Female Adamant may opt instead for
heavy sideburns and/or a small goatee, but are fully
capable of growing a full beard as well. In addition,
Adamant, like all dwarves are short, they may only be
played by players under 59 for males and under 56
for females. See the Height section for more details.
Locale
Due to the current state of the world the majority
of Dwarves have retreated to NaeGrum, the City of
Stone and Steel, which is located deep under the
mountains of Kazamar mountain range in Northern
Bolterra. It is only through the Dwarves generosity
and work with the Church and the Inquisition that
space has been provided for Runevale, above the
Dwarves capital city.
Costuming
Adamant generally dress metals and metallic armor, often wear metallic jewelry and adornments. The
vast majority of all Adamant keep their beards well
maintained, and decorate them with metal jewelry or
beads. It is rare to see an Adamant in non-metal armor, and they tend to shun rich or elegant fabrics in
preference for tough and durable, practical clothing.
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Earthen
Gnome
Requirements
Requirements
Costuming
Costuming
Dark Elf
A nocturnal race whose society mirrors that of the
Sun Elves, Dark Elves strength tends to diminish each
day and return again each night. Unlike rumors, Dark
Elves do not dwell underground. In fact, they have
such a strong connection with the night that they can
get physically sick if they go prolonged periods of time
without being able to see the stars. Most Dark Elves
reside in Krynth, home to the Court of the Stars,
which composes the most honored Dark Elves, though
recently they have had more contact with the other
races. There are always 12 governing members of Dark
Elves on the Radial Council, who guide the path of
the Elves in the Darkness, led by the title of Midnight.
Many Dark Elves are intensely magical, and have resistance to Magic based spells. See the Elf Racial History
on the Website for further details.
Trait
General Information
Requirements
Locale
Costuming
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Sun Elf
Wyld Elf
Requirements
Requirements
Costuming
Costuming
The costume of a Wyld Elf is generally what signifies him or her. Wyld elves generally dress in earth
tones and greens that blend in with the forest. Many
Wyld Elves adorn themselves with leaves and leaf-like
jewelry, or animal furs, feathers, teeth, and other paraphernalia. From a distance, it should be clear with
costuming that you are a Wyld Elf.
65
Satyr/Nymph
Called Satyrs for the male version, and Nymphs
for the female version, this rambunctious race are
known for their passion of life. It is said that they
were created when Changelings of old stayed on Nexus
for too long, most often because of festivals or celebrations. Satyrs and Nymphs always come into this world
as Mortals and they understand that time on this plane
is limited. The most vibrant of the Fae, it is said they
were offered the gift of immortality and turned it
down, as it would be a bore. See the Fae Racial History on the Website for further details.
General Information
Requirements
Locale
Costuming
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Sprite/Pixie
Treant/Dryad
Requirements
Sprites and Pixies must wear glitter on their exposed skin and face as well as pointed ears similar to
elves. In addition, all Sprites and Pixies must wear insect or unfeathered wings. How the player wishes to
wear the wings is up to their imagination but they
must clearly protrude from your back, and be visible
from a distance. Most of the time Sprites wings are
translucent and mimic those of insects found in nature, like a butterfly, moth or dragonfly, but rare exceptions do exist. Sprites are short, they may only be
played by players under 59 for males and under 56
for females. See the Height section for more details.
Requirements
Costuming
Costuming
Ogre
Ogres are incredibly strong, even more so than
other Giant Kin. It may be impossible to catch an
Ogre unarmed as they are capable of ripping small
trees straight from the ground to use as clubs. In addition the strength of their blows is often so jarring that
it is folly to even try and block their swings. Traditionally, an Ogre family is led by a Shaman, who through
worshiping Dias, is given prophetic dreams. These
shamans all follow the High Shaman, or OrlockTi,
which is the Avatar of Dias. It is said that some of the
Ogres foresaw the destruction of Azgaard, and migrated directly to the Dreamscape to avoid Aztaals
wrath. See the Giant Kin Racial History on the Website for further details.
Traits
All Giant Kin have the Giant and Living traits.
General Information
Most Giant Kin are survivors hailing from the
continent Azgaard, which is now referred to as the
Scorched Northern Reaches. All Giant-Kin are large
humanoids of varying features; however they all share
in a desire to find glory in combat. With being the
strongest of the races on Nexus, they rumored to be
descendants of the Titans themselves. Giant Kin are
often mentally stunted or slow, and thus are vulnerable
to Psions and other tricks of the Mind. Generally
combined into large clans or war parties, a group of
charging Giant Kin is a sight to behold. Bringing their
war-like culture to Bolterra with them, sometimes this
has caused friction with the other races, when their
attention is not against the Undead.
Requirements
Ogres must wear yellow makeup on their exposed
skin and face, as well as tusks on their lower canine
teeth. They may optionally wear small horns that
curve upwards if at all and are 2 or less. Ogres are tall,
like all Giant Kin, they may only be played by players
over 60 for males and over 59 for females. See the
Height section for more details. Like all races of full
colored makeup, no exposed unpainted skin may be
visible.
Locale
When Rapture interfered in mortal affairs, Azraal
retaliated in force. The Demon invaded and destroyed
Azgaard, the native soil of the Giant Kin, a continent
to the north. After having to abandon their homeland
they have largely settled in northern Bolterra and fight
to hold back both the Tide of the Undead and the
Legions of Azraal. It is a goal of all Giant Kin to eventually retake the Scorched Northern Reaches.
Costuming
Ogres tend not to be picky about their clothing,
and generally wear whatever armor or clothing is available and fits. Often connecting their armor with
chains or retrofitting other suits to their use, as there
large size often makes finding fitted armor difficult.
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Orc
Troll
Requirements
Requirements
Costuming
Costuming
Orcs generally dress much like barbarians, shunning metal armor, and tending to wear leathers and
furs. Often Orcs wear trophies of those that they have
killed in combat. An Orc wearing Red is the color of a
Blood feud, and is considered to be incredibly dangerous as there is no reasoning with them in that state.
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Pure-Blooded
Pure-blooded humans are normal humans in every
way, from noble to peasant, merchant to soldier. Many
of the other races view them with suspicion as they are
very susceptible to becoming infected with the Plague
of Undeath. The many fallen nations of Galvoria were
home for many different and diverse cultures, all of
which have slowly deteriorated and retreated into
Northern Bolterra. With the only the strength of the
Church and Inquisition left, Humans are forced to ally
with the other races, to attempt to save themselves
from complete annihilation. See the Human Racial
History on the Website for further details.
General Information
Requirements
Costuming
Pure-blooded Humans are diverse and dress, in
many types of period clothing and armor. The colors
of the Church of Light and Inquisition are white and
blue, and often humans wear this to show their devotion. From the furs of the mountainous regions, light
cottons of the islands and plains, and sturdy leathers of
the forests, there are different clothing choices that suit
each of the Human cultures. Feel free to be creative
with your costume choices.
Locale
Largely scattered throughout the world, Humanity
survives in small groups and settlements. Other than
the one human city of Pinnacle humanity has no safe
place left in this world.
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Barbarian
Displaced
Although less civilized then Pure-Bloods, the barbarian culture has been a boon in helping them survive
a ravaged and war torn world. There are many tribes
spread out over the world but they all tend to be nomadic and live off the land. The majority of all barbarians hail from Morgoth, the closest continent to Bolterra, which was once a rich and untamed land. When
Morgoth was shrouded in darkness and became the
Isle of Eternal Night, many fled for the shelter of the
light on Bolterra. Those that remained are left alone,
but hunted for sport by the Vampire Lords. This has
caused them to become even hardier and the Morgothians are known for their unmatched battle prowess.
Requirements
Requirements
Displaced require no racial makeup, however their
RP is difficult. You must exhibit no emotions, as you
have lost your humanity. You cannot show passion,
joy, anger, sadness, love or any other feeling. Think of
examples like Spock, or a Robotic personality for examples.
Costuming
The costume of a Barbarian is generally what signifies him or her. They generally are garbed in wild
and earthen tones. They wear the furs of beasts and
leather goods that they have made themselves or taken
from their kills. Bones, Skulls, Feathers and other aimal items are considered sacred in Barbarian culture,
and often adorn the clothing of their elders or mystics.
Barbarians often shun metal, or metal crafted armor.
From a distance, it should be clear with costuming
that you are a Barbarian.
Costuming
Drake Borne
Drake Borne, also known as The Brood of Argandris, are a magical race said to have existed since
the time of the Titans. Drake Borne have exclusively
blue scales, that is said to resemble the Great Wyrm
himself. Typically a nomadic race, that follow the Leylines of the world, recently, more of them have been
seen in Northern Bolterra. Whether they are aiding in
the fight against the Undead, or other purposes is unknown, as they rarely explain themselves to outsiders.
See the Reptilian Racial History on the Website for
further details.
General Information
Requirements
Locale
There are different tribes of Reptiles are spread
throughout Nexus living in varied climates. Ironically,
many of the Reptilians seem to have settled into many
of the areas that other races find inhospitable. From
the harsh mountains of the Hand of Ktar, the searing
heat of the Crimson Sands, and the frigid temperatures
of the Arctic Southern Reaches, Reptilians are not only
found on Bolterra, but supposedly on all the known
continents.
Costuming
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Lizardman
Slith
Each tribe has its own customs and ways. The Red
Lizardman come from a harsh desert climate, and
many have since migrated south when the GulDrac
Mountains were destroyed. It is said that the Red Lizardmen have the most experience in dealing with the
Worms. The Green Lizardman hail from swamp and
forest regions, and many have fled north with the corruption of the Wyldwood. While forests used to be
teaming with Green Lizardman, they are rarer now,
and it is rumored that they are slowly dying out.
White Lizardman are from a frigid snowy climates,
where they seem to thrive. A dying race of only females, it is a mystery where the males of the race went,
as many White Lizardman remember little to none of
their past, in the same way a Fae do not recall their
own past. This has many thinking that somehow the
Fae are involved.
Requirements
Requirements
Costuming
Costuming
Lizardmen generally dress in simple and uncomplicated clothing, and generally shun weapons and
armor in favor of their razor sharp claws and armored
scales they possess naturally.
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Ghoul
Resembling half rotten corpses Ghouls are the
most common form of awakened Undead. In the same
family of Undead as Zombies and Liches, Ghouls are
intelligent, but unable to raise the fallen with magic.
They do not eat normal food and drink; they feed
upon the bodies of the sentient in order to sustain
themselves. It should be noted that all player Undead
were Humans when they were alive, without exception. Although nocturnal, Ghouls are the least affected
by the daylight of all the Undead. See the Undead
Racial History on the Website for further details.
General Information
Requirements
Ghouls must wear white or grey makeup on their
exposed skin and face, and black makeup around their
eyes at a minimum. In addition, Ghouls may have
optional black lipstick and fingernail polish to enhance
this effect. Prosthetics, such as open sores or wounds,
exposed bone, and sewn together patches of skin are all
encouraged and help to give the appearance of a walking corpse. You must have specific Plot permission to
play a Ghoul character.
Locale
Costuming
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Specter
Vampire
Requirements
Requirements
Specters must wear white makeup on their exposed skin and face, and all hair or facial hair must be
white in color. Optionally, white contacts are encouraged as well. Part of the requirement of a Specter is
their costume. You must have specific Plot permission
to play a Specter character.
Costuming
Costuming
Specters have white clothing and armor, to enhance their ghostlike appearance. It is often pristine
condition, but faded or outdated. Feel free to be creative on how you do this, but from a distance, it should
be clear with costuming that you are a Specter.
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Attribute Costs
Description
There are 6 main attributes as follows: Agility,
Intellect, Spirit, Strength, Vitality and Endurance.
Agility represents you characters mental and physical
speed and dexterity, Intellect represents your characters wisdom and intelligence, Spirit represents your
characters chi or inner fire, Strength represents your
characters mental and physical fortitude, Vitality
represents your characters health and ability to withstand punishment, and Endurance represents how
long your character can continue to perform under
duress. All Attributes start at 1 unless otherwise
changed by a race or ability. Unlike some games, In
Requiem, all Attributes are important for all characters, as there are no useless ones.
Training Attributes
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Endurance
Attribute
Number
CP Cost
Total CP Cost
Math
CP Cost
Total CP Cost
Math
0 CP
0 CP
(0)
0 CP
0 CP
(0)
2 CP
2 CP
(0+2)
4 CP
4 CP
(0+4)
3 CP
5 CP
(0+2+3)
6 CP
10 CP
(0+4+6)
4 CP
9 CP
(0+2+3+4)
8CP
18CP
(0+4+6+8)
5 CP
14 CP
(0+2+3+4+5)
10 CP
28 CP
(0+4+6+8+10)
6+
5 CP
19+ CP
(0+2+3+4+5+5)
10 CP
38+ CP
(0+4+6+8+10+10)
Attribute QuicklistS
Agility
AGI
Strength
Allows / Requires
STR
Allows / Requires
5+
VIT
Allows / Requires
5+
INT
Allows / Requires
Vitality
Intellect
1
5+
Epic Skills
+1 to all Called Spell Damage over 2
5+
SPI
Allows / Requires
Spirit
Endurance
END
Allows / Requires
1 Attunement Point
2 Attunement Points
3 Attunement Points
4 Attunement Points
5+
5+
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5+ Attunement Points
(+1 for every Endurance over 5)
Intellect
1 Agility
1 Intellect
2 Agility
2 Intellect
3 Agility
3 Intellect
4 Intellect
CAN: Purchase all non-epic Skills and Spells,
including those of 5 CP or less.
CANNOT: Purchase Epic Skills or Spells.
4 Agility
5+ Intellect
5+ Agility
BONUS: Gain +1 Damage with all Called Weapon strikes over 2 Damage.
CAN: Wield Epic Weapons
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Spirit
Strength
Spirit represents your physical and mental fortitude. Someone with a high spirit is strong willed and
does not falter easily. Spirit also represents how many
of a spell or skill you may fuel with points one time. In
addition some skills use something in relation to you
Spirit, such as you may be able to resist a called damage attack equal to your Spirit or less. If for any reason
your Spirit score is reduced to 0 (not your spirit
points) you may not fuel any skills or spells that take
attributes at all.
1 Sprit
PENALTY: Any ability that requires RP to use
(including Endurance refreshes) takes twice as long.
CAN: Use Skills/Spells that require 1 or less
Attribute to fuel.
CANNOT: Use Skills/Spells that require 2 or
more Attributes to fuel, or that require EACH, END,
or ALL(2+) Attributes to use.
1 Strength
2 Spirit
2 Strength
3 Spirit
3 Strength
4 Spirit
4 Strength
CAN: Purchase Heavy Armor Proficiency. Purchase Per Refresh, Per Event, Per Year and Per Battle
skills/spells.
CANNOT: Purchase Battle Armor Proficiency.
5+ Strength
5+ Spirit
BONUS: Take -1 Damage from all Called Damage of any source (Weapons and Spells).
CAN: Use any Skills/Spells, regardless of any
Attributes it takes to fuel.
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Secondary
Attributes
Arcane
Arcane represents a point pool that can be used in
replacement of a single Attribute (AGI, INT, SPI,
STR) in any skill in the Magus header or any SubMagus header (Battle Caster, Myrmidon, Psion, Ranger, Sorcerer, Elementalist, Invoker, Illusionist, Wizard, Enchanter, Ritualist, Scholar).
Inspiration
1 Vitality
Stamina
Stamina represents a point pool that can be used
in replacement of a single Attribute (AGI, INT, SPI,
STR) in any skill in the Warrior header or any SubWarrior header (Fighter, Berserker, Brawler, Soldier,
Defender, Champion, Guardian, Paladin, Specialist,
Archer, Blade Master, Marshal).
2-4 Vitality
Stealth
Stealth represents a point pool that can be used in
replacement of a single of Attribute (AGI, INT, SPI,
STR) in any skill in the Rogue header or any SubRogue header (Blade, Assassin, Brigand, Thug, Stalker,
Acrobat, Scout, Thief, Shroud, Alchemist, Outlaw,
Warlock).
5+ Vitality
At 5 Vitality, a character can Live Well at Check
In, and gain +2 Body for the Event. In addition, all
characters at 5 or more Vitality restore all their Body
Points to full any time they Endurance Refresh.
Zeal
Power
Power represents a point pool that can be used in
replacement of a single Attributes (AGI, INT, SPI,
STR) in any Header you possess, including Racial,
Primary, Secondary and Tertiary Headers.
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Endurance
Attunement Score
The amount of Endurance you have directly affects the amount of Attunement Score your character
possesses. This Score does not have Attribute Points,
but is used to fuel powerful Magic Items and special
Epic Skills. A player receives 1 Attunement Score per
Endurance they posses. Attunement Score is not spent
like point pools, but tells how many specific Attunement Skills or Items that you may have attuned to you
at any one time. It cannot be restored except by unattuning yourself to a specific Skill or Item. Certain
skills or abilities may positively or negatively affect a
Players Attunement Score, without changing their
Endurance. If you have Attunement Costs equal to
your Attunement Score you gain the Attuned trait,
which lets people know you cannot attune to anything
else.
Attunement Costs
Endurance Refresh
Spending 1 Endurance Point, and spending 5 uninterrupted minutes role-playing some sort meditation
will refresh all your other point pools except Body
Points (unless you have 5+ Vitality). This never refreshes Endurance points itself though. How exactly
you role-play the 5 minutes is up to you, but you may
not use any skill and may not speak or travel anywhere. Some people sleep, some meditate, some do
exercises; so do whatever your character would do!
While this can be done while combat is going on, any
damage to you will reset this count.
Skill Delivery
Each skill that delivers an effect has a delivery method for doing so. These are all covered under the
Combat section of Chapter 2: Core Rules. Generally
the main types of delivery are Weapon, Extend Strike,
Packet, Cast, Weapon or Packet, Voice, and Extend
Gesture. Also, some skills have an Imbue or Inflict
Card, if the particular skill can be used on others. After
successfully affecting someone with an Imbue/Inflict,
make sure to give them the specific Card accompanying the skill. Skills in the rulebook are defaulted to be
a weapon delivered and Spells are defaulted to be
Packet delivered, unless otherwise stated.
Prerequisites
Purchase Overview
All skills have a limit of how many times they may
be purchased (once, twice, thrice, unlimited). Skills
that may only be purchased once may not be purchased multiple times, and will only have the CP cost
and nothing else. For other multiple purchase skills,
this is denoted on the Skill Matrix next to the CP cost
by a (*x) for unlimited, or a (*#x) for a skill that can be
purchased a set number times. For any skill that can be
purchased multiple times, you have to spend your
Character Points per time you wish to buy the skill,
though every purchase past the first is considered a
Free rarity wise.
Headers
Headers are basically a grouping of skills. The
games vast assortment of skills is divided up into many
different headers. Many headers require another header to purchase them; these are called secondary and
tertiary headers. Primary Racial Headers are 0 CP but
require you to be of a specific race group, Secondary
Racial Headers are 3 CP and require you to be of a
specific race. Primary Skill Headers are 5 CP each, and
represent a basic understanding of particular type of
skills, Secondary and Tertiary Headers are 3 CP. As a
general rule, Secondary and Tertiary Headers represent
more and more specialization into a set of skills. Every
Header in the rulebook is considered a common skill.
Some skills are 0 CP in a header, but remember that
just because you learned the header, this does not
mean you have learned the skill. Even a 0 CP skill has
a rarity and requires Instruction Card(s) to learn. Unless of course it is a common skill, and you are creating
your character, when you may learn any common or
free skill you wish. In the skill Matrix, headers are denoted as bold, and encompass all the skills directly
below them. A list of all the Primary, Secondary and
Tertiary skill headers can be found below.
Skills have Limitations, Durations, Types and Restrictions, which affect or classify a skill, and state generally what it does before even reading it. This helps
people learn what a skill does or does not do with similarities to preexisting skills they may know. Costs
are how many times a skill can be used. All skills have
a Cost, and the vast majority of skills only have a single cost, but the rare exception does exist. Durations
are how long a skill lasts. Do not confuse them with
effect durations, as they only apply to skills. The majority of skills do not have a duration (they are instant
or permanent) but the ones that do have set durations.
