All posts by Kevin Romine

Updated Skills

This page will be the list of skills that are updated, as we continue to strive to make Brittanis a better game.  As of 2/16/2016 Skill Source
  • Resilience
  • Swift Strikes
  • BFR: Armor
  • Riposte
  • Suck It Up: Maim
Captain
  • Assemble On Me
  • Assault
  • Victorious Praise
  • Guardian Formation
  • Stonewall Stance
  • Cloak of Bravery
  • Call to Arms
  • Commander’s Resolve
  • Lead from the Front
  • Turn the Tide
  • Break the Line
  • Stand the Fallen
  • Pressing Assault
  • Takedown Attack
  • Ready for Inspection
Cavalier
  • Armor Mastery
  • Armor Renewal
  • I Remain Defiant
  • Relentless Blade
  • Like a Second Skin
Dreadnought
  • Chargebreaker
  • Brutal Strike
  • Debilitating Strike
  • Cleave
  • Driving Attack
  • Hack & Hew
  • Dazing Strike
  • Unstoppable Advance
  • Swing for the Knees
  • Armor-Piercing Strike
Marksman
  • Disarming Shot
  • Staggering Shot
Skirmisher
  • Sever The Snake’s Head
  • Bait Attack
  • Sneak Strike
Warrior
  • Warrior’s Resolve
  • Disabling Strike
Primal
  • Eagle Eye
  • Healing Herbs
  • Nature’s Shield
  • Ravage
  • Primal Strike
Ancestral Weapon
  • Battle Spirit Blessing
  • Howling Strike
  • Ancestors of Earth and Stone
  • Rending Strike
  • Shadow Spirit Renewal
  • Savage Steel
  • Spirit Infusion
  • Call of the Ancestral Defender
Beastmaster
  • Extreme Resilience
Berzerker
  • Revitalizing Strike
  • Devastating Strike
Druid
  • Cyclone
  • Nature’s Mending
Green Knight
  • Defiler’s Doom
  • Storm Spike
  • Renewing Shower
  • Reap the Harvest
Ranger
  • Wyld Strike
  • Strength of Stone
  • Sudden Strike
  • Hunter’s Resilience
Shaman
  • Steal Life
Arcane
  • Arcane Fury
  • Evocation
Battle Mage
  • Mighty Strike
  • Swift Strike
Hearth Mage
  • Uh… pretty much everything.
Wizard
  • Shardburst
Wyrdcaster
  • Quick Stabilize
  • Regenerative Trance
Grave Knight
  • Smite Undead
  • Pain of Death
  • Stolen Life
  • Reaper’s Harvest
  • Frozen Land
  • Foreseen Doom
Witch Hunter
  • Mind over Magic
  • Sweeping Strikes
  • Crushing Strike
Hearthwarden
  • Strike of Hope
  • Healing Word
  • Binding Strike
Questing Knight
  • Guardian Light
  • Enfeebling Strike
  • Paladin’s Judgement
  • Staggering Smite
  • Blade of Light
  • Lady’s Glorious Rebuke

Raven Station

The Raven Station is a mechanism for transmitting in-game information. It exists in two ways: the Live Raven Station (LRS) and the Online Raven Station (ORS). Each is discussed in detail below.

LIVE Raven Station (LRS)

Somewhere in camp, usually near the tavern, is a wooden writing set with raven props nearby. It’s usually set up in its own small tent, and it has paper and writing utensils in it. This is the LIVE Raven Station. It’s purpose is to allow characters who want to send messages in-game to PCs or NPCs as they choose. For the LRS:
  • You DO NOT have to have an infoskill of any kind to send an Live Raven.
  • Must be directly addressed-- “To Lord Frost” is acceptable, while “To House Frost” is not. The raven has to have somebody specific to deliver the message to.
  • Can be sent to PCs or NPCs
  • Messages must be hand-written written while physically present at the event. Cannot be delivered by proxy, cannot be typed, or pre-written beforehand (it’s recommended to make notes about what you want to write about, then actually scribe the letter which in-game.)
The intent of the LRS is that players have a chance to write to whomever and about whatever they choose, but the cost for doing so is that you spend the time to actually craft the letter while in game. This can be done  whenever you like while playing your character: during mealtimes, while hanging out in camp, before bedtime, etc. You cannot use Team Monster/NPC time to write Live Raven letters.

