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MoG Quick Reference Guide

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MoG Quick Reference Guide

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MoG Quick Reference Guide Clarify

If you get hit with something and you don’t know what it is,
Below is some quick reference info to help folks remember
your can put your hand on top of your head and say
how Statuses and certain mechanics work! These are not
“Clarify?” The person using the effect should take a
the full mechanics, please refer to the core rulebook for
moment and give a brief explanation and then continue.
more information on the full mechanics.
Holds
General Stuff If you hear someone announce “Hold” loudly, pause
Quarter whatever you are doing. Someone might be at risk of
Game time is divided into 6-hour periods called Quarters. getting hurt, had their glasses knocked off, or the person
They go from 12 to 6 and 6 to 12 AM and PM. At the start running the scene needs to address something. Once the
of every Quarter, you regain half your maximum Energy. situation is addressed, someone will announce, “3, 2, 1
Lay on” to resume play.
Engagement
Can I reach out and touch someone with my boffer? If yes, Headbands
then you are in Engagement! People with weapons longer
We use 3 headbands to denote certain states of being.
than yours may be Engagement even if you are not.
Blue – Out of Game
Attack
Ignore that person, they don’t exist to your character.
Any effect that requires a person to swing a boffer, shoot a
Alternatively, you can put your hand on top of your head if
dart, or throw a packet that does damage or delivers a
you don’t have head band handy.
Negative Status. This can include some Species Trait
abilities that require you to make an Attack.
Yellow – Non-Combat
The person doesn’t want hit by boffers or other physical
Flurry Rules
objects. Do not swing boffers, throw packets, or shoot
You can swing 3 times with a weapon before you step back
darts/LARP Arrows at them. Instead get within
and take a 1 second pause.
Engagement, point your weapon at them and call
damage, or use our Aim/Focus mechanic for ranged
If you have a weapon in each hand, you can swing 3 times
attacks. They can use Aim/Focus to use ranged weapons
with each weapon before you must take a pause.
or Spells still.
Illegal Strike Areas
White – Ethereal
You don’t have to take hits in the following areas:
The character is ghostly and not entirely physical. Attacks
 Head
without the Magic Damage tag deal 1 damage to them.
 Hands
 Feet
 Groin Weapon Profiles
 Please be gentle to chest shots for our people with Below is a list of what damage various sizes of weapons
breasts. do.
The first number is what everyone swings when they use
Skill Cooldown the weapon.
You must wait 3 seconds between uses of Skills or Species The second number is Expertise damage, you need some
Traits requiring an attack. effect active to deal Expertise damage, like Warrior’s
Spirit.
Duration: Scene The third number is Critical damage, you need to use a Skill
A Scene is essentially one adventure or 15 minutes, or effect to deal Critical damage.
whichever is longer. An adventure is when a Marshal is Brawler 1/-/5
present and taking folks to do a thing. Once the Marshal Small/Stone Fist/Thrown 2/4/12
leaves the Scene ends. Standard 3/5/15
Specialist 4/8/20
Packet Colors Two Handed/Bow 5/10/25
To represent certain ranged effects, we use packets. Small Staff 2/-/-
cloth bundles full of birdseed or other approved materials.
Cartridge Pistol 8/-/25
Blue Packets – Represent gun shots. If you don’t hear the Black powder Pistol 10/-/30
call but get hit by a blue packet, you get shot by a gun. Cartridge Rifle 8/-/30
Black Powder Rifle 15/-/40
Yellow Packets – Represents arrows, or other thrown
attacks.