Types classify a skill into one of a couple different categories, all with broad rules that affect the entire type.
Skills have one and only one Type. Restrictions are
rules that a Skill must follow, either to be used, on
which target, or for how long. Generally skills have at
least one Restriction.
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With magical concoctions, apothecaries can craft Potions, as well as use them to enhanced effect
Hunter
Living off the land, hunters are self sufficient experts of the Bow and Spear
Scribe
Masters of the written word, able to craft Scrolls and Books, as well as use them to enhanced effect
Metal Worker
Artificer
Able to harness the art of Rune Carving to inscribe Weapons, Armor and other items with arcane symbols
Smith
The bread and butter Blacksmith, able to craft magic armor and weapons, as well as repair them
Tinkerer
Masters of ancient and lost technology, tinkerers can craft technological devices and work on Clockworks
Tradesman
Entertainer
Able to sing or perform to gain benefits for anyone in the range of their voice
Merchant
Masters of buying, selling, and bartering, access to many resources Offboard to facilitate trade
With a little of everything, they are able to dip into the Warrior, Rogue, Mystic and Magus headers
Magus
Battle Caster
Myrmidon
Masters of Martial and Spell Combat, Myrmidons learn to fight and cast at the same time
Psion
Harnessing the magic of the Mind, Psions are cable of powerful thought attacks and rituals
Ranger
Able to harness the magic of the Beasts, Rangers are at home in the woods and in harmony with the Wyld
Sorcerer
Elementalist
Masters of the four elements, these mages can learn to channel up to two of them, which are non-opposing
Invoker
The most raw power of any of the Magus, Arcanuum provides little else besides raw damage
Illusionist
Using tricks and subterfuge, these Mages are masters of Phantasm, and cloud peoples minds
Wizard
Enchanter
Dedicated to the ancient art of imbuing items with arcane power, the sphere of enchantment is a difficult path
Ritualist
Masters of powerful, multiple person rituals, that are capable of feats well beyond any other Magus
Scholar
Not true mages, but chroniclers of lore, and masters of knowledge, scholars derive their power from libraries
Mystic
Acolyte
Cleric
Harnessing the power of Sacrament, given by Rapture, Clerics generally choose Demons or Undead to combat
Inquisitor
The army branch of the church, which is taught to combat specific races with weapons and prayers
Priest
Masters of Divinity, Priests are able to channel the power of their Deity into unmatched healing spells.
Prophet
Monk
Typically peaceful martial artists, these mystics often follow the chosen one on a path to Enlightenment
Oracle
Fortune Tellers and masters of Prophecy, the mystics are often able to channel and affect the web of Fate itself
Seer
Masters of Dreams, Seers are able to see into and greatly affect the Dreamscape
Spiritualist
Druid
Masters of the Wyld, Druids harness the power of Nature and unpredictable Wyldmagic to preserve the land
Shaman
Able to channel the power of their ancestors into War Paints and Curses, little is know about these Mystics
Spirit Walker
With a direct connection to their own Spirit, these Mystics are able to manipulate Spirits directly
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Experts at killing, with a favored weapon of daggers, these Rogues are not to be underestimated at all
Brigand
Dwellers of Roads, these Rogues combine stealth and combat for a lethal combination
Thug
Masters of Brute Force, the Rogues are powerful henchmen, able to break bones as easily as striking someone
Stalker
Acrobat
Although Unarmored, their speed and agility is unmatched, literally able to dodge anything sent at them
Scout
Masters of the Forest and the Bow, Scouts employ Stealth and Tactics to accomplish their missions
Thief
Preferring stealth and subterfuge to direct combat, these Rogues are masters of acquiring goods
Shroud
Alchemist
Able to craft poisons and powerful salves, alchemists are home in the laboratory or working with Acid
Outlaw
Masters of the criminal underworld, Outlaws tap into the Black Market and the darker side of Merchanting
Warlock
The most reviled of Rogues, masters of Infection and Disease, Warlocks employ the dark magics of Corruption
Warrior
Fighter
Berserker
Able to harness their own rage and channel it into powerful 2-handers, even allies fear these Warriors
Brawler
Using their fists as weapons themselves, Brawlers evolved from bar-fighting into something more deadly
Soldier
Trained Soldiers from fallen Armies, these Warriors are used to fighting in a unit and being self sufficient
Defender
Champion
Fully protected in Battle Armor, Champions learn to use their armor to defend them against all sorts of attacks
Guardian
Masters of the Shield, Guardians learn the art of shield walls, and fighting as a team
Paladin
Holy Warriors, using the power of the divine to protect their sacred charges from all harm
Specialist
Archer
Adept with all sorts of Missile weapons, archers wear light armor and are able to rein death from afar
Blade Master
Masters of a single weapon, these Warriors practice arcane lost arts that are rumored to border on magic
Marshal
Leading a small or large group into combat, Marshals are able to use Battle Standards to enhance a whole team
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Skill Durations
None
Non-Combat Skills
Non-combat skills are those which are not useful
directly in combat. Mainly skills are classified this because of the Skill Requirements that players have.
Non-combat skills encourage diversifying characters
into more than being just fighting machines. Characters are required to maintain 10% of the total CP in
non-combat skills. Any skill with this classification is
denoted on the Skill Matrix with an (NC) after the
skill name.
Passive Skills
Battle
This skill is active for the current Battle you are
involved in. Note that all Multiple Use skills have the
duration of Battle standard, as any unused uses are lost
at the end of each Battle.
Adventure
This skill is active until your next Endurance Refresh. This is the second most common duration of
skills. Skills that last until next refresh generally require fueling a number of Attributes every Refresh to
keep the skill active.
Offboard Skills
Timed
Exclusive Skills
This classification of a skill means that the skill
cannot be active with any other exclusive skills at the
same time. You may only have one exclusive skill active, and if you try to use another one you must choose
to end the first one. By definition, this only applies to
skills that interact with other skills, such as Battle duration skills or Multiple Use skills. Unless specifically
stated, no skill can stack with itself, even if it is not
exclusive.
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Until Refresh
Per Event
Continuous
This skill is always active or can be used whenever
the character wishes without cost. Examples of this
would be a Weapon Proficiency, or the Refit Armor
skill. In the Skill Matrix, these skills are represented
with a blank Attribute box.
Fueled
Per Year
Per Battle
Per Refresh
Varies
Brief Description
Ability
Bonus Attribute
Defensive
Harvest
Gives the character the ability to gain components from NPCs and location
Instruction
Deals with learning new skills and training known skills to Players
Knowledge
Allows a character to use money to ask 1 question about the topic between each Event
Maintenance
Major Use
Useable until hits or a major defense is used, Deflect cannot be used, see Major Prefix
Mercantile
Allows a player to sell, buy, or receive components, money, or items at Check In or Check Out every Event
Minor Use
Skill is useable once, hit or miss. Deflect will use up this skill
Modifier
Multiple Use
Multiple usually Minor Use skills in a single Battle, any extras at the end are lost
Proficiency
Gives the character an ability to use something in game, such as weapons or armor
Rumor
Single Use
Useable once, hit or miss, Deflect will refund cost of the skill
Until Hit
Useable until hits or a defense is used, Deflect will refund cost of the skill.
Craft
Allows the player to make specific items with Production in between Events
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Instruction
Ability
This type of skill grants you a beneficial game affect for a specific duration or indefinitely. Usually abilities are a buff that positively affects your character.
Some examples of this would be a skill that did -1
Called Damage taken by Faith or another that did
May Re-throw one missed 'by Magic' spell. These
skills will have an accompanying Imbue Card if they
can be used
Bonus Attribute
Defensive
This type of skill is used to prevent an attack
against a character, if a legal hit was landed. Defenses
can negate the damage or effect, or even return the
attack on the attacker. Defensive skills are usually tied
to a specific trait or ability, such as Evade to Back,
Parry Melee and can only be used against what is
stated. If the word Anything is used, the defense can
be used against anything. See the Defenses section of
Chapter 2: Core Rules for more information.
Harvest
This type of skill affects treasure gained from specific NPCs and Locations. The five main harvesting
skills are Core Extracting, Herbalism, Mining, Essence
Gathering and Spiritual Focusing but other specialized
ones exist. Sometimes, as is the course with Town
Fights, the treasure for the entire fight will be on a
larger creature or in a treasure box. In these fights, or
the call Minion will be used to denote there is nothing available but treasure is somewhere. It is assumed
that all the harvesting was done, and nothing was
missed. This is denoted on the Skill Matrix with
Harvest - in the skill name.
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Knowledge
Maintenance
Major Use
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Chapter 3 Characters
Mercantile
Proficiency
Minor Use
Rumor
This type of skill allows a character to do something In Game that normally could not be done without a skill. You as a player may know how to wield a
sword, but without sword proficiency your character
could not use one. Your character can only use the
specified ability only as well as you, the player can. For
example, if a skill Proficiency gives you the ability to
pick locks, you must actually attempt to pick a lock,
and cannot assume your character knows how.
Modifier
This type of skill generally alters or modifies an
existing skill or ability. While usually doing nothing by
itself, it enhances an existing skill you already possess,
which is usually the prerequisite. It can change the
type, duration, restrictions, cost or anything else about
a specific skill. Unless otherwise noted, any modifications alter the skill, and replace it, instead of allowing
both to be used. For example if a skill has a cost of
1/event and another modifier skill reduces it to
1/refresh, then you would have the skill once per refresh. All modifiers for skills, unless specifically stated,
stack with all other modifiers.
Single Use
This type of skill is usable once, hit or miss. If the
defenses No Effect or Deflect are used against it,
then the cost of the skill is refunded. If the weapon
swing or packet physically misses or any other defense
including Reduced is called, then the skill will be
used up, and any Cost or Attribute is lost. The cost of
this skill will be refunded is if the hit successfully
lands, and is not role-played through the Acknowledgment Rule.
Until Hit
Multiple Use
When activated this type of skill is usable a number of times in a single battle. Each use is usually considered Minor Use unless specifically stated otherwise.
If all uses are not used when the battle is over, the extras are lost. A lot of multiple use skills have uses based
on a specific Attribute of a character. The special call
of Frenzy denotes that the multiple use skill used
does not have a number of uses, but is unlimited. Multiple Use is denoted on the Skill Matrix with a (#)x, *x
or Frenzy in the description of a skill. Any Multiple
use based off of an Attribute will have how many can
be generated clearly in the skill description.
89
Scroll Making
Tinkering
This craft skill makes mechanical contraptions
that can be used defensively or offensively. Upgrades
can be used to enhance Clockworks or other tinkering
items. Explosives can be used in combat from a distance(bombs), or set up in advance to provide an advantage(traps). Repairs can be used by tinkerers to fix
machinery and items. Gadgets are generally useful and
interesting items for tinkerers.
Alchemy
This craft skill creates poisons that can be thrown,
used in a drink like form, or applied to weapons.
Salves are restorative concoctions only useable with
Poison Expertise that grant beneficial effects. Gas Poisons allow characters will Poison Expertise to throw
from a distance. Toxins are concoctions that are force
fed to people for adverse effects. Venoms are caustic
poisons that can be applied to a weapon to deliver powerful effects.
Blessing
Blacksmithing
This craft skill makes enhanced weapons and armor that are long lasting or benefits to weapons or
armor that are short lasting. Melee weapons create special weapons and stones or grips. Ranged Weapons
create special weapons, arrows and quivers. Shields
create special shields and stones and grips. Armor
creates special armor and stones or strapping.
Enchanting
Similar to Blessing, this skill allows players to
create magic items that last the event, and grant the
wielder power in every Battle they are in. Wands are
items used by Elementalists. Rings are items used by
anyone with a Major School of Magic. Amulets are
items used by anyone with a Minor School of Magic.
Crowns are items used by non-magic users and are
generally attuned to something specific.
Potion Making
This craft skill creates magical concoctions that
have beneficial effects when quaffed. Treatments are
specific concoctions that can be poured on items.
Cauldrons are larger concoctions that up to 6 people
can drink from. Elixirs are curative concoctions that
generally fix problems. Potions are concoctions that
heal or give beneficial effects.
War Paint
While not a real craft skill in sense, war paints allow a character to apply powerful magical paints to
themselves and sometimes others that grant them
beneficial or altering effects until they Endurance Refresh. The four levels are: Creator of Masks, Art of
Faces, Crafter of Visages and Master of Veils.
Rune Carving
This craft skill makes runes that can be placed on
objects or people to grant them special powers. Armor
runes can be placed on armor. Weapon runes can be
90
Brief Description
Armament
Award Only
Skill can only be used during 10am to 2pm and in direct sunlight
Cabin Only
Skill can only be used inside and where you reside or sleep
Skill can only be used during 10pm to 2am and in direct moonlight
Skill can only be used outside and in line of sight of any buildings
Indoors Only
Must Purchase
Outdoors Only
Planted
RP Time
Self Only
Special
Specific restrictions that are unique or do not fall into any other category
Skill Restrictions
Armament
This restriction requires that the specific action
that the skill generates or benefit of the skill may only
be used while wielding the stated weapon or wearing
the stated armor. For instance, some skills require that
you be wearing Light Armor or less, or that you must
be wielding an Axe. If you are not using the correct
armaments, you cannot gain any benefit or use of the
skill. Skills that have an armament restriction and a
use, must be used with the weapon or armor in question. For example, the archer skills that are Arrow
Only may only be used with an arrow.
Award Only
This restriction limits how a skill is learned or
taught. The restriction, Award Only, means that a
player may not purchase this skill normally, or learn it
from other players; it must be awarded through an In
Game action or role-playing. In addition, players with
skills with this restriction may not teach them to other
players at all. Skills with this restriction are generally
harder to get compared to skills of similar rarity, and
these skills cannot be purchased with Influence.
91
Cabin Only
Planted
RP Time
Indoors Only
This restriction limits the use of a specific skill to
only while the character is inside. For the purposes of
simplicity, indoors is where you have a roof over your
head. Some specific Adventures may allow or disallow
use of Indoors skills based on the specific flavor of the
adventure.
Must Purchase
This restriction requires that the skill must be purchased, when the header or prerequisite that the skill is
in is purchased. Typically these skills are reserved for
penalizing and disadvantageous or restrictive skills, and
are mostly used for racial disadvantages. This is denoted on the Skill Matrix with an asterisk (*) next to
the CP cost of the skill, which is generally 0.
Self Only
Special
The list of the above restrictions is not 100% inclusive, and there are many unique and special restrictions that are not covered in exact detail above. Usually these requirements are very specific and spelled out
both on the Skill Matrix and in the full Skill Description. Some examples of this include takes a Material
Component or May only be used while Berserked.
Were we to list every specific exact restriction, this
rulebook would be far too unwieldy and long. The
restrictions above are to clarify well used restrictions
and to standardize them. Check for special restrictions
on skills you plan on purchasing.
Outdoors Only
This restriction limits the use of a specific skill to
only while the character is outside. For the purposes of
simplicity, outdoors is where you can see the sky or the
trees above you. Some specific Adventures may allow
or disallow use of Outdoors skills based on the specific flavor of the adventure.
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a= RequieM
Chapter 3 Characters
Entertainers path of the Entertainers, providing morale and beneficial effects to everyone hearing it
School of Acid
Alchemists school combining poisons and sorcery into powerful acidic spells
School of Dreams
Seers school that draws power from the Dreamscape for mind effecting spells
School of Kinetic
School of Warding
Artificers school of protective spells that combine with the might or armor
Path of Earth
Path of Fire
Path of Water
School of Arcanuum
Invokers school of harnessing the raw power of the arcane itself into pure magic
School of Phantasm
Illusionists school of trickery and phantasmal magics that deal with the Dreamscape
School of Thought
Psions powers of the mind channeled into telekinesis, telepathy and powerful thought rituals
Sphere of Enchantment
Warlocks dark discipline of plague and disease magic manipulating the immune system of a victim
Discipline of Enlightenment
Monks discipline mimicking the animals of the land, and requiring deep meditative states
Discipline of Ferocity
Rangers animalistic discipline that deals with animals and powers of the Primal Beasts
Discipline of Nature
Druids discipline that harnesses the essence of The Green Man and the natural world
Discipline of Spirit
Spirit Walkers discipline that can manipulate and effect spirits of themselves and others
Path of Holy
Pyramid of Wyldmagic
Druids strange and random discipline that harnesses the unpredictability of the Wyld
Priests pure divine power of healing and curative magic of the various Deities
Discipline of Prophecy
Oracles unique discipline of the Weave, fortune telling, destiny and fate
Discipline of Sacrament
Clerics gift of a discipline from Rapture himself in order to combat the Undead and Demons
Pyramid of Curses
Shamans strange voodoo discipline that mixes offense and defense with afflictions and boons
93
Spells
Sphere
Path
Paths are specific Schools or Disciplines that limit
how the spells in them are learned. Paths require that
all the spells be purchased in CP order, from 0 to 5,
like the previous one was a prerequisite to the next
one. If there are multiple spells of a specific CP they
may be purchased in any order but all are required for
the next CP spell.
Pyramid
Pyramids are specific Schools or Disciplines that
limit how the spells in them are learned. The Spells
must be purchased in an order that creates a pyramid,
hence the name. For example, to purchase a 2 CP
spell, two of any of the 1 CP spells must be purchased,
a second 2 CP spell would require three 1 CP spells.
To purchase a 5 CP spell: two 4 CP spells, three 3 CP
spells, four 2 CP spells and five 1 CP spells must be
purchased. This requirement is for which order the
spells may be purchased, and does not guarantee all
pyramids have a full 15+ spells in them, and may cap
at different CP.
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Incants
a= RequieM
Chapter 3 Characters
Learning Skills
Rarity
Training Skills
Free
Any of these skills may be learned without an Instruction Cards. They may be updated online between
events, at Check Out or Check In. The only exception
is unlearning a free skill still requires an instruction
card. All multiple purchase skills are considered free
after purchasing the first one, even if the first one was
Common, Uncommon or Rare.
CP Refunds
Common
These are easy to learn skills, and represent the
vast majority of the skills in Requiem. NPC Instructors of common skills generally require only money or
small favors to teach them. Common Skills require 1
Instruction Card. Until 50 CP, your culture may help
you learn some of these skills without any Instruction
Cards.
Uncommon
Rare
These skills represent the best and hardest to learn
skills in Requiem. While there may be Epic or hidden
skills, nothing has a rarity higher then rare to actually
learn. NPCs will be selective and will generally require
a larger amount of work and resources to teach a Rare
skill. These skills require 10 Instruction Cards to learn.
95
Special Skills
Attunement Skills
96
a= RequieM
Chapter 3 Characters
Character
Histories
if you want the full CP for it. This deadline only affects the first draft you send in, and will still award you
CP if it is in the process of being approved. If you pass
the deadline, generally the CP will be awarded on the
event after, but exceptions do occur. Unless otherwise
specifically stated or extended, it is 2 weeks before the
Friday of the event. This means that if the event was
on October 24-26th the deadline would be Friday October 10th at 11:59pm.
Length
What it Accomplishes
Character Histories are the act of writing a character Bio and Summary of the history or past of the character, and are used to generate Plotlines or fit your
character into the world more seamlessly. To do a
Character History you must Email us and sure it follows the specific format, and includes all required
fields. Character histories help improve the game and
improve the enjoyment and involvement level you get
out of LARPing in general. It is much harder to next
to impossible to target specific people with Plotlines if
they have not at least attempted some sort of character
history. Ideally we want all characters to have a submitted and gotten an approved character history and
such are willing to give a large amount of CP for them,
which is explained in the Character History Award.
Writing a character history for your second character if
your first character Perms gives even great benefits according to the New Character CP Table.