ONLINE Raven Station (ORS)

The Online Raven Station is a function on the Brittanis Database that allows players and Staff to send messages back and forth. This system allows Staff to have an easily-searchable record of all pertinent game communications. The ORS can be used in three ways:
  • PC-to-PC communication
  • PC-to-NPC communication using Infoskills.
  • PC Infoskill requests.
PC-to-NPC and PC Infoskill requests are handled on the Information Skills page. To send a Raven to another PC using the ORS:
  1. Log into the Brittanis Database at https://www.cobrahq.com/brittanis (if you need a login, send an email titled DATABASE LOGIN to brittanislarp@gmail.com and we’ll set one up for you).
  2. On the left hand, menu, click “Raven Station” and then “Send a Raven/Request.”
  3. Select “Send a Raven to a PC” from the dropdown menu
  4. Select your recipient from the “To” dropdown box
  5. Write your letter just like you would an email-- don’t forget the “Subject” field!
  6. To send the Raven immediately, click “Yes” in the Send Raven Now field. To send later, click “No."
  7. Click “Save” Your PC-to-PC letter is sent!
The intent of the PC-to-PC function of the ORS is to facilitate player communications with other players. It costs no Downtime because we want to promote that communication.

Staff Contacts and FAQ

  • Contact emails:
  • brittanislarp@gmail.com--Director; brittanis.logistics@gmail.com --Logistics; brittanis.tech@gmail.com -- website/database issues. 
  • Facebook: Stephanie, Game Liaison; Jason, Plot Director
   
Name Title Point of Contact (PoC) Head of House
Jason Co-Director Plot Director n/a
Caroline Co-Director Community Director The Merlin Grey Council
Stephanie Game Liason Your Starting Point for PCs and Team Monster Lady Blackwood House Blackwood
Kevin Plot Staff Character Creation Syorpiir Aleandaar House Aleandaar
Chris (Cobra) Plot Staff Database Admin Diarmid ap Deirdre mac Graine House Dumnonni
Megan Plot Staff Logistics & Database Admin Lady Esa Costayne House Costayne
Joanna Plot Staff n/a Julia Kreutznach Synod
Chris L. Plot Staff Site Safety n/a
Annie Plot Staff Golden Phoenix Tavern n/a
Mike Plot Staff n/a Anton Morrigen House Morrigen
LeighAnn Plot Staff n/a Patience Valerius House Valerius
Lizzy Plot Staff n/a Elizabeth Sighvar House Ambrosious
Ben Plot Staff n/a n/a
 