White Packets – Represents something magical or


otherworldly. This includes Spells and Faith effects.
Declaring Effects Someone is casting a spell on you. Usually, they have to
throw a white packet or be within arms reach of you.
If you hear these as part of a call here’s what they mean.
Many of these are just to help inform folks what kind of
Combined Effects
attack is hitting them so they can respond with Defense
If someone throws something like Spell Strike at you, you
effects. Each one lists the most common Skills to defend
can use either Parry or Counterspell to stop the effect.
against the effect.
Take Cover specifically works against ranged attacks so it
wouldn’t work in this case.
Aim/Focus
An Aimed or Focused attack is a ranged effect that Area of Effect
automatically hits the target. Usually you need a Skill, be Areas of effect go off when the Skill call is started, not at the
non-combat, or special Items to use Aim/Focus. Aim is end. If you were in range, you take the effect.
used for Gun or Shot attacks; Focus is used for Spells.
You say “Aim 1, Aim 2,…” up to the Aim/Focus time while Burst
pointing your weapon or a finger. If a specific Aim/Focus Usually 10ft, if you are within 10ft of the person calling the
count is not listed, default to a 5 count. Once you finish Skill you take the effect.
the count, call out who you are targeting or a description,
and then your effect. By My Voice
If you can hear this call, you take the effect.
Ambient
It’s an environmental effect. Only being Immune to the [Group] Targeted
effect will protect you (unless it specifies Ambient effects). If you know (without a doubt) you are part of a group
Boon declared, you take the effect. The group could be a
A boon from a deity. Only being Immune to the effect will Keyword like Human, or it could be an organization.
protect you (unless it specifies Boon effects).
Sweep
Faith Sweep is a big swing with a weapon or a spray of shots
Defense: Pious from a ranged weapon.
Comes from Faith.
Anyone in the front 180 of the person calling the Skill takes
Strike the effect if they are in range.
Defense: Parry
Comes from a melee or unarmed weapon hitting you. Strike Sweep
Defense: Parry
This is usually only used on attacks that do not require you Requires a Brawler or Melee weapon. Anyone in
to swing a boffer, you don’t have to call Strike every time Engagement range takes the effect.
you swing a boffer.
[Faith, Gun, Shot, or Spell] Sweep
Shot Everyone in the front 180 and up to 10ft away from the
Defense: Evasion or Take Cover person making the call takes the effect. The
Comes from a bow or a thrown weapon. corresponding Defense is based on the qualifier before
Sweep.
Gun
Defense: Take Cover Effect Tags
Comes from a gun.
These tags represent different types of effects. They are
usually called after a damage number.
React
A reaction to a trigger. Generally, cannot be negated.
Feint
A sneaky attack that costs you double the Energy to use a
Rush
Defense Skill against it.
Defense: Parry
The next flurry the person uses gains some benefit.
Fix
Generally, only used with Strikes. Each attack in the flurry
Fix doesn’t deal damage, but it does give back Armor
must be defended against separately.
points.
Heal
Social
Heal doesn’t deal damage normally, but it does give back
Defense: Stubborn
Health points.
Someone is talking to you or using body language to
influence you.
[Keyword] Bane
If you have the called Keyword, you take double damage.
Spell
Defense: Take Cover or Counterspell
Death Delayed Activations
If you are reduced to 0 Health by Death damage, you skip Set these up before you use them. They will last one hour
Near-Death and die immediately. or until you use it. You can only have one use of the same
Delayed Activation (unless it says it gives more than one
Crush use). You couldn’t have 2 uses of Reflect at one time
Crush damage hits so hard, that even if you block it without normally.
using a Skill, you still take half the damage.
Dispel
Drain If you are hit with a Dispel, you lose 15 Vigor, Screen, and
Drain exhausts you. Drain reduces your Energy. If you have Zeal, and choose one Spell effect on you.
0 Energy left, then it is just regular damage.
Dispel All
Fester Dispel all makes you lose all Vigor, Screen, and Zeal, and
For most folks, they just take it as damage. For undead, this all Spell effects you have.
heals them.
Feign Death
Pierce You play dead. Deathblows and Death damage don’t kill
Ignores your Armor and instead reduces your Health first. If you while you have Feign Death. Basically, when you
you have no Armor, it’s just regular damage. stop acting dead, the effect ends. You can play dead
without needing any Skills, but it doesn’t stop someone
Magic from killing you.
In most cases, you just take normal damage. If you have If you Feign Death while in Near Death, extend your timer
Damage Resistance, it doesn’t work against Magic by 2 minutes.
Damage. Steal Soul and Feeding Traits can still kill you.