Perspective
There is no hard and fast rule about the perspective that a character history has to be in. Depending
on the style of the writer, you, there can be different
ways of creatively addressing the perspective of a history. Some people choose to keep in confined to only
things their character would know and In Game in the
first person. Others like to write in the third person,
and describe actions the characters are doing, and others still like to narrate the story from someone else entirely. As long as you follow the general guidelines, we
encourage character histories done in any format that
you are most comfortable with. The bare minimum
can even just contain answers to the Questions, with
an introduction and conclusion paragraphs.
Deadline
While there is never a deadline to writing a character history, there is a deadline to receive CP for them
on a specific event. Keep in mind that character histories scale based off of the CP your character has as
well, so it is important to pay attention to this deadline
97
Creative Process
List to Avoid
Not everyone is an orphan and no other family.
No one is perfect, everyone has flaws.
You are not all powerful or all knowing.
Avoid making the character history hard to read, or
Approval Process
Things to Avoid
98
too cryptic.
Avoid anything that makes it harder on Plot.
Avoid Amnesia, Time Travel, and Alternate Universes.
Dont copy or plagiarize.
Avoid adding padding to history, just to make it
longer.
Avoid clichs and bland stereotypes.
Avoid too far against a stereotype too. Not everyone
is the one nice undead.
Avoid long lists of accomplishments; your character
is just starting out.
This is a social game, dont be a Loner, or against
being in groups.
Avoid not having any friends, family, acquaintances
or enemies.
Avoid adding a lot of facts your character would not
actually know.
Avoid overly graphic or offensive material if possible.
Dont resolve issues and conflicts in the history;
save them for In Game.
Avoid characters far from what you are like, they are
hard to play.
Beware of races or faiths with negative stigmas, they
are dangerous to play.
If you are going to be evil, be smart and subtle
about it.
Remember these are just guidelines, if you wish to
ignore them feel free, but do so realizing your history may not be approved.
99
What are the notable events that happened in your characters life?
Was your character present at any key events in the last 50 years?
What are the best and worst things that happened and how did it affect them?
How has your character dealt with the war? How has he/she survived?
Do you have any notorious or celebrated ancestors? Is your family known?
Does your character have a reputation of any kind? Does he/she want one?
Why is your character in Runevale?
Does your character know anyone in Town already?
What does your character hope to accomplish here?
100
History
This is the meat and potatoes of your history, and
what that should be at least 2 pages long. Feel free to
go into as much detail as you require here, to fully explain the above two ideas, and attempt to answer all
the questions about your character, and important
events that happened to them. The majority of time
spent writing a character history should go into this
section.
Timeline
Player Name:
Character Name:
Race:
Core Concept:
Timeline:
Glossary:
Other Sections:
Core Concept
This is a 1 paragraph summary of the core concept
of your character. You should be able to sum up your
character in a single paragraph for readers at the beginning of the history, in a way that explains all relevant and key points. Try not to include too much, or
think of this as how you would explain your character
to anyone if they were to ask, without going into any
great detail.
Statement of Intent
101
Glossary
All names that are used in the above history
should be included in a glossary. Any names or important places that you made up should be included with
a short one line phrase that explains them again. This
is very helpful to quickly reference a person, place or
thing that is important. Put [Deceased] next to any
dead character in the glossary. Any difficult names
must include a pronunciation guide.
Other Sections
Chapter 4:
Matrixes
To even have a chance to combat Eramus army we had
to learn to specialize. Every member of my army had a
purpose, and even the lowliest trooper knew something
that his fellow squad members did not. Even a thug or
brawler can be taught to enhance his techniques
Kade
Contents
102
Cost
How many times a character is capable of generating a skill is the next category. Skills with a fueling
requirement will have the number then an abbreviation for stat. The ANY word used for skills that can
be fueled with any attribute, and the EACH word
means it takes the number of each of the 4 main
attributes (INT, STR, SPI, AGI). Instead of an
attribute, some skills have an asterisk (*), this skill can
be fueled with any attribute but changes based on
which. An X means the number of attributes can be
anything. A plus sign (+) means that it takes all of a
specific attribute, but you must have at least the number stated to generate it. If a skill has a number then a
/, it can be used that many times per the time stated,
such as per Battle, per Refresh, per Event, and per
Year. Skills with no Cost may be continuous or used
indefinitely.
Tables
Each of the tables in this document represents a
single Header, which is a grouping of like skills. To
purchase any of the skills in the header requires the
header be purchased. The CP cost of all headers, and
any prerequisite header is conveniently located at the
top of each header.
Description
Skill Names
The name of the skill is the first category. Uncommon skills are in grey/white. Rare skills are in italics, grey/white, and have a (R) preceding them. No
uncommon or rare skills may be purchased at the start
without using Influence. Skills are primarily sorted by
rarity, so uncommon and rare skills are always at the
bottom of a header. Some skill types, such as Knowledge or Harvest are also stated in the name for ease.
An asterisk (*) next to the skill name means it requires
an extra Phys-Rep, and a (NC) means it counts towards the Non-Combat skill requirement.
Prerequisite
CP
4a Races:
4b Skills:
4d Craft Skills:
4e Craft Recipes:
103
0 CP
Skill
CP
Impatient
0*
Silver Vulnerability
0*
Enhanced Vitality
Gain +1 Vitality
Short Claws
Enhanced Scent(NC)
Poison Resistance
Chimera
1 SPI
Description
CP
Lunar Madness
0*
Prerequisite
Resist Poison
10 sec RP: Diagnose (All Traits, Effects, Stable, Bleeding,
Damage, Inflict, Imbue, etc) *packet delivered
3 CP
Skill
Enhanced
Scent
Beast Kin
Cost
Description
Prerequisite
Disease Resistance
Curse Immunity
Everchanging(NC)
Twin Aspects
(R) Swiftmend
Pure Borne
Cost
1 INT
2 ANY
Twin Aspects
5 sec RP: Purge All by Will *does not work on Silver Trait
3 CP
Beast Kin
Skill
CP
Cost
Description
Primal Grasp
0*
Animal Empathy(NC)
Pure Aptitude
Long Claws
2-Handed Claw
Casting Claws
Able to cast all spells (Magic and Faith) with a single Claw
equipped
Cant buy
2-Handed Claw
Hardened Claws
Can't buy
2-Handed Claw
Primary Aspect
1/battle
Resist Poison
1/year
104
Prerequisite
Short Claws
Can't buy
Hardened Claws
or Casting - Claws
or Casting - Claws
or Casting - Claws
Poison Resistance
3 CP
Beast Kin
Skill
CP
Bipolar
0*
Beast Form
Human Form
Moon Touched*
Cost
Description
Prerequisite
1**
Hybrid Form
Primary Aspect
Lunar Power
1/battle
105
Moon Touched
0 CP
Skill
CP
Earthly Form
0*
Enhanced Spirit
Gain +1 Spirit
Gather Aura(NC)
Glowing(NC)*
Blink
10 sec RP: Diagnose or (All Effects and Traits) *touch cast only
Divine Protection
2 SPI
1 ANY
Innate Spell
1/refresh
Etherion
Cost
1 ANY
Description
Prerequisite
1 min RP: Able to go Spirit and gather spell packets, must return
to point of origin to come out
Able to use a Glow Stick *player provides phys-rep *self only
1 ANY
Devotion
3 CP
Celestial
Skill
CP
Cost
Description
Ethereal Form
0*
Faith Intolerance
0*
Arcane Devotion
Enhanced Intellect
Gain +1 Intellect
Magic Aptitude
Short Claws
Concentrate Aura
1/refresh
Aura Mastery
1 SPI
Concentrate Energy
1 INT
Magic Absorption
2 INT
Arcane Focus
1/battle
1/refresh
106
Prerequisite
Concentrate
Energy
Short Claws
3 CP
Celestial
Skill
CP
Fatal Confinement
0*
Weakened Form
0*
Enhanced Endurance
Gain +1 Endurance
Second Sight(NC)
Subterfuge(NC)
You may lie, even under any effect that states you must tell the
truth. *Does not include Death's Realm
Demon Skin
Soul Siphon(NC)
Possession
Siphon Life
Dark Grip
1/battle
1/event
Seraphim
Cost
1/year
Description
Prerequisite
Choose a Player, while they are attending the Event and alive,
you are judged favorably by Death, if the player dies, you do too
Gain +2 Power *must wear mark of Azraal on both forearms
1/event
3 CP
Soul Siphon
Possession
Celestial
Skill
CP
Cost
Astral Form
0*
Magic Intolerance
0*
Exceptional Spirit
Gain +1 Spirit
Healing Aptitude
Spiritual Devotion
Graceful
Soul Bond
1 min RP: Heal all by Faith *touch cast only, must follow
Rapture
Devotion
Light of Truth
Soul Link
1/event
Winged Flight*
1 AGI
Divine Focus
1/battle
1/event
Description
Prerequisite
Soul Bond
5 sec RP: Fly for Battle 5 sec RP: Land from flying without cost
*must have Prosthetic Wings
May re-throw one missed 'by Faith' Spell
Instant RP time on Soul Bond or Soul Link, they become packet
delivered and 1/refresh
107
Soul Link
0 CP
Skill
CP
Crafted
0*
Foreign Make
0*
Enhanced Vitality
Gain +1 Vitality
Reduce Body
Remove Body from all Damage attacks (Still take normal Damage)
Glowing Eyes*
Short Claws
Extreme Tolerance
No Bone Structure
No Metabolism
Clockwork
Cost
1/refresh
1 ANY
Description
Prerequisite
Extreme
Tolerance
Light Armor
Proficiency
3 CP
Construct
Skill
CP
Cost
Description
Acid Vulnerability
0*
Mechanical
0*
Spell Intolerance
0*
Backup Battery(NC)
Enduring Aptitude
Enhanced Endurance
Gain +1 Endurance
Memory Overload
2 ANY
Strongbox(NC)
2 ANY
Hide all items from a normal search and carry all possessions
with you when you go to Death's Realm for the Battle
Upgradeable(NC)
Shutdown Sequence
Defense Mechanisms
1/battle
1 END
108
Prerequisite
Shutdown Seq.
3 CP
Construct
Skill
CP
Faith Intolerance
0*
Planar Ties
0*
[Opposing] Vulnerability
0*
Enhanced Intellect
Gain +1 Intellect
Reform Limbs
Bindings of Elements(NC)
1/event
Amorphous
1 ANY
[Element] Carrier
1*
Reform Body
1 SPI
Air Form*
1/battle
Instant Air Form *may move but may not talk or use skills
Air Based
Fire Aura*
1/battle
Fire Based
Icicle*
1/battle
Water Based
Stone Shell*
1/battle
Earth Based
(R) Ritually
Enhanceable(NC)
Gargoyle
Cost
1 ANY
Description
Prerequisite
3 CP
Bindings of
Elements
Construct
Skill
CP
Cost
Magic Intolerance
0*
Magic Vulnerability
0*
Silent Guard
0*
Enhanced Strength
Gain +1 Strength
Stoneform
Instant Earth Form, 5 min RP: Purge Earth *may not move or talk
Watchful Guard
Break Out
2 STR
Communicate(NC)
1 ANY
Religious Nature(NC)
Temple-Crafted
Strength of Faith
Temple-Crafted
Temple-Crafted
Guard
1/battle
Description
Prerequisite
109
TempleCrafted
0 CP
Skill
CP
Born to Work
0*
Craftminded
0*
Alcohol Tolerance(NC)
Inspired
Refit Armor
1 min RP: Able to refit personal armor to 1 less than last refit
*requires removing a piece, a hammer and flat surface
Hammer Expertise
Mercantile Metallurgy(NC)
Hard to Kill
1 ANY
Purge Magic
2 STR
Adamant
Cost
Description
3 CP
Prerequisite
Dwarf
Skill
CP
Cost
0*
Enhanced Endurance
Gain +1 Endurance
Hardened
Metal Aptitude
Mercantile Metal
Expert(NC)
Acid Immunity
Malleable
2 SPI
Excavation(NC)
1/event
Weapon Master
Liquid Metal
1 ANY
Description
1/battle
Prerequisite
110
Metallurgy
3 CP
Dwarf
Skill
CP
0*
Enhanced Endurance
Gain +1 Endurance
Runic Aptitude
Underground Terrain
Fighting
Mercantile Rune
Expert(NC)
Hearty
Tough Skin
5 min RP: Gain +1 Bonus Armor (max 1), Natural Armor may be
used
Disease Immunity
Prospecting(NC)
1/event
Improved Purge
1/battle
Gnome
Cost
Description
Prerequisite
Metallurgy
Purge Magic
3 CP
Dwarf
Skill
CP
Cost
Description
Short Stature
0*
Engineering Aptitude
Mercantile Mechanical
Expert(NC)
Metallurgy
1/event
Craft Skill
Quality Assurance(NC)
2 ANY
Salvage(NC)
1/event
Ingenuity
Can't buy
Quick Witted
Can't buy
Clever Hands
Prerequisite
Craft Skill
111
0 CP
Skill
CP
Disease Vulnerability
0*
Slight of Build
0*
Enhanced Intellect
Gain +1 Intellect
Perceptive(NC)
Sleep Resistance
Ancient Elven(NC)
Command Resistance
2 ANY
Light Sleeper
1/refresh
Ranged Expertise
Deftness
Dark Elf
1 ANY
Description
1 ANY
Prerequisite
Resist Sleep
Read/Write
Resist Command
Evade any attack made while you are physically asleep or
affected by the Sleep effect
3 CP
Elf
Skill
CP
Embrace of Dusk
0*
Brewing Aptitude
Enhanced Spirit
Gain +1 Spirit
Night Vision(NC)*
Moon Touched*
Cost
Cost
Description
Prerequisite
1**
Magic Nullification
Silhouette
Luminosity
Magic Immunity
1/refresh
Magic
Nullification
Magic Resistance
1/battle
Resist Magic
Magic
Nullification
(R) Eclipse
Moon Touched
2 ANY
112
Sun Elf
3 CP
Elf
Skill
CP
Embrace of Dawn
0*
Exceptional Intellect
Gain +1 Intellect
Glowing(NC)*
Writing Aptitude
Sun Touched*
Cost
Description
Prerequisite
Enhanced Intellect
Marked by the Court of Sun *must have gold sun rays face paint
around one eye *award only
1**
Faith Nullification
Transfer Glow(NC)
Solar Flare
Faith Immunity
1/refresh
Choose Target, Frenzy Resist Faith towards target for the Battle
Faith Nullification
Faith Resistance
1/battle
Resist Faith
Faith Nullification
(R) Radiance
Sun Touched
Wyld Elf
3 CP
Elf
Skill
CP
Frail
0*
Enhanced Agility
Gain +1 Agility
Natural Aptitude
Wyld Touched*
Glowing
Cost
Description
Prerequisite
Marked by the Green Man *must have green leaves and vines
face paint around one eye *award only
1**
Tracking or
Limited Tracking
Expert Tracker(NC)
Soothe Beast
Calm to Animal
Ranged Specialization
Maintenance Close to
Nature(NC)
Archery Mastery
Ranged
Specialization
(R) Rebirth
Wyld Touched
1/event
113
0 CP
Skill
CP
Cost
Iron Vulnerability
0*
Trickery
0*
Curious
Enhanced Intellect
Phase
3 ANY
Description
Prerequisite
Evade Trap, or Evade Voice Attack to Circle *may not use vs. 'by
Iron'
Gain +1 Intellect
1 ANY
Mark of Chaos*
1**
Mark of Order*
1**
Triumphant Return(NC)
1**
Seduction
The Dreaming
Satyr / Nymph
1/event
2 SPI
Triumphant
Return
1 ANY
3 CP
Mark of Order
or Mark of
Chaos
Fae
Skill
CP
Cost
0*
Enhanced Spirit
Gain +1 Spirit
Performance Aptitude
Strong Willed
Alcohol Immunity(NC)
Rumors Gossip(NC)
Extremely Likable
1/refresh
Indominate
1 SPI
Courage of Spirits
1/battle
(R) Persuasive
1 SPI
2 INT
Description
Prerequisite
1/event
Life of the
Party
Resist Dominate
10 sec RP: and Drink an Intoxicant Resist any Attack that
would Incapacitate you once during the Battle
Command by Supremacy
114
Seduction
3 CP
Fae
Skill
CP
Small Stature
0*
Capture Magic
Enhanced Agility
Pixie Dust
2 INT
Quickling
1/refresh
Bright Eyed
2 ANY
Evasion
2 AGI
-3 damage taken from Called Melee Weapon Strikes from 2Handed Weapons for the Battle
Nimble
1 ANY
1/battle
Release Magic
Capture Magic
(R) Conviction
Devotion,
Release Magic
Treant / Dryad
Cost
Description
Prerequisite
May only use Small or Short Weapons and Buckler, May only
use Light Armor
2 SPI
Resist any packet attack 'by Magic' provided that the player
physically catches the packet
Gain +1 Agility
Natural Sleep by Magic *packet delivered
Reduce an RP time to Instant *certain skills do not work with
this
Quickling
5 sec RP: Fly for the Battle 5 sec RP: Land from flying without
cost
3 CP
Fae
Skill
CP
Cost
Photosynthesis
0*
Enhanced Vitality
Gain +1 Vitality
Natural Devotion
Unentangle
Living Roots
Plant Empathy(NC)
Maintenance Close to
Nature(NC)
5 min RP: Heal All to Self *must be Rooted, outdoors only, day
time only
Tree Walk
2 ANY
Bark Skin*
1/battle
Leaves*
1/battle
Heal 3 to Self *must have leaves on costume *must be used after Can't buy Bark
Skin or Thorns
a Root effect is removed from character
Thorns*
1/battle
1 STR
Description
Prerequisite
115
Living Roots
0 CP
Skill
CP
Ignorant
0*
Mind Vulnerability
0*
Enhanced Strength
Gain +1 Strength
Alcohol Tolerance(NC)
Long Strides(NC)
Tough Skin
5 min RP: Gain +1 Bonus Armor (max 1), Natural Armor may be
used
Break Root
Feat of Strength(NC)
Strong
Improvise Weapon
Regeneration
Ogre
Cost
1 STR
1 STR
Description
Prerequisite
Feat of
Strength
Feat of
Strength
2 ANY
3 CP
Giant Kin
Skill
CP
Cost
Dream State
0*
2-Handed Expertise
Break Bind
Break Root
Exceptional Strength
Gain +1 Strength
Enhanced
Strength
Improvisation Expert
Improvise
Weapon
Crushing Blows
Plant Foot: Able to use Massive on any Called Melee Attack for
the Battle
Brutal
Brutal
Enrage
Crushing Blows
Exceptionally Strong
2 ANY
Strong
Bludgeon
1/battle
1 ANY
1/refresh
Description
116
Prerequisite
Enrage
3 CP
Giant Kin
Skill
CP
Out of Control
0*
Enhanced Agility
Gain +1 Agility
Pain Threshold
Weapon Aptitude
Intimidating Shout
1/event
Battle Trance
1/refresh
Offhand
Specialization
Ruthless
2 AGI
Resist Knockback
Relentless or
Offhand Specialization
1 ANY
Relentless Assault
2 ANY
Strong
Roar of Frustration
1/battle
Intimidating
Shout
2 ANY
Battle Trance
Troll
Cost
Description
3 CP
Prerequisite
Relentless Assault
Giant Kin
Skill
CP
Cost
Description
Demonic Ties
0*
Enhanced Vitality
Gain +1 Vitality
Health Aptitude
Reduce Fatigue
1 ANY
Fitted Armor
2 ANY
Enhanced Stoneskin
Fortify
Armor Specialization
Reduce Massive
Frenzied Regeneration
Prerequisite
Armor
Specialization
1/battle
Enhanced
Stoneskin
Fortify
117
Regeneration
0 CP
CP
Cost
Description
Prerequisite
Barbarian
Human
Skill
CP
Unschooled
0*
Enhanced Strength
Gain +1 Strength
Barbaric Aptitude
Honor Combat(NC)
Tribal*
Gain +1 Power *must wear furs and may not wear metal armor
Bold
1 SPI
Furious Shout
1/refresh
Battle Shout
1/battle
2 INT
Displaced
Cost
1/event
Description
3 CP
Human
Apathy
0*
Enhanced Intellect
Gain +1 Intellect
Pain Immunity
No Effect to Agony
Placate
Solitary
1/event
Introverted
1 ANY
Learning Aptitude
Versatile
Cold Tactics
1/battle
(R) Improvisation
1/event
Use any Skill from any Skill Header *restrictions apply, no spells
Enhanced Attribute
Cost
Description
0 CP
CP
0
Furious Shout
CP
Skill
Prerequisite
Skill
Pure-Blooded
3 CP
Prerequisite
Solitary
Placate
Human
Cost
Description
Gain +1 to a single Attribute of your choice *not Endurance
118
Prerequisite
0 CP
Skill
CP
Cold Blooded
0*
Water Vulnerability
0*
Amphibious
Enhanced Agility
Gain +1 Agility
Enhanced Scent(NC)
Self Sufficient(NC)
Can't buy
Amphibious
Enhanced Glands
Enhanced
Scent
Short Claws
Regenerate Limb