Pack Lord

Dagmar-- King of Battles, Lord of the Fray, Wolf of Battle-- a deity of conflict. Dagmar is not the Lord of War-- that title belongs to Ghorn as the tactician and planner of the White Court. No, Dagmar cares for the individual fight, the clash of blades and shields, the individual battlecry that carries the day. He is a god of small-unit tactics, soldiers, guardsmen and flesh and blood, not one of large-scale strategy.  As such, his devoted followers form small, tight-knit groups called Packs rather than the larger hierarchies of other faiths.Those who lead such a group are known as Pack Lords.   Packs are valued in Brittanis, a known quantity that can turn the tide of a battle. As such, Pack Lords are sought out by Lords of the land, recruited for their service in battle. It is a well known prelude to war for a Lord to send donations to the Church of Dagmar in hopes of attracting a Pack Lord to his cause. Fortunately, the greater Pack Lords are careful to whom their Pack Lords bend the knee. Dagmar’s church has a strong internal culture that is based on internal hierarchy; within the faith, conflicts can be settled by ritual challenge and a contest of armed conflict between the two parties. In fact, Dagmar’s followers consider such a challenge to be the ultimate proof that they are correct, that their strength will prove them right in the eyes of their deity. To lose such a conflict is to acknowledge you were wrong-- they consider such decisions binding. Within a church or faction of the church of Dagmar, there are many different packs many led by clergy who pledge their services to their temple’s High Priest. Moving up the ranks within the church is done through combat, and a series of challenges. Many young clergy have to earn the right to challenge, first proving the strength of their faith and steel against enemies of the faith. Creatures of the Abyss, demons and Infernal spellcasters--and their followers--are the most righteous test of one’s faith, but sometimes that varies from faction to faction within the overall church of Dagmar. It is concerning that the Tabernacle of Dagmar in Malagant has broadened this view to include “any unbeliever” and reports of atrocities committed in Dagmar’s name are becoming more frequent when news escapes the chaotic South. Pack Lords will distinguish themselves from one another with fangs, claws and fur. These are usually worn on a thick necklace as a demonstration of one’s ability and purpose. Being gifted a fang or claw from a higher-ranking Pack Lord is considered a mark of great esteem. Fangs and claws come in three colors: those colored naturally, those specifically dyed or painted red, and fangs made of metal (usually gold or silver). Naturally-colored fangs and claws represent living members in a Pack Lord’s own individual Pack. When a member is added, a new fang or claw is added to commemorate the event, and a matching fang or claw is given on a lanyard to the pack member to wear. When the member dies, the fang is dyed red. Some of the mightiest Pack Lords have made vambraces or even torso armor from the red-dyed fangs representing their fallen comrades.  Metallic fangs represent subordinate Packs that a Pack Lord can call in times of need-- allies are usually represented in silver, while those Pack Lords directly sworn to an individual are represented in gold. Rumors from ancient times persist of Pack Lord Heroes with fangs dyed in the heraldic colors of their allies when one of them took the Long Walk and returned to fight again.   Likewise, the coloring of the fur and clothes a Pack Lord wears is a direct correlation to their own prowess. A real wolf’s pelt turns to colors of grey and silver as they age, growing more cunning and canny as they survive battle after battle. So too is it with the Pack Lords of Dagmar. New priests wear dark grey, black, or dark brown for their first few years of service until they have proven themselves more than a pup and have gained some scars and red fangs in the Lord of Battle’s service. Eventually an elder Pack Lord will gift them with a lighter-colored belt, tunic, or other item signifying their maturity.  The color white is reserved for the highest ranking priests of Dagmar. Requirements
  • Empowerment: Dagmar
  • 5 Melee weapon skills, including Large Blade
  • Knowledge Novice: Military OR Otherworld
  • Light Armor, Faith Armor OR Combat Reflexes
  • Heroic Strike
  • Heroic Might, Constitution, or Will
  • Requires Staff Approval
  • A Pack Lord can not wear heavy armor, the highest armor they can use is Medium.