General Statuses Frenzy


Here’s what Frenzy gives:
At Rest
 Must attack the closest target.
Sit/lie down and don’t use Skills. Then you are At Rest.
 Can’t speak coherently, use Social, or Magic Skills.
Kinship  Combat Skills cost -1 Energy.
Certain types of creatures won’t attack you if you don’t  Strike, Shot, Gun Damage Resistance
attack them. Hold your hand out making a stop gesture to  Ignore Mangle and Death damage.
show you have Kinship. It’s a good idea if someone is  Immune to Fear, Terror, Deathblow, Pacify, and Steal
coming up to you to tell them “[Type] Kinship” to know if Soul.
they can attack you or not.  Break Free costs 5 Health no matter what’s got you.

Movement – Dash and Teleport Frenzy doesn’t end if you go into Near Death.
If your legs are not Mangled, Slowed, Pinned or Prone, you  Your timer continues but you can still fight and move.
can use your Dash and Teleport effects. You can even continue to fight if your timer hits zero.
When Frenzy ends and your timer is at zero, you die.
Take steps up to the Dash/Teleport rating (some may say  Can’t regain Health by any means.
you have to go a particular direction). Folks in
Engagement can’t follow you (Their engagement, not When Frenzy ends:
yours). They can fight other people.  Gain Exhaust, you can’t Frenzy again until you Rally
and consume 1 Food and 1 Drink item.
It lasts 5 seconds, until you take all your steps, or you stop
moving. Leybond
Tap into the world to cast specialized Spells for free.
Movement Cooldown: You can only use Dash/Teleport once However, you have to plant one foot and can only pivot
every 30 seconds. on one foot while using Leybond. If you move the planted
foot, Leybond ends.
Dash – Take half damage from non-magic Strike, Shot, and Apprentice Bolt deals 5 Magic Damage.
Gun attacks while you are moving. You are focused on Can use Leybond 2x per Quarter.
running; you can’t attack or use Skills unless they are
Defense Skills. If someone calls Rundown when you use Near-Death
Dash, you lose all the benefits, and still have to wait 30 You are dying. Normally, you are in Near Death for 5
seconds to use it again. minutes. You fall down (or use our alternate gesture) and
may only do 2 things: Yell for help or use a Potion.
Teleport – Put up the OoG gesture and take your steps If you gain the Stable Status or 1 Health, Near Death ends.
(basically you are immune to everything). If someone
calls Rundown, they can follow you even though you are
OoG.
Potion Diminishing Returns You always reduce your temp stat first before your normal
Potions are really good but won’t sustain you forever. You Stat.
can use 3 Potions before they start being less effective. Dispel reduces Vigor, Screen and Zeal by 15.
Each Potion after the 3rd reduces any Health or Energy it Dispel All makes you lose all Vigor, Screen and Zeal.
gives by 5 and any durations are reduced by 1 minute (to
a minimum of zero). Warrior’s Spirit
Get yourself psyched up to fight harder! Spend 30s RPing
This is cumulative. So, the 4th is down by 5 Health/Energy getting ready to fight, then declare “Warrior’s Spirit”. You
and 1 Minute, the 5th down by 10 Healthy/Energy and 2 deal Expertise damage with the indicated weapon(s) until
minutes and so on. the effect ends. This lasts until the Scene ends or you are
put into Near-Death.
Spell Immunity
If an effect has the Spell call, you declare Immune and Negative Statuses
ignore it.
Negative statuses represent the bad stuff that happens to
your character.
Spell Resistance
If an effect has the Spell call, you get half the effect and half
Agony/Bleed X
the any duration. This includes healing and beneficial
You are hurt so badly that taking action hurts you more.
stuff.
If you make an Attack or use a Skill, you lose X Energy for
Agony or X Health for Bleed.