Shed Skin(NC)
1/event
Surprise Attack
1/event
Drake Borne
Cost
1 ANY
Description
3 CP
Can't buy
Self Sufficient
Light Armor
Proficiency
Reptilian
Skill
CP
Arrogant
0*
Rumors Ancestral
Memories(NC)
Dragontongue
Enhanced Intellect
Dragonlore(NC)
1/event
Breath Weapon
2 ANY
Magic Specialization
Racial Arcane
Shift Alignments
2 STR
Draconic Potency
1/battle
5**
1/year
Prerequisite
Cost
2 ANY
Description
Prerequisite
119
Magic
Specialization
Permission of
Argandris
Reptilian
Skill
CP
Unquestionable Leadership
0*
Enhanced Strength
Gain +1 Strength
Forked Tongue
Tough Scales
Alpha Leader
2**
Cost
1 ANY
Description
Prerequisite
Enhanced Glands
1/refresh
Hardened Claws
Long Claws
Racial Stamina
White Scales
Poison Glands*
*/battle
Green Scales
Spiked Scales*
1/battle
Red Scales
Slith
3 CP
Short Claws
3 CP
Reptilian
Skill
CP
Cost
Description
Prerequisite
Rasping Voice
0*
Charming
2 INT
Constricting
2 STR
Exceptional Agility
Gain +1 Agility
Poison Aptitude
Venomous
Sunning
Concealment
Poison Specialization
+1 Called Damage to 'by Poison' and 'by Acid' Attacks and able
to apply Blade Poisons to Claws
Lash
Racial Stealth
Surprise Strikes
1/battle
Lash
1 ANY
Surprise
Strikes
2 SPI
1/battle
Surprise Attack
120
0 CP
Skill
CP
Embrace of Dusk
0*
Holy Vulnerability
0*
Unliving
0*
Cursed
Heartless
Restless
No Effect to Sleep
Maintenance Dark
Sustenance(NC)
Expose Living
Lurching Movements(NC)
Stalwart
1 SPI
2(*x)
1/refresh
No Remorse
1 AGI
No Metabolism
Infect
Ghoul
Cost
1 STR
1 ANY
Description
Prerequisite
3 CP
Undead
Skill
CP
Cost
Lumbering
0*
Nocturnal
0*
Enhanced Strength
Gain +1 Strength
Cannibalize
Stoic
Paralytic
Unbreakable
Burst of Speed
Monster Claws
Tainted Claws
Vicious
1/battle
(R) Unkillable
1/event
1/refresh
Description
1 STR
Prerequisite
Stalwart
121
Unbreakable
Undead
Skill
CP
Ghostly
0*
Non-Corporeal
0*
Drain Soul
Spectral
Haunting
Levitate(NC)
Materialize(NC)
1 ANY
Insubstantial
5/battle
(R) Insubstantiate
3 ANY
Vampire
3 CP
Cost
Description
Prerequisite
Pick up a single item or body or Touch cast for the Battle *night
time only
Resist Uncalled Damage
10 sec RP: No Effect to Physical Called damage for the Battle
3 CP
Insubstantial
Undead
Skill
CP
Cost
Description
Sunlight Aversion
0*
Vampirism
0*
Taste of Blood
This skill provides one free Feed, and the ability to Feed on
Infected Targets
Beguile
1/event
Feed
2(*x)
1/event
2(*x)
Prerequisite
Dread Gaze
Recognize Prey
Gaseous Form
1/battle
Instant Spirit Form *May run or talk but no game skills, night
time only
(R) Convert(NC)
1/year
122
5 CP
CP
Cost
Description
Artisan's Vitality
Read/Write(NC)
Diagnose - Damage(NC)
Estimate Value(NC)
Patch(NC)
1 INT
5 min RP: Repair any one consumable item *does not work on
weapons, armor or used items
Rebuke
1 SPI
Disengage
Religion(NC)
Read/Write
1(*x)
Profession
1(*x)
Devotion
Perceptive(NC)
Offhand - Small
Mercantile - Store(NC)
Weapon Proficiency
Prerequisite
Religion
Profession
2(*x)
Inspiration
Medical Treatment(NC)
1 ANY
Untangle
1 AGI
123
First Aid
3 CP
CP
Artisan
Cost
Description
Prerequisite
Mercantile - Thrifty(NC)
Well Kept
Instruction - Journeyman(NC)
Apprentice,
Instruction
Laboratory(NC)*
Maintenance - Apprentice(NC)
Harvest - Expert(NC)
All Harvesting skills 1 min RP and less are Instant, all others are
1 min RP
Contacts(NC)
Revitalize
Apothecary
Skill
1/event
Imbue Card: Target player does not have to pay Upkeep for the
Event *not self
2(*x)
4
1 STR
3 CP
Craftsman
CP
Cost
Description
Prerequisite
Iron Stomach
1 SPI
Sensitive Palate
Medical Treatment(NC)
1 ANY
Well Fed(NC)
1/refresh
Healing Ointment
1 INT
Poison Expertise
Read/Write
Potion Making,
Laboratory
2(*3x)
Potion Making,
Laboratory
Shatter Vial
1 STR
Concoction
1/event
Smoke Bomb
1 AGI
Molotov Cocktail
1/battle
Combat Medic
(R) Tincture
First Aid
Potion Making
1 SPI
124
Shatter Vial
3 CP
Craftsman
CP
Cost
Description
Mark Target
1 AGI
Snare(NC)
Camouflage
2 STR
1(*x)
1 INT
Terror of <Race>
Prerequisite
Expose Target
1 ANY
Kith
1 SPI
Tracking(NC)
1 ANY
2(*x)
1 AGI
Terror of <Race>
Offhand - Short
Nemesis of <Race>
Offhand - Long
Reveal Vulnerability(NC)
Chameleon
Bane of <Race>
Able wield all Bows and Spears *doesnt include Great Weapons
1/refresh
Camouflage
Nemesis of <Race>
Expose Target
3(*x)
1 SPI
Stalk Target
1/battle
1/event
Scribe
Skill
3 CP
CP
Cost
Mark Target
Craftsman
Description
Prerequisite
Language Barrier(NC)
Read/Write
Notary
Read/Write
Instruction - Quick
Writing(NC)
Instruction,
Read/Write
Spectacles*
Forgery Lore(NC)
Estimate Value
Make 1 Scroll item during event, can make reagents into items
between same events *must have a Laboratory in Cabin
Scroll Making,
Laboratory
Scroll Expertise
Read/Write
2(*3x)
Knowledge - Librarian(NC)
Shorthand
Memorization
Alteration
(R) Forgery(NC)*
1/event
Scroll Making
Scroll Expertise
1/battle May change trait of a scroll to any trait that character can create
1 AGI
Scroll Making,
Laboratory
Memorization
Parry Any Melee Attack *no torso, must have pen or scroll in hand
Able to craft forgeries of most documents (time/location)
*player must actually make phys-rep *requires a Library
125
Forgery Lore
3 CP
CP
Artisan
Cost
Description
Prerequisite
Fire Tempered
Take -1 Called Damage from 'by Fire', 'by Silver' and 'by Iron'
Instruction - Patient(NC)
Forge(NC)*
Refit Armor
1 min RP: Able to refit personal armor to 1 less than last refit
*requires removing a piece, a hammer and flat surface
Harvest - Mining(NC)
Offhand - Buckler
Iron Will
Artificer
Skill
Light Armor
Proficiency
3 CP
Metalworker
CP
Cost
Description
Crafted To Perfection*
1 ANY
Thrown Expertise
Knowledge - Items(NC)
Read/Write
Make 1 Rune item during event, can make reagents into items
between same events *must have a Forge in Cabin
Rune Carving,
Forge
1/refresh
Instruction
2(*3x)
Cool Composure
Battle Armaments*
126
Prerequisite
Rune Carving,
Forge
3 CP
CP
Metalworker
Cost
Description
Prerequisite
Forge(NC)*
Refit Armor
1 min RP: Able to refit personal armor to 1 less than last refit
*requires removing a piece, a hammer and flat surface
Hammer Expertise
Able to wear Heavy Armor(4 Points) *with appropriate phys-rep Med Armor Prof
Craft - Blacksmithing(NC)
Read/Write
Field Repair(NC)
1 ANY
Repair Weapon
and Armor
Fortified Stance
2 AGI
2(*3x)
Offhand - Shield
1 SPI
1 INT
Quick Refit
1/battle
Refit Armor,
Field Repair
Quick Refit,
Blacksmithing
Tinkerer
Skill
3 Body by Weapon
Able to use a Shield in offhand
3 CP
CP
Blacksmithing,
Forge
Buckler
Metalworker
Cost
Description
Prerequisite
Explosives Expertise*
Disable Device(NC)
Goggles*
Knowledge - Construct
Lore(NC)
Maintenance-Grease Monkey(NC)
Necessary Repairs
5 min RP: Heal All to Clockwork *must be at a Forge, touch cast only
Security Measures(NC)
Craft - Tinkering(NC)
Read/Write
2(*3x)
Tinkering, Forge
Necessary Repairs
Overhaul
Firearms Expertise*
Quick Fix
Able to use of Bombs, and set Traps indoors *player must supply reps
1 ANY
1/event
1/event
2 SPI
Tinkering,
Forge
1/event
Substitute one Reagent in a Craft Skill *same type and level only
127
Read/Write
Craft Skill
3 CP
CP
Artisan
Cost
Description
Prerequisite
Maintenance - Largesse(NC)
Torment
Business Hours
Well Known(NC)
Mercantile - Bazaar(NC)
Offhand - Short
Offhand - Small
Enhanced Inspiration
Gain +1 Inspiration
Inspiration
Barter
Entertainer
Skill
1/event
3 CP
Tradesman
CP
Cost
Description
1 INT
Likeable
1/event
Inflict Card: NPC will react favorably to you and consider you
friendly
Maintenance - Minstrel(NC)
Cantrip - Performance of A
Lifetime(NC)
Death Scene(NC)
Masseuse - Master
Slander(NC)
Taunt
Prerequisite
1/battle
128
Masseuse
Tradesman
CP
Cost
A Little Luck
1/event
Quick Learner(NC)
Mercantile - Resourceful(NC)
Well Rested(NC)
Instruction - All(NC)
1/refresh
1(*x)
Description
Prerequisite
Stabilize to Self
Thrifty
Rogue Training
2 AGI
Warrior Training
2 STR
Exceptional Inspiration
Gain +1 Inspiration
Gain the Rush Work Skill with all non-limited Craft Skills *must
Craft Skill
have a Forge/Laboratory in Cabin
3(*3x)
Enhanced Inspiration
Offboard: Gain the Extra Production (x2/x3/x4) with all nonlimited Craft Skills *must have a Forge/Laboratory in Cabin
Craft Skill
Harvest - Scavenger(NC)
1 ANY
1 ANY
Able to use all Melee Weapons at -2 to Called Damage until next Refresh
Magus Training
2 INT
Mystic Training
2 SPI
Religion
1/battle
All 4 Trainings
Merchant
Skill
3 CP
CP
Tradesman
Cost
Description
Prerequisite
Maintenance - Business
Venture(NC)
Mercantile - Wealth of
Information(NC)
Cure Sleep
Reputable(NC)
Well Known
Rumors - Commerce(NC)
Knowledge - Locations(NC)
Mercantile - Market(NC)
Bazaar
Market
Inconceivable
1 STR
1/battle
Repel by Weapon
Bankrupt(NC)
1/refresh
Friend In Need
1/event
1/event
Inflict Card: 50% off single item from a Mercantile list or NPC
129
Largesse
5 CP
CP
Cost
Description
1 ANY
Cantrip - Glowworm(NC)*
Magus' Intellect
Read/Write(NC)
Archaic Script(NC)
Read/Write
Atheist
2 ANY
Cannot buy
Religion or Mystic
1 INT
Disengage
10 sec RP: Thrown Weapon (2" - 4" size) for one Battle *must be
white in Color
Quick Study(NC)
Religion(NC)
Cantrip - Suspended
Animation(NC)
1(*x)
Knowledge - Magic(NC)
Staff Proficiency
Arcane
Cantrip Mastery
Devotion
Prerequisite
130
Religion
3 CP
Magus
CP
Cost
Description
2 SPI
1/refresh
Grounding
2 STR
Refit Armor
Weapon Proficiency
Defensive Magic
Myrmidon
Skill
Battle Magic
1 AGI
10 sec RP: Your Armor points are doubled (max 6) for the Battle
Light Armor
Proficiency
2(*x)
Battle Magic
Prerequisite
You may cast touch cast spells on yourself only with weapons in
both hands
1/refresh
3 CP
Sigil of
Protection
Battle Caster
CP
Cost
Description
1 INT
Forceful Strike
Prerequisite
Buckler, Casting
- Weapon
Synergy
Parry Magic
Offhand - Buckler
Synergy
Absorb
2/battle
1/battle
Psion
Skill
2 SPI
2 AGI
Parry any 'by Magic' *Must be wielding a weapon, does not work
on strikes to the torso
3 CP
Absorb Damage
Battle Caster
CP
Cost
Description
Mind Link(NC)
2 INT
Focusing Crystal*
1/refresh
Limited Premonition(NC)
3 ANY
Telepathic Connection
1/battle
131
Prerequisite
CP
Battle Caster
Cost
Description
Natural Perception(NC)
May notice special colored stickers and Envelopes, but may not
open them *outdoors only
Offhand - Small
Prayer - Tongue of
Beasts(NC)
Ranged Proficiency
2(*x)
Offhand - Short
Maintenance - Leader of the
Pack(NC)
(R) Harvest - Nature's
Bounty(NC)
3 CP
3
2(*3x)
Prerequisite
132
Offhand - Small
3 CP
Magus
CP
Cost
Description
1 ANY
2 Damage by Magic
1 STR
Staff of Wonder
1 ANY
Alacrity
1/event
Surge Magic
1/refresh
Spell Mastery
1/event
Elementalist
Skill
Incantation,
Magic
1 Handed Block
- Staff
Alacrity
3 CP
CP
Prerequisite
Sorcerer
Cost
Description
Prerequisite
Attunement Mastery
1 ANY
Elemental Attunement
2*
Primary Path
Secondary Path
Primary Path
Path Mastery
Attune. Mastery,
Primary Path
Illusionist
Skill
1/battle
Elemental
Attunement
3 CP
Sorcerer
CP
Cost
Description
Prerequisite
1 INT
Detect Magic
1/refresh
1 INT
Parlor Tricks
Add One Racial Trait (Human, Dwarf, etc) until next Refresh
Resist Fear or Mind
Access to the Major School of Magic - Phantasm
1 ANY
133
Art of Vaguery
Sorcerer
CP
Cost
Description
Prerequisite
1 INT
Control Magic
1(*3x)
1/event
1 min RP: Able to Gain +1 Arcane, but Lose -1 Vitality for the
Event
1 ANY
Mana Shield
3 CP
134
Magic Shield
3 CP
Magus
CP
Cost
Description
Prerequisite
Magical Lore(NC)
1 ANY
Knowledge Magic
Gather Aura(NC)
Library(NC)*
Robes of Wizardry*
Item Lore(NC)
Enhanced Arcane
Enchanter
Skill
Refund Cost for a missed Spell *once per spell when using a
wand
1 ANY
1 ANY
1 min RP: Able to go Spirit and gather spell packets, must return
to point of origin to come out
Enchanting(NC)
Cantrip - Ward of
Protection(NC)
1(*x)
Arcane
3 CP
CP
Read/Write
1/refresh
Read/Write
Wizard
Cost
1/event
Description
Prerequisite
Magical Lore
Disenchant(NC)
1/event
135
Read/Write
Enchantment,
Enchanting
3 CP
CP
Wizard
Cost
Prerequisite
Knowledge - Magic
Ritual Training
Cooperative Magic
Cooperative Magic
High Magic
Ritual Magic
Concentration
Temporal
Displacement
Knowledge - Rituals(NC)
Scroll Expertise
Temporal Displacement
Exceptional Arcane
Ritual Memorization
1(*x)
You must purchase this skill once per Ritual Scroll you wish to Memorize
Mercantile - Arcane
Assembly(NC)
Offboard: This skill allows for buying, selling and trading of Ritual
Scrolls with the Arcane Assembly at Check In or Check Out
Coop. Magic,
Knowledge - Rituals
Ritual Magic
Scholar
Skill
1/refresh
1 EACH
Enhanced Arcane
5 min RP: Cast a Power Circle (Magic or Faith) *lasts until next Refresh
3 CP
CP
Read/Write
Gain +1 Arcane
Ritual Magic
Wizard
Cost
Description
Prerequisite
Extensive Research
Knowledgeable
Perceptive(NC)
Cryptology(NC)
1(*x)
Knowledge - Extra
Research(NC)*
1(*x)
Library,
Knowledge Skill
Instruction - Book
Learning(NC)
Instruction,
Read/Write
Read/Write
Linguistics(NC)
Read/Write
Maintenance - Sage(NC)*
Knowledgeable,
Library
1 INT
Silence by Magic
May notice special colored or labeled stickers and Envelopes,
but may not open them
1/event
Description
Knowledge - Extensive
Research(NC)
Knowledge - Rush
Research(NC)*
Intellectual Aptitude
Well Read(NC)
Book Learning,
Linguistics
Knowledgeable
1/event
1/battle
Offboard: Able to get A LOT more information from one Knowledge Skill
Knowledge Skill
Library,
Knowledge Skill
Resist Mind
136
5 CP
CP
Cost
Description
Diagnose - Damage(NC)
Mystic's Spirit
Read/Write(NC)
Religion(NC)
Ancient Sil'dorae(NC)
Devotion
Diagnose - Effects(NC)
10 sec RP: Diagnose (Any Effect: Berserk, Stun, etc) *touch cast only
1 STR
Read/Write
Religion
Disengage
1 Instruction Card per Event. Allows teaching of any
Mystic/Sub-Mystic Skill player knows
1(*x)
Knowledge - Deities(NC)
Able to cast spells with divine weapon or club in hand *Faith Spells only
Medical Treatment(NC)
Divine Weapon
Prerequisite
1 ANY
2(*x)
2 SPI
First Aid
Religion
Devotion
Divine Protection
Zeal
Desperate Prayers
137
3 CP
Mystic
CP
Cost
Description
Prerequisite
Divine Lore(NC)
1 ANY
Knowledge Deities
Prayer - Healing
1 ANY
Able to use any First Aid skill on two people or two limbs
simultaneously
First Aid
Library(NC)*
Read/Write
Devotion
Merciful Judgment(NC)
1(*x)
2/event
1 ANY
Light Armor
Proficiency
Penance
Immediately recast any Faith spell that missed *once per spell
Desperate
Prayers
Devotion
Maintenance - Covenant(NC)
Miraculous Recovery
Cleric
Skill
2(*3x)
1/event
Heal All by Faith *self only, may only use if there is no allies
standing and character is Bleeding
3 CP
CP
Acolyte
Cost
Description
Prerequisite
Divine Lore
Merciful
Judgment
Blessing(NC)
Devout(NC)
Religion
Vengeance*
Sacrament,
Devotion
1/event
138
3 CP
CP
Acolyte
Cost
Description
Prerequisite
Devotion,
Martyr Race
Martyr Race
Divination(NC)
Prayer - Judgment
Diagnose - Race(NC)
Focused Assault
1 STR
Focused Power
1 INT
Martyr Race
1 ANY
Able to wear Heavy Armor(4 Points) *with appropriate phys-rep Med Armor Prof
2(*x)
Weapon Proficiency
2(*x)
Offhand - Buckler
Casting Weapon/Buckler,
Faith
Zealous
(R) Zealot
Priest
Skill
1 SPI
1/battle
3 CP
CP
Zealous
Acolyte
Cost
Description
Prerequisite
Prayer - Blessing of
Purity(NC)
First Aid
Read/Write
Blessed Ground(NC)
Devotion
Halo of Virtue
1/event
139
Blessed Ground
3 CP
CP
Mystic
Cost
Description
Prerequisite
Inner Peace
Trance of Honesty(NC)
Astral Guidance
May use Astral Projection and walk through space and time,
able to return to town from anywhere
Astral
Projection
1 INT
Imbue Card: Able to tell exactly how much time is left on any
Effect until next Refresh *touch cast only
Requiem
Prayer - Requiem(NC)
1 ANY
Diagnose - Traits(NC)
Great Destiny(NC)
1/event
Benediction
1*
Astral Projection
3 ANY
Monk
Skill
Devotion
Great Destiny
May leave your body as a spirit that can see and talk for 1 hour
*requires a Power Circle
3 CP
CP
Diagnose - Effects
Prophet
Cost
Description
Prerequisite
Short Claws
Maintenance - Simple
Living(NC)
Harmony
Parry Weapon
Pacifism(NC)
Meditation
2 INT
1/battle
Training of the
Fist
(R) Aesthetic
Pacifism
1 SPI
2 ANY
Religion - The
Chosen One
140
Harmony,
Simple Living
3 CP
CP
Prophet
Cost
Description
Prerequisite
Astrology
Scrying(NC)
Dark Portents(NC)
Great Destiny
Occultism
Fortune Telling
Seer
Skill
1/event
3 CP
CP
Prophet
Cost
Description
Cantrip - Awaken
Mental Fortitude
Knowledge Dreamscape(NC)
Omen
2 INT
Premonition(NC)
1 ANY
Sixth Sense
Prerequisite
Omen
Power From
Dreams
141
3 CP
CP
Mystic
Cost
Description
Prerequisite
Diagnose - Special(NC)
1 ANY
Fortify Spirit
1 INT
1 ANY
Inflict Card: Able to read all Inflict and Imbue Cards on player
*must be helpless or willing
Spectral Attunement
1 STR
Divine Radiance
2 SPI
10 sec RP: Spirit Form, May not move, speak or use any other
abilities *day time only
Divine Influence
Divine Protection
Enhanced Zeal
Gain +1 Zeal
Zeal
Spectral Spells
Spectral
Attunement
Druid
Skill
2 AGI
3 CP
CP
Fortify Spirit
Spiritualist
Cost
Description
Prerequisite
Casting - Wooden,
Nature/Wyldmagic
Able to cast any Nature Spell with any wooden weapon in hand
*bucklers/shields do not count
Prayer - Blessing of
Nature(NC)
Knowledge - Wyld(NC)
Exceptional Zeal
Gain +1 Zeal
Enhanced Zeal
Enduring Purity
Voice of the
Green Man
Vestments of Nature*
Enduring Purity,
Vestments of Nature
Shaman
Skill
3 CP
CP
Religion - The
Green Man
Knowledge - Wyld
Spiritualist
Cost
Description
Prerequisite
Witch Doctor(NC)
First Aid
Alter Paint(NC)
War Paint or
War Paint(NC)*
Voodoo Doll*
1/refresh
Allows access to War Paints and able to apply them to self and
others *takes Attributes and Components
1/event
142
3 CP
CP
Spiritualist
Cost
Description
Prerequisite
Sance(NC)
Divine Spirit
Divine
Influence
Mortal Coil(NC)
First Aid
Final Judgment(NC)
Divine Meditation
1 ANY
Extend Life
2 ANY
1/refresh
1 SPI
1/event
143
Fortify Spirit
5 CP
CP
Cost
Description
Balance(NC)
Contact Poisons*
Rogue's Agility
Disengage
Read/Write(NC)
Religion(NC)
Rope Use(NC)*
Thieves Cant(NC)
1 ANY
1 ANY
Disengage
1(*x)
Weapon Proficiency
1(*x)
1 STR
Agony to Back
Cut Loose
1 ANY
Glancing Blow
2 INT
Offhand - Short
Offhand - Small
Thrown Expertise
Mantle of Night
Stealth
Devotion
Rope Use
2 SPI
Prerequisite
Read/Write
Offhand - Small
10 sec RP: Spirit Form *may not move, may not speak, must be
in shadows, night time only
144
Religion
3 CP
CP
Rogue
Cost
Description
Envenom - Missile/thrown
Poison Lore(NC)
Envenom - Blade
Refit Armor
1 min RP: Able to refit personal armor to 1 less than last refit
*requires removing a piece, a hammer and flat surface
Offhand - Buckler
Escape Bonds(NC)
Sneak Attack
1 AGI
3 Damage to Back
Chokehold
2 INT
Assassin
Skill
1 STR
Maim to Back
Able to use a Buckler in offhand.
1 STR
3 CP
CP
Prerequisite
Light Armor
Proficiency
Blade
Cost
Description
Prerequisite
Offhand - Dagger
Reprieve(NC)
2 ANY
Cut Throat
1 SPI
Hemorrhage
1 SPI
Regurgitate
1 STR
Seal Fate
1/event
Dagger Specialization
Double Damage
1 STR
Inflict Torture(NC)
1/refresh
Diagnose - Triage(NC)
Backstab
1 INT
3 Damage to Back
Nerve Strike
2 INT
Potent Toxins
Vital Organs
1/battle
Chokehold
(R) Execute
3 AGI
Backstab
Inflict Torture
145
CP
Blade
Cost
Description
Prerequisite
Hostage
Work Alone(NC)
Maintenance - Bandit(NC)
Intimidate
1 SPI
Distraction
2 SPI
Read/Write
Offhand - Long
Offhand - Short
Pursuit
1 AGI
2 STR
5 sec RP(taunt): Voice Attack to All except Town - Major Slow by Fear
Waylay
1 INT
Chokehold
Evade Melee
2 INT
Glancing Blow
High Step
1/battle
Evade Melee
(R) Ambush
1/refresh
Thug
3 CP
Instruction
3 CP
Blade
Skill
CP
Cost
Description
Prerequisite
Sadist
Threaten
1 ANY
2 STR
Relentless
1 AGI
Resist Disengage
Ruthless
2 AGI
Resist Knockback
Sunder Armor
1 STR
Bone Setting(NC)
Able to wear Heavy Armor(4 Points) *with appropriate phys-rep Med Armor Prof
Offhand - Shield
Compound Fracture
1/refresh
Deadly Throw
1 INT
Breaking Blow
1/battle
2 STR
Heal by Will for every Agony Effect that you land, and all Agony
Skills no longer have restrictions *self only
1 SPI
Relentless or
Relentless Assault
First Aid
5 Damage to Back
Able to use a Shield in offhand
Buckler
Compound
Fracture
146
3 CP
Rogue
CP
Cost
Description
Complete Silence
1 ANY
Resist Expose
To The Grave(NC)
Anonymity(NC)
Dark Pact
Feign Death(NC)
1 ANY
Alter Condition(NC)
1 ANY
Cloak of Shadows*
2 STR
Misinformation
2 SPI
No Effect 'to Race' attack for the Battle *night time only
Nocturnal Creature
Blur
Alchemist
Skill
You do not have to drop any possessions when your Spirit goes
to Death's Realm
1 AGI
Feign Death
Alter Condition
3 CP
CP
Prerequisite
Shroud
Cost
Description
Prerequisite
Laboratory(NC)*
Tolerance
Craft - Alchemy(NC)
Poison Expertise
Alchemy,
Laboratory
2(*3x)
Alchemy,
Laboratory
1 STR
Read/Write
Pain Tolerance
*/battle
Tolerance
(R) Attractant
2 ANY
Poison
Expertise
147
Shroud
CP
Cost
Description
Deep Pockets(NC)
2 INT
Hide any or all items from normal searches until next Refresh
Disable Device(NC)
1 ANY
Bribery
1/event
Item Lore(NC)
Read/Write
Mercantile - Black
Market(NC)
Knowledge - Informant(NC)
Offboard: Access to a limited section of the craft skill Tinkering and production equal to character's Agility
Read/Write
Maintenance - Crime
Lord(NC)
Fence
Counterfeit(NC)
Mercantile - Fence(NC)
(R) Masseuse - Cause
Death
Skill
Prerequisite
Inflict Card: NPC will react favorably to you for an amount of money
2(*3x)
Double Cross
Warlock
3 CP
1/battle
Dark Pact
Black Market
3 CP
Shroud
CP
Cost
Description
Prerequisite
Contagion
1 STR
Casting - Airborne
1 AGI
Cornered
1/event
Dark Following
Religion and Devotion free one of the Following: (Satya, Maalor, Dark Pact,
Azraal or the Nameless One)
Devotion
Carrier
1 ANY
Infected Wound
2 STR
Twin Faiths
Dark Following
Use 6 Packets with the Airborne Skill and if the Pestilence Spell
drops target, target is inflicted by Pestilence
Airborne
Corruption
148
3 CP
Rogue
CP
Cost
Description
Prerequisite
Cheap Shot
1 ANY
Agony to Back
Cloak of Darkness*
Improved Agony
Shadow's Walk
Astute
Knowledge - Espionage(NC)
Harvest - Herbalism(NC)
Enhanced Stealth
Gain +1 Stealth
Feint
1/refresh
Preparation
1/event
Acrobat
1 SPI
Cheap Shot
You may walk in Mantle of the Night but are affected by Slow
Mantle of Night
Stealth
3 CP
Stalker
Skill
CP
Cost
Catch
Escape Artist(NC)
Dancing Shadows
Exceptional Balance(NC)
Lithe
Combat Evasion
Deft Hands
Safety Net(NC)
1 SPI
Description
Prerequisite
Shadow's Walk
Tumbling
*/refresh
Sleight of Hand
1/refresh
Sleight of Hand
1 INT
Tumbling
Offhand - Long
Offhand - Short
Dexterity Armor
5 min RP: +* Dexterity Armor (+1 per Agi) *no armor may be
worn, max 5
Evade
Evade
1 AGI
Tumbling, Deft
Hands
Avoidance
1/battle
Dexterity
Armor
(R) Limber
Lithe
149
CP
Stalker
Cost
Description
Silencing Shot
1 SPI
Calm Animal
1 INT
Scrounging(NC)
1(*x)
2
Eternal Shadows
1 STR
Locate Person
1 STR
Offhand - Ranged
Limited Tracking(NC)
3 ANY
*/refresh
Blunted Tip
2 AGI
Sentry
1/battle
1/refresh
Skill
1 ANY
Combat Reflexes
Thief
Mantle of Night may be used during the day and without shadows
Shadow's Walk
Offhand - Short
From The
Brush
3 CP
CP
Prerequisite
Desperate Defense
Ranged Proficiency
3 CP
Stalker
Cost
Description
Prerequisite
Device Proficiency(NC)
Gouge
Maintenance - Cutpurse(NC)
Evade Trap
Night Vision(NC)*
Shadow's Beckon
Smuggling(NC)
Hide one item on self only, that is undiscoverable from normal searches
Shadow Affinity
Knowledge - Underworld(NC)
Exceptional Stealth
Gain +1 Stealth
Enhanced Stealth
Thieves Intuition
Evade Trap
Escape Measures
No Effect to Slow, Root and Maim effects that hit character from behind
Improved Feint
Pick Pocket(NC)
Improved Feint
2 STR
1 AGI
3 INT
1/event
1/event
Evade Trap
Shadow's Walk
Shadow's
Beckon
Feint
Pick Pocket,
Shadow Affinity
150
5 CP
CP
Cost
Description
Embolden
1 SPI
Warrior's Strength
Weapon Training
Refit Armor
1 min RP: Able to refit personal armor to 1 less than last refit
*requires removing a piece, a hammer and flat surface
Religion(NC)
Offhand - Small
Waylay Protection*
1/battle
1(*x)
Weapon Proficiency
1(*x)
Offhand - Buckler
Deflect Melee
1 STR
Force Lock(NC)
2 ANY
Fortitude
Read/Write(NC)
Offhand - Short
Hamstring
Stamina
Offhand - Small
2(*x)
Devotion
Light Armor
Proficiency
Weapon Expertise
Prerequisite
Slow by Weapon
Gain +1 Stamina (substituted for any Attribute when using a
Warrior/Sub-Warrior Skill)
151
Religion
3 CP
Warrior
CP
Cost
Description
Prerequisite
Bravery
1 SPI
Embolden
Suck It Up
1 INT
5 sec RP: Cure Maim and Delay Maim 5 minutes *touch cast only
Deflect Magic
1 INT
Able to wear Heavy Armor(4 Points) *with appropriate phys-rep Med Armor Prof
Diagnose - Triage(NC)
Enhanced Fortitude
Fortitude
Parry Melee
Deflect Melee
Offhand - Shield
Last Stand
Champion
Skill
2 STR
1/event
Buckler,
Deflect Melee
Buckler
3 CP
Defender
CP
Cost
Description
Prerequisite
Divine Protection
2 SPI
Devotion
Perseverance
1 STR
Immaculate
1 INT
Indestructible
1 ANY
Exceptional Fortitude
Enhanced Fortitude
Perfect Fit(NC)
Second Wind
1 AGI
Steel Skin
1 AGI
Valorous
1 ANY
10 sec RP: No Effect to Effects and Damage by Fear until next Refresh
Second Wind
Runic Awareness(NC)
1/event
Perfect Fit
Impenetrable
Unmovable
Unyielding
Bravery
2 ANY
Impenetrable
Unmovable
Battle Armor
Proficiency
152
3 CP
Defender
CP
Cost
Description
Prerequisite
Shield Bash
1 ANY
Buckler
Shield Mastery
2 ANY
Repair Shield(NC)
Shield Spike*
1 AGI
Block Massive
1 STR
Plant Foot, Able to block Massive attacks with shield for the
Battle (No Effect)
Shield Defense
1/refresh
Shield Specialization
Volley Alchemy
Volley Faith
Shield Spike
3 AGI
Volley Magic
3 SPI
Volley Magic
Volley Magic
3 INT
Deflect Magic
Buckler
Last Stand
Shield Wall
Shield, Casting
- Buckler
Volley Alchemy
or Volley Faith
Paladin
Skill
1/battle
3 CP
CP
Religion(NC)
Prayer - Sacrifice
Parry Ranged
Protector
Prayer - Intervene
Parry Mastery
Improved Parry
Defender
Cost
Description
Prerequisite
Protector
Buckler
1 AGI
Parry Melee
1/refresh
Devotion
Devotion
Protector
Allow all Parry and Deflect skills to work on torso strikes *self
only
Parry Melee
1 STR
Parry Mastery
1 ANY
Improved
Parry
1 AGI
1 STR
153
3 CP
CP
Warrior
Cost
Description
Prerequisite
Ambidextrous
Focus
2 INT
Resist Mind
Agony Strike
1 INT
Agony by Weapon
1 ANY
Maim Strike
2 AGI
Maim by Weapon
Critical Strike
2 STR
3 Damage by Weapon
Offhand - Long
Offhand - Short
Enhanced Stamina
Gain +1 Stamina
Stamina
Recklessness
Berserker
Skill
1/event
Agony Strike
3 CP
Fighter
CP
Cost
Description
Control Rage
1 ANY
Furious Momentum
1 INT
Destroy Strike
2 SPI
Rage
1/battle
2-Handed Expertise
Back Breaker
2 STR
Massive Strike
1 STR
Pacify
1 SPI
Improved Damage
Scars of Battle(NC)
Mangle Strike
Prerequisite
2-Handed
Expertise
1 ANY
1 AGI
Mangle by Weapon
Maim Strike
Cleave
1/refresh
End Rage
Blood Craze
154
Control Rage
End Rage
3 CP
Fighter
CP
Cost
Description
Drunken Fighting
1 SPI
Hard Headed
2 STR
Envenom - Claw
Shred
1 SPI
Take Cover
2 AGI
Dual Threat
2 INT
Short Claws
Sleep It Off(NC)
Double Strike
1 ANY
Add Double Prefix to any Called Weapon Strike while dual wielding
Dual Threat
Fist Weapons
1 STR
Short Claws
Improved Recklessness
Recklessness
1/battle
Dual Threat
Frenzy - Maim
3 AGI
Long Claws or
Fist Weapons
1/event
Dual Wield
Mastery
Soldier
Skill
3 CP
CP
Prerequisite
Fighter
Cost
Description
Prerequisite
1 min RP: Able to refit personal armor to 1 less than last refit
*requires removing a piece, a hammer and flat surface
Refit Armor
Unity Loyalty
Able to wear Heavy Armor(4 Points) *with appropriate phys-rep Med Armor Prof
Repair Armor(NC)
Repair Weapon(NC)
Attack of Opportunity
Craft - Limited
Blacksmithing(NC)
Read/Write
Exceptional Stamina
Gain +1 Stamina
Enhanced Stamina
Offhand - Shield
Buckler
Weapon Master
Able to wield all Melee and Ranged Weapons *does not include
Shields or Great Weapons
Enhanced Focus
1 INT
Focus
1 STR
3 Damage by Weapon
Critical Strike
Maintenance - Combat
Training(NC)
Weapon Master
(R) Tireless
4(*x)
1 ANY
1 SPI
1 END
Major Disarm by Weapon *must be 2 other allied shield fighters in 5' range
155
3 CP
CP
Warrior
Cost
Description
Able to use a 2-Handed Weapon with one hand to block weapon
strikes
1 Handed Block
Battle Stances
1 SPI
Disarm Strike
1 INT
Disarm by Weapon
Force Back
1 AGI
Disengage
Combat Reflexes
Knowledge - Tactics(NC)
Weapon Specialization
Calm Under Pressure
Archer
Skill
3(*x)
2
2 SPI
Weapon Skill
Resist Berserk
3 CP
CP
Prerequisite
Specialist
Cost
Description
Prerequisite
Envenom - Arrow
Root Shot
1 ANY
Fiery Arrows
1 SPI
Ranged
Expertise
Icy Arrows
1 INT
Ranged
Expertise
Maintenance - Poacher(NC)
Silver Arrows
Bowyer(NC)
Desperate Defense
Ranged Expertise
Critical Shot
1 STR
Gather Ammunition(NC)
1/battle
Hold at Bay
3/refresh
Pierce Shield
2 INT
Firearms Expertise*
Ranged
Expertise
Critical Shot
156
Pierce Shield
3 CP
CP
Specialist
Cost
Description
Prerequisite
Able to use all 1-Handed Melee Weapons *may not buy Offhand
or Claws skills
1-Handed Expertise
Deflect Anything
1 ANY
1-Handed
Expertise,
Deflect Melee
Body Strike
1 SPI
1-Handed
Expertise
Target Shield
1 INT
Disarm Strike
Maintenance - Duelist(NC)
Honor Combat(NC)
1/event
Improved Disengage
2(*3x)
1/battle
Force Back or
Disengage
1/battle
Target Shield,
Riposte
Outnumbered
1/refresh
Riposte
1 AGI
Deflect
Anything
1 AGI
Volley Disarm
Target Shield
Magic Strike
1 INT
1-Handed
Expertise
Sacrifice Limb
1 STR
Twist of the
Wrist
Blade Song
1/event
Outnumbered,
1-Handed
Expertise
2 STR
Riposte
157
Marshal
Skill
3 CP
Specialist
CP
Cost
Organized Unit(NC)*
1/event
Roster
5/refresh
Battle Standard*
Rallying Cry
Attack Expert
Description
Prerequisite
Organized Unit
Roster
X ANY
No Man Left
Behind
2 AGI
Battle Standard
Defense Expert
2 STR
Battle Standard
Faith Expert
2 SPI
Battle Standard
Forced March
2 AGI
Voice Attack to [Team] Cure Slow and Cure Maim *must have
Battle Standard Displayed
Defense Expert
Magic Expert
2 INT
Battle Standard
Regroup
2 STR
Attack Expert
Imbue Card: All Team members that fall to Called Damage are
Stable *must see Battle Standard Displayed
Battle Standard
Organized Squadron(NC)
Organized Unit
Cleanse Faith
2 SPI
Faith Expert
Cleanse Magic
2 INT
Magic Expert
3 ANY
Roster
158
CP
Cost
Description
1 ANY
1 AGI
Song of Strength
1/event
Rhyme of Freedom
1 STR
1 INT
*/refresh
CP
Cost
Alchemy Shield
1/refresh
Render Inert
1 AGI
Plume of Acid
1 INT
Acidic Geyser
1 SPI
5 Damage by Acid
Spirit Lock
1/event
Acidic Cloud
1 STR
CP
Cost
Description
Whispering Torment
1 AGI
Silence by Magic
1(*x)
1/refresh
Disbelieve
2 STR
10 Damage to Mind
Waking Nightmare
2 INT
Open Portal
Dreamscape(NC)
2 ANY
Open a portal for Caster and 5 others to the Dreamscape for an Adventure
(time/location) *requires a Power Circle
Slumber
1/battle
Sleep by Magic
CP
Cost
Description
Refract Force
1 ANY
Break Limb
1 STR
Mangle by Magic
Force Spike
1 INT
Augment Weapon
1/refresh
30 sec RP: Imbue Card: Target gains +1 on Called Weapon Damage over 2 for the
Battle
Amplify Damage
1/refresh
Vulnerable Physical
Reform Armor
2 SPI
School of Acid
Skill
Description
Shield Toxin *lasts until used or next Refresh, self only
Grant Empowered Shield Cure Death *touch cast only and target must be Dead
School of Dreams
Skill
Inflict Card: Target is instantly ejected from the Dreamscape, and returns to town
as a Spirit (+1/refresh per purchase) *touch cast only
School of Kinetic
Skill
159
CP
Cost
Augment Armor
1/refresh
Runic Protection
1 STR
Defensive Warding(NC)
1/event
Elemental Carrier
2*
Restoration
2 AGI
Mend Armor
1/battle
Description
30 sec RP: Imbue Card: Target takes -1 on Called Damage Taken for the Battle
*touch cast only
30 sec RP: Grant Shield Destroy *touch cast only
Ward of Protection on Cabin, Tent or Structure of your choice
Carrier Fire(SPI), Water(AGI), Earth(STR) or Air(INT) for the Battle *self only
5 min RP: Repair all to Circle *requires a Power Circle
30 sec RP: Repair Armor by Magic *touch cast only
160
CP
Cost
Description
Crosswinds
1 ANY
Disarm by Air
Chain Lightning
2 INT
Gust of Air
1 AGI
Extend Gesture Repel by Air *gesture is hand up, palm facing target
1 EACH
Static Charge
1 ANY
Crumble
2 STR
Whirlwind
1 SPI
Cyclone
2 ANY
1 AGI
5 sec RP: Fly for the Battle 5 sec RP: Land from flying without cost
Skill
CP
Cost
Description
Brittle
1 ANY
Earth Spikes
2 STR
Quicksand
1 AGI
Root by Earth
1 EACH
Rock Hardened
1 SPI
Solidify
2 INT
Tempered Steel
1/refresh
Sinkhole
1 ANY
1/battle
CP
Cost
5 min RP: Glowing Circle until next Refresh *player provides the phys-rep
Path of Earth
5 min RP: Glowing Circle until next Refresh *player provides the phys-rep
Imbue Card: Target is No Effect to Weakness and Enfeeble for the Battle
Voice Attack to Circle Major Root by Earth
5 sec RP: Purge <Effect> by Earth *self only, may choose one effect per Battle
Path of Fire
Skill
Description
10 sec RP: May use a plot approved muted Flashlight/LED *player provides physrep *self only
Spark of Flame(NC)*
Fireball
2 SPI
5 damage by Fire
Melt
1 INT
Ignite
1 ANY
Reforge
2 STR
Evaporate
2 AGI
Molten Fury
1/refresh
Inferno
1 ANY
161
CP
Cost
Description
Frostbite
1 ANY
Agony by Water
Ice Shards
2 AGI
Purify
1 SPI
Ice Block
2 STR
Crashing Waves
2 ANY
Quench Flame
2 SPI
Chill
1/battle
Blizzard
1 ANY
School of Arcanuum
Skill
CP
Cost
Description
Sting
1 AGI
Contingency
2 STR
Gain the ability Purge All Magic *lasts until used or next Refresh, self only
Evocation
1 ANY
Magic Missiles
2 INT
Reflect Arcane
2 INT