Stable
You are not bleeding out, but you are in no condition to
The Max Bleed or Agony you can have is 5. So in this case,
fight. Your Near-Death timer resets to 5 minutes. You
if you swing your boffer with Bleed 5, you lose 5 health
can’t attack or use Skills until you regain at least 1 Health.
each time you swing it. If it was Agony 5, you lose 5
If you take any damage, you are in Near Death again.
Energy.
Stealth/Invisible
Blind/Stun
Put up the stealth gesture (1 arm reaching to the opposite
While you are Blind or Stunned,
shoulder), and people have to ignore you.
 you can’t Attack or use Skills except for Defense Skills
What you can do in Stealth:
 move as if Slowed.
 Move slowly
 Defend yourself normally.
 Change Equipment
The only difference is when Blind, your character can’t
 Use a consumable
make out who is around them. These effects are
separated to make certain other effects more useful.
Actions that Break Stealth
While similar they still count as two different Statuses.
 Attacking
 Skill Use Break
 Use a non-consumable Item Your weapon or shield is broken and can’t be used. If a
 Speaking weapon/shield with Break gets hit by an attack, you take
 Moving faster than a walking pace the hit.
 Manipulating the environment (pg 40)
Confuse/Rage
To use Stealth, you must have an effect that lets you do it, You have lost control and will attack people around you.
and must meet the following criteria:  You must move towards the closest eligible target.
 Stealth: Any time after the sun has fully set and you are  Confuse/Rage ends when you go into Near-Death.
not in a lit area. If you can make out colors, there’s too  Redirect forces you to ignore your current target.
much light.  Pacify doesn’t work on you.
 Lost in the Crowd: Be within 5ft of two other people who Rage – You attack anyone nearby.
are not actively fighting. Confuse – You attack your allies/friends.
 Woodland Stride: Must be within arm’s reach of an
overgrown area, tall grass, even during the day. Disarm
 Invisible: A variant of Stealth, but it can be used at any If you are hit with Disarm, you must do one of the following:
time day or night.  Gently toss the weapon hit with the effect just out of your
reach.
Temporary Stats  Drop it at your feet if tossing it would hit other people.
All these last 1 hour and act as extra Health, Armor, or  Tuck it under your arm for 5 seconds and you don’t count
Energy. If you get more of that stat, refresh the duration to as holding it.
1 hour. Each Temp Stat has a max of 30.
 Vigor is temp Health.
 Screen is temp Armor.
 Zeal is temp Energy.
Disease/Poison  Mangled arms can’t make attacks, defend with boffers,
When hit with these, they last until you get them fixed. Even use Skills, throw packets, point for Spells and can only
if an effect would remove a Negative Status, if the Status weakly hold onto things.
is from a Poison, you must get the Poison fixed to remove  One Mangled Leg means you move as if Slowed.
the Status.  Two Mangled Legs means you can’t walk but may army
crawl or roll along the ground. Alternatively, you can take
Disorient 1 step every 3 seconds.
It’s hard to concentrate, double the Energy Cost to use
skills. Pacify
You don’t want to fight anymore.
Exhaust/Wither  You can’t Attack, use Skills, or Species effects that deal
These are particularly dangerous. You can’t regain Energy if damage or cause a Negative Status.
you have Exhaust and can’t regain Health if you have  Pacify ends if you take damage or gain a Negative
Wither. Status.
If you get Healed while in Near Death and have Wither, you
become Stable. Pin
You are stuck in place!
Fear/Terror Plant 1 foot. That foot can’t move until the duration ends.
Whatever used these on you is scary! You can pivot around and otherwise act normally.