1 min RP: Able to Volley Magic once until next Refresh *doesnt stack with Shield Magic
Regain Control
1 SPI
Barrage
1/refresh
Retributive Strike
2+ AGI
Arcane Storm
1/refresh
1 EACH
5 min RP: Glowing Circle until next Refresh *player provides the phys-rep
Breaker
1/battle
(R) Obliterate
3 SPI
Death by Magic
CP
Cost
Description
Mask of Gloaming(NC)*
1 ANY
5 min RP Alter appearance into any race until next Refresh *requires makeup *self only
1 ANY
1 STR
5 min RP: Wield a single type of 2-Handed Weapon until next Refresh
Baleful Gaze
2 INT
Frighten
X ANY
1 INT
Sleep by Magic
Incite Rage
2 SPI
Berserk by Magic
2 STR
Command by Magic
Ethereal
2 AGI
1/battle
Consuming Shadows
1/refresh
1/event
School of Phantasm
Skill
Choose a Target, while target is still standing you may call Spirit defense vs.
anyone except target *may not cast, may only attack target with weapons
162
CP
Cost
Description
Mind Soothe
1 INT
Forceful Scream
1 INT
Psychic Vampirism
1/event
Mind Flay
1 STR
3 Body by Mind
Shielding of Mind
1 INT
Cause Lethargy
1 INT
Cause Pain
1 SPI
Clarity
1 ANY
Enslave
3 STR
Dominate by Mind
Psychic Malady
Varies
5 min RP: While Mind Linked, Able to perform one Malady on Target known
Self Inflicted
1/battle
X damage by Mind *where X is a damage call you have heard during the Battle
Varies
5 min RP: While Mind Linked, Able to perform one Benediction on Target known
1 min RP: Drain Endurance and Restore Endurance to Self *touch cast only, target
must be willing unless Mind Linked, target may not be exhausted
Sphere of Enchantment
Skill
CP
Cost
Description
Disperse Energy
0**
1 STR
Dissolve Power
0**
1 STR
0**
1 STR
Enchant Weapon
0**
1 INT
Fumble
0**
1 SPI
Nullify Magic
0**
2 ANY
Shielding of Arcane
0**
1 INT
Talisman
0**
1 AGI
Imbue a Wand or a Staff with a Spell that can be saved between Refreshes *pay
spell normally, may only have one Talisman active
Wand of Enchantment(NC)
0**
1/event
Imbue a Wand with a per Battle Spell *from a specific list, requires Enchanting
and a recipe
Counterspell
0**
1/battle
Silence by Magic Aura *only useable against a 'by Magic' against you
0**
1 EACH
5 min RP: Glowing Circle until next Refresh *player provides the phys-rep
(R) Disintegrate
0**
3 AGI
163
CP
Cost
Description
Dark Remedy
1 ANY
Swarm of Locusts
1 AGI
Repel by Disease
Wasting Disease
1 SPI
Bloodboil
1 INT
Pestilence
1/refresh
30 sec RP: Inflict Card: first person to touch target triggers: 6 Lethal by Trap
*touch cast and helpless target only
Deadly Infection
1/battle
Change any one called Damage (Weapon or Spell) to Lethal and by Disease
Discipline of Enlightenment
Skill
CP
Cost
Description
1/event
2 SPI
2 AGI
1 ANY
1 min RP(meditation): Gain the ability 2x Disarm by Weapon *one in each hand
2 INT
2 STR
No Effect to anything while using any Meditation Skill for the Battle
Cost
Description
Discipline of Ferocity
Skill
CP
2 INT
2+ SPI
Cure Death to Animal or Beast * have 2 spirit to use, but takes all Spirit
1 ANY
10 sec RP: Voice Attack to Animal Calm by Faith until next Refresh
Nature's Companion
1/refresh
Sylvan Stride
1/battle
10 sec RP: Cure Repel, Cure Slow, Cure Root, or Cure Maim Leg by Faith *touch
cast only
Discipline of Nature
Skill
CP
Cost
Description
Nature's Grasp
1 ANY
Living Growth
2 STR
Plant foot, Frenzy Cure Mangle or Cure Maim by Faith while spell is active *touch
cast only
2 SPI
1/event
Summons a Nature Spirit that can answer questions and provide aid
(time/location) *requires a Power Circle and Inscription of Summoning
1 EACH
5 min RP: Glowing Circle until next Refresh *player provides the phys-rep
*outdoors only
Rejuvenating Touch
1/battle
164
CP
Cost
Description
Sacrificial Healing
Heal by Faith and 1 Body to Self *touch cast only, cannot use when at 1 Body
Restore Limb
1 ANY
Cure Mangle or Maim by Faith, but take maim on same limb *touch cast only
Spirit Anchor
2 INT
Tenuous Connection
1/refresh
Cure Death by Faith and Inflict by Spirit: Until rested for 5 minutes if target falls
to 0 Body they will collapse to 'bleeding'
1/event
Cure Inflict by Faith, but take Inflict Card for yourself *touch cast only and target
must be willing
Succor
1/battle
Cure <Effect> by Faith and Quicken <Effect> to Self 1 minute *touch cast only
CP
Cost
Description
Blessed Weapons
1 INT
Searing Light
0/battle
Purify Soul
2 SPI
Lay On Hands
2 SPI
Divine Intervention
1/refresh
Divine Shield
1/event
Path of Holy
Skill
Pyramid of Wyldmagic
Skill
CP
Cost
Description
Simple Wyldmagic
1(*5x)
Varies
Average Wyldmagic
2(*3x)
Varies
Difficult Wyldmagic
3(*3x)
Varies
Complex Wyldmagic
4(*1x)
Varies
Varies
165
CP
Cost
Description
Soothing Touch
1 ANY
Blessing of Health
1 STR
1 INT
Binding Heal
1 AGI
Blessing of Faith
1 STR
Miracle
1/event
Shielding of Faith
1 SPI
Blessing of Wisdom
1 STR
Resurrection
3 SPI
1 EACH
5 min RP: Glowing Circle until next Refresh *player provides the phys-rep
Healing Touch
*/battle
1/refresh
Able to turn into a Spirit. May speak and move, but may not attack, and only
touch cast beneficial Faith Spells for the Battle
Discipline of Prophecy
Skill
CP
Cost
Description
Luck
1/refresh
Prophetic Aura
2 INT
Conceal Fate
1/refresh
1 SPI
2 STR
Windfall
1 AGI
All negative effects are half duration on character for the Battle *self only
Alter Destiny
1/event
In advance, beseech the Spirits for aid on a specific Adventure of 6 people or less
(time/location)
Chance
3 ANY
Misfortune
1 ANY
Champion's Gamble(NC)
1/event
Sealed Envelope: Give to a Willing target, Target can open envelope at any time to
receive effects *cannot be self
Strands of Fate
1/battle
Imbue Card: Next time target bleeds out to Dead, they are now Stable instead
*cannot be self
30 sec RP: Able to us Sleep by Faith Aura once until next Refresh *self only
Imbue Card: Target is not considered to have any Traits for the Battle *target
must be willing
5 Damage by <Trait> *Usable once after each touch casting a dispel <Trait>
166
CP
Cost
Description
Chastise*
1 AGI
1/refresh
Exorcism(NC)
1/event
Sanctified Movement
1 STR
Sanctified Vigor
1 STR
2 INT
Frenzy Disengage to [Sacrament] for the Battle *must have symbol of [Deity] in
hand
Sacred Duty
1 SPI
Power Infusion
1/event
Righteous Fire
2 STR
Plant foot, *x 3 Damage to [Sacrament] by Faith Burst (+1x per Str) *3 packets
Symbol of Devotion(NC)
1/event
Imbue a Holy Symbol with a per Battle Spell *from a specific list, requires
Blessing and a recipe
Smite*
1/battle
3 SPI
CP
Cost
Description
Boon of Mobility
1 STR
Cauterize
1 INT
1/refresh
Curse of Withering
1 SPI
1/refresh
Boon of Usefulness
1 STR
1/refresh
Death Grip
3 AGI
1/refresh
Boon of Temperament
1 STR
1/refresh
1/event
Able to pursue one named target, that is in the general vicinity (time/location)
*must have Voodoo Doll of Target
1/battle
After touch casting a Cure <Effect> by Faith, throw that same <Effect> by Faith
Curse of Frailty
1/refresh
30 sec RP: Extend Vulnerable All by Curse 1 Day *helpless target only
1/refresh
30 sec RP: Inflict Card by Curse: Plot approved curse of players choice, may
change each event
Pyramid of Curses
Skill
30 sec RP: Inflict Card by Curse: Target can only talk in a Whisper and cannot use
Voice Attacks *helpless target only
Paralyze and Plague by Faith *touch cast and helpless target only
30 sec RP: Voice Attack to <Name> 5 Damage and Agony by Faith *must have
Voodoo Doll of Target
Cure Weakness or Cure Enfeeble or Cure Silence by Faith
30 sec RP: Inflict Card by Curse: Target must obey all commands by you that are
non-combat in nature *helpless target only
Extend Gesture Silence and Agony by Faith
30 sec RP: Turn Spirit and able to cast a Curse or deliver a Curse Inflict to target
*must have Voodoo Doll of Target
Cure Berserk or Cure Fatigue by Faith
30 sec RP: Inflict Card by Curse: First person to touch target triggers: Voice
Attack Maim by Disease *helpless target only
167
Cost
Description
Prerequisite
Devotion Rapture
Devotion Sylvana
Devotion Synter
Commune
May Call Upon and Speak with Avatars or Spirits that represent
the Deities (time/location)
Devotion Paragon
Fury of War
Devotion Kade
1/event
2 *+
Inner Focus
1/event
Devotion
The Chosen One
1/event
Use any listed skill within any skill header with an attribute cost
*no spells
Devotion Dias
Night's Deception
1/event
May use any Deity's name in incants 1/event mimic any other Divine
Power listed *night time only, every use requires a favor from Satya
Devotion Satya
Gain +2 Power
Devotion Argandris
Devotion
The Green Man
Devotion K'tar
Devotion Aveena
May enter Death's Realm at any time, but must treat with
reverence
Devotion
The Nameless One
1/event
Varies
Psychic Benedictions
Skill
Cost
Description
2 ANY
Open a portal for Caster and 5 others to the Target's Mind, to fix serious problems
(time/location) *requires a Power Circle
Regain Memory
3 INT
Imbue Card by Thought: Remove a Forget Toxin or Alter Memory that has affected the
target in the past hour
3 ANY
Perform one Beneficial Thought Ritual on target while on the Dreamscape *requires
Ritual Scroll and Components
Remove Compulsion
3 AGI
Switch Minds
1 END
Imbue Cards by Thought: Transfer skill sets between two players for Adventure Duration
*must be willing, and mind linked to both
Skill
Cost
Description
Alter Memory
3 INT
Inflict Card by Thought: Alter someone's memory, not related to combat or someone
Target was attacked by (Permanent)
Compulsion Friendly
3 SPI
Inflict Card by Thought: Target will react favorably to Caster and up to 5 others for the next hour
Compulsion Truth
3 STR
Inflict Card by Thought: Target must answer all questions truthfully for the next 15 minutes
3 ANY
Perform one Destructive Thought Ritual on target while on the Dreamscape *requires
Ritual Scroll and Components
Compulsion Any
1 END
Psychic Maladies
168
CP
Cost
Description
Prerequisite
Bloodlust
0*
Enhanced Strength
Gain +1 Strength
Blood Thirst
Control Rage
1 ANY
2 STR
Fury
1 STR
2-Handed Claw
Casting Claws
Able to cast all spells (Magic and Faith) with a single Claw
equipped
Cant buy
2-Handed Claw
Hardened Claws
Can't buy
2-Handed Claw
Blood Rage
1/event
Skill
CP
Cost
Nocturnal
0*
Eavesdrop
Enhanced Spirit
Gain +1 Spirit
Exceptional Balance(NC)*
Can't buy
Smuggling
Smuggling(NC)
Can't buy
Device Proficiency(NC)
Subterfuge(NC)
You may lie, even under any effect that states you must tell the
truth. *Does not include Death's Realm
Hide
Can't buy
Hardened Claws
or Casting - Claws
or Casting - Claws
or Casting - Claws
Gain +10 Bonus Vitality for Battle *If dropped or at the end of
the Battle fall to Dead
Sly
Description
169
Prerequisite
Exceptional Balance
CP
Cost
Description
Prerequisite
Slight of Build
0*
Enhanced Agility
Gain +1 Agility
Fleetfooted
1 ANY
Escapism
2 AGI
Fast
Lightning Reflexes
1 ANY
Able to use any Weapon attack as a Natural Packet attack for the Battle
Flee
2 AGI
Can't buy
Winged Flight
Winged Flight*
1 AGI
5 sec RP: Fly for Battle 5 sec RP: Land from flying without cost
*must have Prosthetic Wings
Dexterous
No Effect to Slow
Tough
Skill
CP
Cost
Hibernation
0*
Must sleep 5 hours a day, or suffer from a Permanent Weakness and Slow
Exceptional Vitality
Gain +1 Vitality
Insulated*
Tough Skin
5 min RP: Gain +1 Bonus Armor (max 1), Natural Armor may be Can't buy
used
Insulated
Gain +1 Stamina from Living Well, but Living Well's cost is doubled
Durable
Stoneskin
Recovery
2 ANY
1 STR
Description
Resist Element (Air, Earth, Fire, Water) *must have Prosthetic Fur
Prerequisite
Wise
Skill
CP
Cost
Weak Encumbrance
0*
Enhanced Intellect
Gain +1 Intellect
Knowledge Aptitude
Quick Learner(NC)
Acute Hearing*
1 AGI
Willful
1 AGI
Can't buy
Acute Hearing
Instruction Excellent
Teacher(NC)
Instruction
Item Lore(NC)
Read/Write
Self Control
2 INT
Description
170
Prerequisite
a= RequieM
Crafting Rules
Starting Recipes
Making Items
4D Miscellaneous
4E Craft Skills
4F Craft Recipes
171
CP
Description
Prerequisite
Instruction - Alchemy
Formula(NC)
Base - Extracts(NC)
This skill provides access to produce all Free Production used in Alchemy
Preserve Components(NC)
Reagent - Catalysts(NC)
Reagent - Compounds(NC)
Reagent - Distillations(NC)
Alchemy Rules
172
a= RequieM
Blade Poisons
Skill
1 CP
CP
Alchemy
Description
Prerequisite
Gas Poisons
Skill
1 CP
CP
Alchemy
Description
Prerequisite
Salves
Skill
1 CP
CP
Alchemy
Description
Prerequisite
Simple Salves(NC)
Average Salves(NC)
Simple Salves
Difficult Salves(NC)
Average Salves
Complex Salves(NC)
Difficult Salves
Complex Salves
Toxins
Skill
1 CP
CP
Alchemy
Description
Prerequisite
Simple Toxins(NC)
Average Toxins(NC)
Simple Toxins
Difficult Toxins(NC)
Average Toxins
Complex Toxins(NC)
Difficult Toxins
Complex Toxins
173
CP
Description
Prerequisite
Instruction - Blacksmith
Formula(NC)
This skill allows players to break down Components with Production Points
Base - Materials(NC)
Reagent - Alloys(NC)
Reagent - Containers(NC)
Reagent - Dusts(NC)
Blacksmithing Rules
174
a= RequieM
Armor
Skill
1 CP
CP
Blacksmithing
Description
Prerequisite
Simple Armor(NC)
Average Armor(NC)
Simple Armor
Difficult Armor(NC)
Average Armor
Complex Armor(NC)
Difficult Armor
Complex Armor
Melee Weapons
Skill
1 CP
CP
Blacksmithing
Description
Prerequisite
Ranged Weapons
Skill
1 CP
CP
Blacksmithing
Description
Prerequisite
Shields
Skill
1 CP
CP
Blacksmithing
Description
Prerequisite
Simple Shields(NC)
Average Shields(NC)
Simple Shields
Difficult Shields(NC)
Average Shields
Complex Shields(NC)
Difficult Shields
Complex Shields
175
CP
Description
Prerequisite
This skill provides access to produce all Free Production used in Potion
Making
Base - Solutions(NC)
This skill provides access to produce all Solutions used in Potion Making
Reagent - Dyes(NC)
This skill provides access to produce all Dyes used in Potion Making
Reagent - Infusions(NC)
This skill provides access to produce all Infusions used in Potion Making
Reagent - Oils(NC)
This skill provides access to produce all Oils used in Potion Making
176
a= RequieM
Cauldrons
Skill
1 CP
CP
Potion Making
Description
Prerequisite
Simple Cauldrons(NC)
Average Cauldrons(NC)
Simple Cauldrons
Difficult Cauldrons(NC)
Average Cauldrons
Complex Cauldrons(NC)
Difficult Cauldrons
Complex Cauldrons
Elixirs
Skill
1 CP
CP
Potion Making
Description
Prerequisite
Simple Elixirs(NC)
Average Elixirs(NC)
Simple Elixirs
Difficult Elixirs(NC)
Average Elixirs
Complex Elixirs(NC)
Difficult Elixirs
Complex Elixirs
Potions
Skill
1 CP
CP
Potion Making
Description
Prerequisite
Simple Potions(NC)
Average Potions(NC)
Simple Potions
Difficult Potions(NC)
Average Potions
Complex Potions(NC)
Difficult Potions
Complex Potions
Treatments
Skill
1 CP
CP
Potion Making
Description
Prerequisite
Simple Treatments(NC)
Average Treatments(NC)
Difficult Treatments(NC)
Allows a character to create Difficult Acids, Liquids and Glazes Average Treatments
Complex Treatments(NC)
Difficult Treatments
Complex Treatments
177
Simple Treatments
CP
Description
Prerequisite
Combine Components(NC)
This skill provides access to produce all Free Production used in Rune
Carving
This skill provides access to produce all Upkeep Glyphs used in Rune Carving
This skill provides access to produce all Arcane Glyphs used in Rune Carving
This skill provides access to produce all Mental Glyphs used in Rune Carving
This skill provides access to produce all Physical Glyphs used in Rune Carving
178
Instruction
a= RequieM
Armor Runes
Skill
1 CP
CP
Rune Carving
Description
Prerequisite
Power Runes
Skill
1 CP
CP
Rune Carving
Description
Prerequisite
Shield Runes
Skill
1 CP
CP
Rune Carving
Description
Prerequisite
Weapon Runes
Skill
1 CP
CP
Rune Carving
Description
Prerequisite
179
CP
Description
Prerequisite
This skill allows characters to produce all Free Production used in Scroll
Making
This skill allows players to change components from one type to another of
the same type with Production Points
Base - Vellums(NC)
This skill provides access to produce all Vellums used in Scroll Making
Reagent - Inks(NC)
This skill provides access to produce all Inks used in Scroll Making
Reagent - Patterns(NC)
This skill provides access to produce all Patterns used in Scroll Making
Reagent - Quills(NC)
This skill provides access to produce all Quills used in Scroll Making
180
a= RequieM
Books
Skill
1 CP
CP
Scroll Making
Description
Prerequisite
Simple Books(NC)
Average Books(NC)
Simple Books
Difficult Books(NC)
Average Books
Complex Books(NC)
Difficult Books
Complex Books
Faith Scrolls
Skill
1 CP
CP
Scroll Making
Description
Prerequisite
Formulas
Skill
1 CP
CP
Scroll Making
Description
Prerequisite
Alchemy Formulas(NC)
Blacksmithing Formulas(NC)
Tinkering Formulas(NC)
Magic Scrolls
Skill
1 CP
CP
Scroll Making
Description
Prerequisite
181
CP
Description
Prerequisite
This skill provides access to produce all Free Production used in Tinkering
Base - Parts(NC)
Instruction - Tinkering
Formula(NC)
Transmute Component(NC)
This skill allows players to change components from one type to another
with Production Points
Reagent - Armaments(NC)
Reagent - Hardware(NC)
This skill provides access to produce all Power Sources used in Tinkering
Tinkering Rules
182
a= RequieM
Explosives
Skill
1 CP
CP
Tinkering
Description
Prerequisite
Simple Explosives(NC)
Average Explosives(NC)
Simple Explosives
Difficult Explosives(NC)
Average Explosives
Complex Explosives(NC)
Difficult Explosives
Complex Explosives
Gadgets
Skill
1 CP
CP
Tinkering
Description
Prerequisite
Simple Gadgets(NC)
Average Gadgets(NC)
Simple Gadgets
Difficult Gadgets(NC)
Average Gadgets
Complex Gadgets(NC)
Difficult Gadgets
Complex Gadgets
Repairs
Skill
1 CP
CP
Tinkering
Description
Prerequisite
Simple Repairs(NC)
Average Repairs(NC)
Simple Repairs
Difficult Repairs(NC)
Average Repairs
Complex Repairs(NC)
Difficult Repairs
Complex Repairs
Upgrades
Skill
1 CP
CP
Tinkering
Description
Prerequisite
Simple Upgrades(NC)
Average Upgrades(NC)
Simple Upgrades
Difficult Upgrades(NC)
Average Upgrades
Complex Upgrades(NC)
Difficult Upgrades
Complex Upgrades
183
CP
Description
Prerequisite
Attunement(NC)
Symbolic Faith
Blessing Rules
184
Devotion
a= RequieM
Holy Symbols
Skill
1 CP
CP
Blessing
Description
Prerequisite
Symbol Of Devotion
Symbol Of Balance(NC)
Symbol Of Chi(NC)
Symbol Of Deception(NC)
Symbol Of Dreams(NC)
Symbol Of Elements(NC)
Symbol Of Fate(NC)
Symbol Of Light(NC)
Symbol Of Magic(NC)
Symbol Of Might(NC)
Symbol Of Nature(NC)
Symbol Of Nether(NC)
Symbol Of War(NC)
Symbol Of Evil(NC)
Circlets
Skill
1 CP
CP
Blessing
Description
Prerequisite
Circlet Of Secrecy(NC)
Crown Of Mending(NC)
Diadem Of Reversal(NC)
Tiara Of Expertise(NC)
185
CP
Description
Prerequisite
Attunement(NC)
Enchanting Rules
186
a= RequieM
Wands
Skill
Enchanting
1 CP
CP
Description
Prerequisite
Wand Of Enchantment
Wand Of Flame(NC)
Wand Of Ice(NC)
Wand Of Lightning(NC)
Wand Of Stone(NC)
Rings
Skill
Wands
1 CP
CP
Description
Prerequisite
Ring Of Conjuring(NC)
Ring Of Illusion(NC)
Ring Of Wonder(NC)
Ring Of Supremacy(NC)
Amulets
Skill
1 CP
CP
Amulet Of Bards(NC)
Amulet Of Capturing(NC)
Amulet Of Ceremony(NC)
Amulet Of Nightmares(NC)
Amulet Of Returning(NC)
Crowns
Skill
Wands
Description
Prerequisite
2 CP
CP
Description
Prerequisite
Circlet Of Vanishing(NC)
Crown Of Kings(NC)
Diadem Of Alacrity(NC)
Tiara Of Resourcefulness(NC)
187
CP
Cost
Description
Application Self
Varies
Application
Varies
War Paint
1(*3x)
Varies
Application
Varies
Refresh Application
Varies
War Paint
1(*3x)
Varies
Refresh
Application
Application - Extra
Prerequisite
10 CP in War
Paint Skills
20 CP in War
Paint Skills
188
a= RequieM
Creator of Masks
Skill
1 CP
War Paint
CP
Cost
Description
Mask Of Steel(NC)
1 AGI
Mask Of Fangs(NC)
1 AGI
Mask Of Steel
Mask Of Obscurity(NC)
1 AGI
War Paint,
Mask Of Fangs
2 AGI
Mask Of
Obscurity
3 AGI
Mask Of The
Champion
Art of Faces
Skill
Prerequisite
1 CP
Creator of Masks
CP
Cost
Description
Prerequisite
Face Of Dreams(NC)
1 SPI
Face Of Storms
1 SPI
Face Of Dreams
Face Of Valor(NC)
1 SPI
Two thick bright vertical bands that come down from the
forehead over both eyes, to the neck
War Paint,
Face Of Storms
Face Of Spirits(NC)
2 SPI
Face Of Valor
Face Of Truth(NC)
3 SPI
Face Of Spirits
Crafter of Visages 1 CP
Skill
Art of Faces
CP
Cost
Description
1 STR
Visage Of Brutality(NC)
1 STR
Visage Of The
Berserker
Visage Of Thorns(NC)
1 STR
Thorns and vines traveling along the jawline to the ears, and on
the neck (not around the eyes)
War Paint,
2 STR
Cracks dividing face into many sections, covering forehead, chin Visage Of
and both cheeks
Thorns
3 STR
Master of Veils
Skill
1 CP
Prerequisite
Visage Of Brutality
Visage Of The
Corruptor
Crafter of Visages
CP
Cost
Description
1 INT
Veil Of Infinity(NC)
1 INT
Veil Of The
Divine
Veil Of Whispers(NC)
1 INT
Two vertical thin red bands, one crossing both eyes 'masking'
them, one crossing the mouth
War Paint,
Veil Of Infinity
Veil Of Sorcery(NC)
2 INT
Blue Flames extending from neck up the side of your face by the
ears around eyes to the forehead
Veil Of
Whispers
3 INT
Veil Of Sorcery
189
Prerequisite
When added to a Consumable while crafting it, will remove the expiration date on the Consumable
Extracts
Weak Extract (C)
Catalysts
Caustic Enzyme (C)
Distillations
Distilled Energy (C)
Gases
Compressed Air (C)
190
a= RequieM
Description
Requires
Acidic Venom
Painful Venom
Silencing Venom
Weakening Venom
Description
Requires
Damage Venom
Debilitating Venom
Enfeebling Venom
Phobic Venom
Stunning Venom
Description
Requires
Affecting Venom
Single Use: Add 'to Spirit' or 'to Shadow' by Poison on All Called
Weapon Strikes for the Battle
Crippling Venom
Paralytic Venom
Vorpal Venom
Description
Requires
Blessed Venom
Fatal Venom
Incapacitating Venom
191
Description
Requires
Maiming Gas
Slowing Gas
Nerve Gas
Description
Requires
Poisonous Gas
Corrosive Gas
Disarming Gas
Silencing Gas
Choking Gas
Description
Requires
Sleeping Gas
Shatter Gas
Disabling Gas
Acid Gas
Withering Gas
Description
Requires
Berserk Gas
Freezing Gas
Command Gas
192
a= RequieM
Simple Salves
Recipe
Description
Requires
Stabilizing Salve
Stabilize by Poison
Shielding Salve
Diagnostic Salve
Awakening Salve
Salve of Health
Recipe
Description
Requires
Salve of Stamina
Salve of Stealth
Salve of Inspiration
Salve of Arcane
Salve of Zeal
Recipe
Description
Requires
Healing Salve
Heal 5 by Poison
Curative Salve
Mana Salve
Imbue by Poison: All Spells cast for Battle become Until Hit
Renewing Salve
Restorative Salve
Recipe
Description
Requires
Salve of Vigor
Revitalizing Salve
Treatment Salve
Allows a Character to receive Heal and Cure Effects for the Battle,
even if normally Immune
Average Salves
Difficult Salves
Complex Salves
193
Description
Requires
Intoxicant
Stunning Toxin
Stun by Toxin
Marking Toxin
Arthritic Toxin
Recipe
Description
Requires
Fatal Toxin
Knockout Toxin
Pacifying Toxin
Warning Spores
Toxin of Mutation
Imbue by Toxin Target may use 1 long claw until next Refresh
Recipe
Description
Requires
Forget Toxin
Toxin of Control
Toxin of Concealment
Recipe
Description
Requires
Truth Toxin
Toxin Antidote
Enslavement Toxin
Toxic Spores
Inflict Card (by Toxin) Body Trap, Death by Trap *helpless target
only, removed if no longer helpless
Toxin of Subterfuge
Imbue by Toxin Target may lie even under any effect to tell the
truth until next Refresh
Average Toxins
Difficult Toxins
Complex Toxins
194
a= RequieM
Blacksmithing Recipes
Free Production
Fireproofing Agent
When added to a Consumable while crafting it, will make the Consumable 'No Effect' to Destroy
Materials
Materials (C)
Alloys
Worked Leather (C)
Raw Ore
Raw Ore
Raw Ore
Truesilver (U)
Elementium (U)
Refined Ore, Raw Earth, Raw Fire, Raw Air, Raw Water
Arcanite (R)
Containers
Hardening Kiln (C)
Dusts
Silver Powder (C)
195
Description
Requires
Repairable Strapping
10 sec RP: Allows a suit of Armor to Refit to full once during the Battle
Featherlight Strapping
Polishing Stone
10 sec RP: Deflect any Called Spell Damage less than 4 once during the Battle
Solidifying Stone
10 sec RP: Allows a suit of Armor to 'Deflect Agony' once during the Battle
Armor Spikes
Recipe
Description
Requires
Reinforced Strapping
Plated Strapping
10 sec RP: Allows a suit of Armor to be 'No Effect' to Agony for the Battle
Warding Stone
Crystalized Stone
10 sec RP: Allows a suit of Armor to take -1 Called Spell Damage for
the Battle
10 sec RP: Add the Major Prefix to any Defense for an additional (2
ANY) once during the Battle
Recipe
Description
Requires
Armor Refurbishment
Helm Refurbishment
Masterworked Armor
Masterworked Helm
Enchanted Prefix
Blessed Prefix
Durable Prefix
Dwarven Prefix
Elven Prefix
Average Armor
Difficult Armor
196
a= RequieM
Complex Armor
Recipe
Description
Requires
Enhanced Armor
Refurbishment
Enhanced Helm
Refurbishment
of Craftsmanship Suffix
of Etching Suffix
of Skill Suffix
of Smoke Suffix
of Sorcery Suffix
197
Description
Requires
Arcane Stone
10 sec RP: Allows a Melee Weapon to call 'by Magic' once during the Battle
Divine Stone
10 sec RP: Allows a Melee Weapon to call 'by Holy' once during the Battle
Lighten Grip
10 sec RP: Allows a Melee Weapon to 'Deflect Disarm' once during the Battle
Sturdy Grip
10 sec RP: Allows a Melee Weapon to Deflect a Called Damage attack under 4
once during the Battle
Guarded Grip
10 sec RP: Allows a Melee Weapon to 'Deflect Maim' once during the Battle
Description
Requires
Sharpening Stone
Weight Stone
Imbued Grip
10 sec RP: Allows any Deflect Skill to work against 'by Magic' and
'by Faith' for the Battle
Cushioned Grip
Deft Grip
Description
Requires
Weapon Refurbishment
2H Weapon Refurbishment
Masterworked Weapon
Masterworked 2H Weapon
Masterworked Staff
Silver Prefix
Melee Weapon, Quiver: All Called strikes are 'by Silver' (+1
called damage for 2-Handed)
Helm or Armor: -1 Called Damage taken from Spells
Iron Prefix
Melee Weapon, Quiver: All Called strikes are 'by Iron' (+1 called
Masterworked Item, Hardened
damage for 2-Handed)
Mold, Infusion Concept, Cold Iron
Helm, Armor: -1 Called Damage from Melee & Ranged Strikes
Keen/Weighted Prefix
Vampiric Prefix
Vorpal Prefix
198
a= RequieM
Description
Requires
Enhanced Weapon
Refurbishment
Enhanced 2H Weapon
Refurbishment
Staff: This item counts a Holy Symbol for blessing purposes and
blessing abilities in it will last 2 events instead of 1
of Purity Suffix
Melee Weapon or Quiver: All called strikes may be 'by Holy' (+1
Masterworked Item, Mithril Mold,
called damage for 2-Handed)
Enhancement Concept, Liquid
Shield or Armor: -1 Called Damage taken 'by Faith' and use any Truesilver, Blessed Emblem
defense you posses against a 'by Faith' attack
of Magic Suffix
of Vision Suffix
Deadly Prefix
Elemental Prefix
Imbued Prefix
Truesilver Prefix
Mastercrafted Prefix
199
Description
Requires
Piercing Tip
10 sec RP: Allows a single '2 Damage' by Ranged once during the Battle
Vorpal Tip
10 sec RP: Allows a Missile Weapon to call Lethal once during the Battle
Injection Tip
10 sec RP: Allows a Ranged Weapon to call Body once during the Battle
Poison Arrows
10 sec RP: Allows a Missile Weapon to call 'by Poison' with Called
Strikes for the Battle
Description
Requires
Blessed Arrows
10 sec RP: Allows a Missile Weapon to call 'by Holy' with Called
Strikes for the Battle
Magic Arrows
10 sec RP: Allows a Missile Weapon to call 'by Magic' with Called
Strikes for the Battle
Sharpened Arrows
10 sec RP: Allows a Missile Weapon to call +1 Called Damage for the Battle
Barbed Tip
Split Tip
Description
Requires
Ranged Weapon
Refurbishment
Quiver Refurbishment
Masterworked Quiver
Masterworked Missile
Weapon
Masterworked Thrown
Weapon
Shadowy Prefix
Melee Weapon or Quiver: All called strikes are 'by Shadow' (+1
called damage for 2Hs)
Masterworked Item, Hardened
Shield or Armor: -1 Called Damage taken 'by Shadow' and 1x per Mold, Infusion Concept, Truesilver
Battle, Use one defense you posses against a 'by Shadow' attack
Immaculate Prefix
Serpentine Prefix
Brutal Prefix
Piercing Prefix
200
a= RequieM
Description
Requires
Enhanced Quiver
Refurbishment
Anything: Item cannot be taken, and travels with spirit and Item
can be used by Specters
of Ease Suffix
of Treatment Suffix
of Perfection Suffix
of Accuracy Suffix
Ranged: All 'Single Use' and 'Minor Use' ranged weapon Skills
become 'Until Hit'
Melee: 1x per Battle Add 'Massive' Prefix to any Called Weapon
Strike
of Swiftness Suffix
201
Description
Requires
Tightened Grip
10 sec RP: Allows a Shield to 'Deflect Destroy' once during the Battle
Comfortable Grip
10 sec RP: Allows a Shield to 'Deflect Massive' once during the Battle
Grounding Spike
10 sec RP: Allows a Shield to 'Resist Disengage' once during the Battle
Reflecting Stone
10 sec RP: Allows any Deflect Skill to work against 'by Magic' once
during the Battle
Razor Spike
10 sec RP: Allows a single '2 Damage Aura' with Shield once during the Battle
Recipe
Description
Requires
Deflection Stone
10 sec RP: Allows a Shield to upgrade all Deflect Skills to Parry for
the Battle
Hardening Stone
Reinforcing Spike
10 sec RP: Allows a Shield to 'Resist Knockback' once during the Battle
Hooked Spike
10 sec RP: Allow s a single 'Disarm Aura' with a Shield once during the Battle
Sharpened Spike
10 sec RP: Allows +1 Called Damage with any Physical Aura for the
Battle
Recipe
Description
Requires
Shield Refurbishment
Shoulder Refurbishment
Masterworked Buckler
Masterworked Shield
Blacksmith created specific Masterworked Shield with a duration of Masterwork Mold, Cold Iron,
Reinforcing Plating, Shield Design,
1 year.