 Fear – You must move out of Engagement Range You can use Break Free to escape a Pin.
(theirs and yours). You can still shoot at the source; you
just don’t want to be near it. Prone
You got knocked down. Prone doesn’t have a duration, you
 Terror – You must move as quickly as possible away must do one of the following:
from the target and try to break line of sight. You can’t  You lie down so that both your shoulder and hip touch the
Attack the target or use items against them. You can ground. You can’t attack or use Skills except Defense
still use Defense Skills if you can’t get away from them Skills, until you are at least kneeling.
fast enough.  You may act as if Stunned for 10s.
Freeze Seal [Effect]
Think of this like being paralyzed. Seal effects stop you from using the called effect, or any
 Cannot move, attack, use Skills or Items. effects that cause the named effect.
 May still speak normally.
 If you take damage or gain a negative Status, Freeze For example, a Seal Dash means you can’t use any effect
ends. that would let you use Dash. Seal Bleed would prevent
you from using any effect that causes Bleed.
Grapple
Something has tangled you up! Silence
 Cannot move, attack, use Skills or Items. You can’t speak, use Social, Faith, or Spell Skills.
 May still speak normally.
 If the Grapple comes from a boffer attack, it ends if the Slow
boffer is taken off you. You must move slowly. Do one of the following:
 You can use the Break Free action to get loose.  Drag one foot. (You cannot gallop or run.)
 Take 1 normal step and pause for 1 second.
Hex
Someone put a spell on you! You take double damage. Steal Soul
It’s a bad day when your soul is stolen. In most cases, this
Knockback bypasses effects that normally protect you from Death
Someone just hit you so hard you are knocked back. damage or Deathblow.

You move directly away from the attacker in a straight line Taunt
taking the number of steps the Knockback calls. You get called out. You can only attack or use Skills against
the source of the Taunt.
If you run into an obstacle, a safety hazard, or another
player, you stop and act as if Stunned for a number of This doesn’t force you to attack, but you just want to hit that
seconds equal to the steps you have left. person.

Mangle Unconscious
Your arm or leg just got hit in a way that makes it not want You just got knocked out!
to work. You act as if you have Prone, Freeze, and Blind for the
duration.
Unconscious ends if you take any damage or gain a Once you understand the statuses, most skill calls are easy
Negative Status. to understand.

Basic Actions
These are things everyone can do, and they don’t need to
know a Skill to do them.

Apply Pressure
Get within arm’s reach of a person in Near-Death, say
“Pause Near-Death 1 minute” Can only be affected by
Apply Pressure once per instance of Near-Death.

Break Free
Say “Break Free 1, Break Free 2…” up to a Break Free 5
count. This immediately ends Grapple and Pin effects, but
you take some damage.
Grapple – Costs 10 Health
Mighty Grapple or Pin – 20 Health

Carry
Allows you to ‘carry’ someone to safety. You must be within
arm’s reach, declare “Carry”. That person can now move
with you at a walk.

Deathblow
Put your Brawler or Melee weapon on your target and
declare “Deathblow [damage you do with the weapon]”.
The target dies if they are in Near-Death.

Search
You can search other folks to take their stuff. They have to
be willing, in Near-Death, Unconscious, or Dead to
Search them.
Full Search
Must be within arm’s reach, count to 60 then let them know
you searched them. The target should hand over all Item
Cards and in-game currency.

Grab
Must be within arm’s reach, count to 10 and point at a held
Phys Rep, or a pocket. You get any Item cards or Phys
Reps in that hand or pocket. Carried bags can only be
searched using Full Search.

Teach
Spend 15 minutes roleplaying with another character to
teach them a new Skill. They can use that Skill at the start
of the next Quarter.

Use Item
Use an in-game Item.

Weapon Proficiencies
You can pick up any weapon and do Normal damage with it.
You can also pick up two one handed weapons and dual
wield.

Skills
Most Skills generally give or remove one of the above
statuses.

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