Ornate Handle
Masterworked Shoulders
Fiery Prefix
Melee Weapon, Quiver: All called strikes are 'by Fire' (+1 called
damage for 2Hs)
Shield or Armor: -1 Called Damage taken 'by Fire' and 1x per
Battle, Use one defense you posses against a 'by Fire' attack
Icy Prefix
Melee Weapon, Quiver: All called strikes are 'by Water' (+1
called damage for 2Hs)
Shield, Armor: -1 Called Damage taken 'by Water' and 1x per
Battle, Use one defense you posses against a 'by Water' attack
Earthen Prefix
Melee Weapon, Quiver: All called strikes are 'by Earth' (+1
called damage for 2Hs)
Shield, Armor: -1 Called Damage taken 'by Earth' and 1x per
Battle, Use one defense you posses against a 'by Earth' attack
Static Prefix
Melee Weapon, Quiver: All called strikes are 'by Air' (+1 called
Masterworked Item, Hardened
damage for 2Hs)
Mold, Infusion Concept,
Shield, Armor: -1 Called Damage taken 'by Air' and 1x per Battle, Elementium
Use one defense you posses against a 'by Air' attack
Serrated Prefix
Average Shields
Difficult Shields
202
a= RequieM
Complex Shields
Recipe
Description
Requires
Enhanced Shield
Refurbishment
Enhanced Shoulder
Refurbishment
of Nature Suffix
of Day Suffix
Shoulders: All Day only skills may be used during the night
of Night Suffix
Shoulders: All Night only skills may be used during the day
of Blocking Suffix
of Awareness Suffix
Shield: Use any defense you posses against a 'to Back' attack
Helm: Use any defense you posses against a 'by Trap' attack
of Defense Suffix
of Absorption Suffix
Shield: 1x per Battle, Add the 'Major' Prefix to any defense used
against attack physically blocked with this Shield
Helm, Shoulders: 1x per Battle, Resist any Melee or Spell attack
that would incapacitate you
203
Solutions
Cloudy Solution (C)
Clear Solution(U)
Dyes
Golden Dye (U)
Ghost Dye(U)
Infusions
Arcane Infusion (C)
Oils
Brilliant Oil (C)
204
a= RequieM
Simple Cauldrons
Recipe
Description
Requires
Cauldron of Healing
5 min RP: First 6 people that drink from Cauldron Receive: Heal by
Poison
Cauldron of Health
5 min RP: First 6 people that drink from Cauldron Receive: Cure
Plague by Poison
5 min RP: First 6 people that drink from Cauldron Receive: Imbue by
Poison Next Called Strike by Weapon is by <Element> for next Battle
Cauldron of Vigor
5 min RP: First 6 people that drink from Cauldron Receive: Imbue
by Poison - Reduce Mangle to Maim, once until next Refresh
Cauldron of Expanding
Recipe
Description
Requires
Cauldron of Restoration
5 min RP: First 6 people that drink from Cauldron Receive: Heal 3
by Poison
Cauldron of Remedy
5 min RP: First 6 people that drink from Cauldron Receive: Dispel
Disease and Dispel Poison by Poison
Cauldron of Benevolence
5 min RP: First 6 people that drink from Cauldron Receive: Imbue
by Poison: +1 Healing done to character for next Battle.
5 min RP: First 6 people that drink from Cauldron Receive: Imbue
by Poison: +1 Damage done with Spells for next Battle.
Cauldron of Phosphorous
5 min RP: Imbue - 6 Light Sticks that may be given away and last 8 hours
Recipe
Description
Requires
Cauldron of Poison
Resistance
5 min RP: First 6 people that drink from Cauldron Receive: Resist
Poison once, until next Refresh
5 min RP: First 6 people that drink from Cauldron Receive: Resist
Magic once, until next Refresh
5 min RP: First 6 people that drink from Cauldron Receive: Resist
Faith once, until next Refresh
Cauldron of Luminescence
5 min RP: First 6 people that drink from Cauldron Receive: Imbue by
Poison: Remove all Environmental Restrictions for an Adventure
Recipe
Description
Requires
Cauldron of Undeath
Cleansing
5 min RP: First 6 people that drink from Cauldron Receive: Reduce Purified Solution, Divine Infusion,
Distilled Nether, Precious Urn
Death to Bleeding Out once for next Battle
Cauldron of Complete
Restoration
5 min RP: First 6 people that drink from Cauldron Receive: Cure
All and Heal All by Poison
Cauldron of Fearlessness
Cauldron of Health
Average Cauldrons
Difficult Cauldrons
Complex Cauldrons
205
Description
Requires
Elixir of Health
Elixir of Vigor
Elixir of Power
Elixir of Voice
Elixir of Mobility
Recipe
Description
Requires
Elixir of Remedy
Elixir of Control
Elixir of Might
Elixir of Dreams
Recipe
Description
Requires
Elixir of Judgment
Elixir of Enduring
Elixir of Thawing
Elixir of Attraction
Elixir of Revival
Recipe
Description
Requires
Elixir of Life
Curative Elixir
Panacea
Average Elixirs
Difficult Elixirs
Complex Elixirs
206
a= RequieM
Simple Potions
Recipe
Description
Requires
Quickening Potion
Heal by Poison
Fortifying Potion
Potion of Tolerance
Valorous Potion
Recipe
Description
Requires
Healing Potion
Heal 3 by Poison
Recipe
Description
Requires
Pain Suppressant
Recipe
Description
Requires
Shadowy Potion
Average Potions
Difficult Potions
Complex Potions
207
Description
Requires
Acid of Movement
Cure Root
Destructive Acid
Destroy Item
Noxious Glaze
Allows an Armor to call '2 Damage by Poison Aura' once during the Battle
Glaze of Protection
Liquid Phosphorous
Average Treatments
Recipe
Description
Requires
Acid of Erasure
Acid of Freedom
Cure Bind
Hardened Glaze
Glaze of Tenacity
Imbue: Armor always refits to at least half (round down) for the Battle
Liquid Clarity
Liquid Defense
Difficult Treatments
Recipe
Description
Requires
Acid of Access
Acid of Removal
Magic Glaze
Holy Glaze
Liquid Sunlight
Imbue: Brighten Certain Areas enough to see better for the Battle
(Time and Location)
Liquid Mending
Complex Treatments
Recipe
Description
Requires
Acid of Entry
Acid of Suppression
Glaze of Decursing
Glaze of Refurbishment
Liquid of Fortification
Liquid Mana
208
a= RequieM
Upkeep Glyphs
Refresh Glyph (C)
Arcane Glyphs
Glyph of Magic (C)
Pure Energy, Pure Shadow, Refined Ore, Any Uncommon Unique Physical Component
Pure Void, Pure Husk, Refined Ore, Any Uncommon Unique Physical Component
Pure Light, Pure Shadow, Refined Ore, Any Uncommon Unique Physical Component
Pure Arcane, Pure Thought, Refined Ore, Any Uncommon Unique Physical Component
Pure Fire, Pure Bone, Refined Ore, Any Uncommon Unique Physical Component
Pure Water, Pure Venom, Refined Ore, Any Uncommon Unique Physical Component
Mental Glyphs
Glyph of Knowledge (C)
Pure Earth, Pure Spores, Refined Ore, Any Uncommon Unique Physical Component
Pure Thought, Pure Light, Refined Ore, Any Uncommon Unique Physical Component
Pure Thought, Pure Dream, Refined Ore, Any Uncommon Unique Physical Component
Pure Fire, Pure Air, Refined Ore, Any Uncommon Unique Physical Component
Pure Husk, Pure Bone, Refined Ore, Any Uncommon Unique Physical Component
Pure Earth, Pure Spores, Refined Ore, Any Uncommon Unique Physical Component
209
Pure Venom, Pure Air, Refined Ore, Any Uncommon Unique Physical Component
Pure Blood, Pure Wyld, Refined Ore, Any Uncommon Unique Physical Component
Pure Spores, Pure Shadow, Refined Ore, Any Uncommon Unique Physical Component
Pure Void, Pure Blood, Refined Ore, Any Uncommon Unique Physical Component
Pure Energy, Pure Venom, Refined Ore, Any Uncommon Unique Physical Component
Pure Earth, Pure Husk, Refined Ore, Any Uncommon Unique Physical Component
210
a= RequieM
Description
Requires
Rune of Valor
Immaculate Rune
Rune of Mobility
Rune of Elements
1x per Battle: -1 Called Damage from <Element> (Earth, Air, Fire, or Water)
Description
Requires
Rune of Enhancement
Mental Rune
Rune of Dreaming
Planar Rune
Description
Requires
Bracer gains 1x per Battle, gain +3 Bonus Armor *no other armor
may be worn
Rune of Defense
Description
Requires
Leg Guard gains No Effect to Maim (legs only) for the Event
Rune of Protection
211
Description
Requires
Inscription of Summoning
Inscription of Survival
Ward of Alarm
Ward, so that those not attuned take 'Agony by Supremacy' for the Event
Ward of Persistence
Tattoo of Numbing
Description
Requires
Inscription of Renewal
Inscription of Benevolence
Any Spirit summoned to this Circle will go out of their way to help
you
Ward of Elements
Wards a Cabin, such that those that are not Attuned will take '5
Damage by <Element>' upon entering
Ward of Delay
Tattoo of Obscurity
Description
Requires
Inscription of Armies
Ward of Protection
Wards a Cabin so that those not Atttuned may not enter without
the permission of someone who is Attuned
Ward of Safety
Tattoo of Power
Description
Requires
Inscription of Ritual
Insurance
Ward of Security
Ward of Peace
Tattoo of Endurance
212
a= RequieM
Description
Requires
Rune of Deflection
Rune of Spikes
Rune of Forming
Rune of Force
Description
Requires
Rune of Parrying
Rune of Resistance
Rune of Movement
Rune of Invulnerability
Description
Requires
Rune of Life
Rune of Cover
Rune of Reversal
Rune of <Element>
Resistance
Rune of Fortification
Description
Requires
Rune of Steadiness
Rune of Volleying
Rune of Sound
Rune of Immunity
Rune of Reduction
213
Description
Requires
Rune of <Element>
Rune of Striking
Rune of Craftsmanship
Rune of Speed
Description
Requires
Rune of <Metal>
Rune of Severing
Rune of Sacrifice
Rune of Damage
Description
Requires
Rune of Ease
Rune of Maiming
Rune of Breaking
Rune of Return
Description
Requires
Rune of Slaying
<Trait> Rune
All Called Weapon Strikes may be 'by <Trait>' for the Event (Magic, Personal Rune, Glyph of Arming,
Glyph of Benevolence, Glyph of
Holy)
Enlightenment, Glyph of the Magi
Rune of Reforging
Rune of Versatility
214
a= RequieM
When added to a consumable while crafting it, gives a 20/15/10/5% chance (by level) to create a
duplicate item
Vellums
Simple Vellum (C)
Inks
Arcane Ink (C)
Pure Arcane, Refined Air, Refined Earth, Refined Fire, Refined Water
Patterns
Formula Script (C)
Quills
Simple Quill (C)
Raw Bone
Refined Bone
Pure Bone
215
Description
Requires
Knowledge Book
Rumor Book
Craft Book
Recipe
Description
Requires
Recipe
Description
Requires
Simplifying Alteration
Magic
Treated Vellum,Modifying
Pigment, Crystalline Quill
Recipe
Description
Requires
Enhancement Alteration
Portable Library
Average Books
Difficult Books
Complex Books
216
a= RequieM
Description
Requires
Heal by Faith
Root by Disease
Next First Aid Ability is Instant, 'by Faith' and Packet Delivered
*self only
Prophecy: Tranquility
Calm by Faith
Description
Requires
Spirit: Healing
Heal 3 by Faith
Description
Requires
Summon a Curse Spirit to a Power Circle that will locate and lead
Players to a Curse Effect or Curse Caster (Time and Location)
Sacrament: Dispel
Description
Requires
Sacrament: <Demon or
Undead> Bane
217
Description
Requires
Blacksmithing Formulas
Recipe
Description
Requires
Simple Blacksmithing
Formula
Average Blacksmithing
Formula
Difficult Blacksmithing
Formula
Complex Blacksmithing
Formula
Description
Requires
Description
Requires
218
a= RequieM
Description
Requires
Recipe
Description
Requires
Tinkering Formulas
219
Description
Requires
2 Damage by Magic
Repair Weapon for the Battle *self only, Destroyed at end of Battle
Enchantment: Identify
Description
Requires
Performance: Poem of
Courage
Acid: Corrosion
Destroy by Acid
Thought: Aneurism
Plague by Mind
<Element>: Damage
5 Damage by <Element>
Description
Requires
<Element>: Elemental
Weapon
Enchantment: Destabilize
Magic
10 Damage to Magic
Phantasm: Invisibility
Arcanuum: Forcefield
Magic Form *self only, must be in a Power Circle, may cast and
speak normally, but may not leave Circle while active
Description
Requires
<Element>: Control
Elemental
Dominate to <Element>
Imbue Caster and 5 others with <Trait> - Caster may Voice Attack
Imbue to <Trait> Group may return to Town regardless of
conditions
Death by Mind
220
a= RequieM
Free Production
Gizmo
Parts
Improvised Parts (C)
Armaments
Unstable Blast Shell (C)
Bombshell (U)
Hardware
Coiled Wiring (C)
Power Sources
Blessed Emblem (R)
Uncut Diamond, Pure Air, Pure Earth, Pure Fire, Pure Water
221
Description
Requires
Stink Bomb
Shell Casing
Tripwire
Snare
Recipe
Description
Requires
Large Bomb
Flame Thrower
Flash Bang
Landmine
Dye Trap
Box Trap flash or light: Inflict Trait Thief and plot approved
symbol on the back of hand for event
Recipe
Description
Requires
Goo Bomb
Shockwave Bomb
Poison Dust
Weapon Trap
Recipe
Description
Requires
Huge Bomb
Ice Bomb
Anti-Magic Bomb
Pit Trap
Demolition Trap
Any Trap Render a Building a Ruin for the Event (Time and
Location Based) Inflict
Average Explosives
Difficult Explosives
Complex Explosives
222
a= RequieM
Simple Gadgets
Recipe
Description
Requires
Camera
Pocket Watch
Thieves' Tools
Music Player
Alarm Clock
Recipe
Description
Requires
Video Recorder
Simple Lock
Food Purifier
Walkie-Talkie
Recipe
Description
Requires
Mining Tools
Botanist Tools
Smoke Machine
Recipe
Description
Requires
Complex Lock
Lasts 1 Event
Darkness Generator
Average Gadgets
Difficult Gadgets
Complex Gadgets
223
Description
Requires
Repair Kit
Tinkering Only: touch cast 10 sec RP: Repair Weapon for the
Encounter
Reset Trap
Tinkering Only: repair a trap that went off that did not affect
anyone
Retrofit Bomb
Tinkering Only: repair a bomb that went off and did not affect
anyone
Recipe
Description
Requires
Average Repairs
Breach Sealer
Repair Firearm
Maintain Firearm
Hydraulic Transfusion
Recipe
Description
Requires
Fix-It Compound
Dude Repairs
Mechanical Overhaul
Recipe
Description
Requires
Portable Forge
Portable Lab
Static Shock
Portable Structure
Magical Fixative
Difficult Repairs
Complex Repairs
224
a= RequieM
Simple Upgrades
Recipe
Description
Requires
Claw Extension
Target Clockwork gains: Long Claws until next Refresh *must have
Short Claws
Cooling Fan
Allows Target that sets this trap to be No Effect to it (trap still used) Improvised Parts, Raw Wyld
Recipe
Description
Requires
Tune Up
Target Clockwork under 101 CP can Live Well for the Event
Organic Wiring
Recipe
Description
Requires
Reinforced Limbs
Memory Upgrade
Shock Absorption
Recipe
Description
Requires
Target Clockwork under 101 CP may Train Well for the Event
Target Upgrade that would normally last until next Refresh instead
lasts for the Event
Bio-Slush Compound
Average Upgrades
Difficult Upgrades
Complex Upgrades
225
Description
Requires
None
Symbol of Light
Symbol of Magic
Symbol of Nature
Symbol of Chi
Symbol of Nether
1x per Battle, Able to change 'to Trait' from any skill or spell to
another another Trait *Demon, Magic, Fire, Elf etc.
Symbol of Might
1x per Battle, Able to change 'to Trait' from any skill or spell to
another another Trait *Demon, Magic, Fire, Elf etc.
Symbol of Fate
Symbol of Balance
Symbol of Deception
1x per Battle, Able to remove 'to Back' from any skill or ability *no
Imbues, Night only
Symbol of Dreams
Symbol of Elements
Symbol of War
Symbol of Evil
Recipe
Description
Requires
Crown of Mending
1x per Battle, Repair Armor equal to the amount you were just
healed
Circle of Secrecy
Tiara of Expertise
Diadem of Reversal
1x per Battle, Convert any Heal X Spell into "X Damage by Faith"
*packet delivered, does not work on All
Circlets
226
a= RequieM
Enchanting Recipes
Wands
Recipe
Description
Requires
This can be any Wand, Ring, Amulet or Crown ability player with
enchanting knows *self only, same for whole event
None
Wand of Flame
Wand of Ice
Wand of Lightning
Wand of Stone
Recipe
Description
Requires
Ring of Conjuring
Ring of Illusion
1x per Battle, Resist a Spell or Packet Attack that you have already
been hit with during the Battle
Ring of Wonder
Ring of Supremacy
Recipe
Description
Requires
Amulet of Bards
1x per Battle, Gain 1 Power for a spell that you add +1 minute
RP(singing) to the cast time
Amulet of Nightmares
Amulet of Capturing
Amulet of Ceremony
Amulet of Returning
Recipe
Description
Requires
Crown of Kings
Circlet of Vanishing
Tiara of Resourcefulness
1x per Battle, Gain +1 Power during any Battle Outdoors not in line
of sight of any buildings
Diadem of Alacrity
1x per Battle, Take -1 Attribute cost off of a Cure Spell that lands
within 10 seconds of target being affected
Rings
Amulets
Crowns
227
Description
Cost
Requires
1 AGI
None
Mask of Fangs
1 AGI
Raw Water
Mask of Obscurity
1 AGI
Gain +1 Damage with Called Weapon Damage and take 1 Damage from Called Spell Damage until next Refresh
2 AGI
3 AGI
Recipe
Description
Cost
Requires
Face of Dreams
1 SPI
None
Face of Storms
1 SPI
Raw Fire
Face of Courage
1 SPI
Face of Spirits
2 SPI
Face of Truth
Wearing this War Paint for the entire event (every Refresh)
will cause Character to have permanent change of Faith.
3 SPI
Recipe
Description
Cost
Requires
1 STR
None
Visage of Steel
1 STR
Raw Earth
Visage of Pain
1 STR
Visage of Brutality
2 STR
Visage of Death
3 STR
Recipe
Description
Cost
Requires
1 INT
None
Veil of Infinity
1 INT
Raw Air
Veil of Whispers
1 INT
Veil of Sorcery
2 INT
Wearing this War Paint for the entire event (every Refresh)
will cause Character to have permanent change of Race.
3 INT
Art of Faces
Crafter of Visages
Master of Veils
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