  Free Skill   Leader of the Pack     (0,4,4,4,4 CP; 0 STA, Touch, Day,) You gather allies to you and form them into a Pack, improving their abilities and battle prowess.   This skill makes use of special Imbue Cards you use to add a Trait to your allies. You must create these cards and make sure the people in your Pack understand their functions.     Spend at least three minutes getting a clear agreement from a group of people that they wish to join you as a part of your Pack. Part of this three minutes must include applying face paint to the target, usually black in color, in a pattern you use for every member of your Pack. Use the same pattern every time you apply the facepaint. It is a matter of pride that Wolf Lords who work together regularly do not use the same patterns intentionally. It is similarly a matter of pride that Pack Lords carry paint with them and ritually re-apply it to their Pack while tending wounds immediately after a battle.     In this class description, any time you see “<NP>” in this class description, it refers to YOUR name, that is, the name of the Wolf Lord in charge of the Pack. So if Bjorn is a Wolf Lord, his skills all say, “Bjorn’s Pack” when he sees “<NP>”   Then you touch the target and call “Imbue <NP> by Faith.” to willing allies. The Pack members keep this Trait until the end of the Watch. You automatically gain the <NP>  Trait and do not count against the total number of allies in the Unit. The Wolf Lord is a jealous master--you cannot use this skill on a character who is already part of another class’ grouping skill (Captain’s Unit, Herald’s Company, etc). The text of your Imbue Cards should read: “Imbue Trait: <NP> by Faith. Any time you are under a Frenzy Effect, you DO NOT target other members of your Pack. Return this card to the Pack Lord at the end of this Watch.   Remember, Brittanis runs on the honor system--Don't Be A Dick. Anyone with a <NP> Trait may respond “No Effect” to any skill that targets that Trait, if they do not wish to be affected by it. Only characters with this named ability can add targets to a Unit. You may Imbue up to 2 allies with this skill.
  •       2nd and Later Purchases: +1 ally can be Imbued with this skill.
  PACK LORD SKILLS Blood Scent     (3, 4, 4, 4 CP, 2 STA, Battle, Pack) When you drop an enemy with an UNCALLED melee attack, you can immediately call, “By My Voice to <NP>, Grant Melee Attack T+2 Damage!” 2nd Purchase: 2/battle 3rd Purchase: T+3 Damage 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.   Easy Prey  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attack for, “Short Slow by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Short Slow by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When hit with a Slow effect, you can call ‘Imbue by Wolf Lord!’ and Heal 1 Damage.”   Raking Strike  (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make 2 melee attacks for, “T+1 Damage by Faith.” 2nd Purchase: “By My Voice to <NP>, DOUBLE Grant Melee Attack: T+1 by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a called melee attack of 3 damage or more, you can call, “Imbue by Wolf Lord!” and gain 1 Protection Point This stacks with any other Protection you currently have.”   Razor Fangs (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You make a melee attacks for, “Agony by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Agony by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of an Agony effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Wolf Charge (3, 4, 4, 4 CP, 2 STA, Battle, Pack) Requires 2 skills with the Pack keyword. You make a melee attacks for, “Slam by Faith.” 2nd Purchase: “By My Voice to <NP>, Grant Melee Attack: Slam by Faith!” 3rd Purchase: Usable 2/battle 4th Purchase:  Add the following text to your Imbue cards: “When you are the target of a Slam effect, call, “Imbue by Wolf Lord!” and Heal 1 damage.”   Survival of the Fittest (3, 4, 4, 4 CP, 2 STA, Battle, Pack, SPELL) Requires 2 skills with the Pack keyword. Touch a Pack member and call, “Heal T+1 by Faith.” 2nd Purchase: call, “By My Voice to <NP>, Heal T+1 by Faith!” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “The first time you reach 0 Vitality per watch, call, “Imbue by Wolf Lord!” and Heal Vitality equal to your Tier.   Survival Instincts (3, 4, 4, 4 CP, 2 STA, Battle, Pack) You call, “Imbue by Wolf Lord!” and then call, “Parry by Faith” against the next T CALLED melee attacks that hit you. 2nd Purchase: “By My Voice to <NP>, Grant Defense: Parry vs Called Melee” 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When a called melee attack of yours is negated by game skills (“Resist, Parry, No Effect, etc), you call, “Imbue by Wolf Lord!” and Refresh 1 Stamina.   Feral Rage    (4, 4, 4, 4 CP, Watch, Pack) Requires 4 skills with the Pack keyword. You can call, “By My Voice to <NP>, Frenzy to Pack by Faith!” 2nd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, call, you can immediately make a Melee attack for “T+1 Damage by Faith!” 3rd Purchase: Add the following text to your Imbue cards: “When you take a Frenzy effect, you immediately gain T+1 Protection Points. 4th Purchase: Add the following text to your Imbue cards: “Frenzy effects persist until you have made 5 successful UNCALLED melee attacks on unwilling targets.”   Terrifying Howl (3, 4, 4, 4 CP, 3 STA, Battle, Pack) You make a loud roaring or howling noise and call, “By My Gesture, Short Repel by Fear!” 2nd Purchase: You can make 2 attacks for “By My Gesture, Short Repel by Fear!”; you must howl/roar before each attack. 3rd Purchase: usable 2/battle 4th Purchase: Add the following text to your Imbue cards: “When you are the target of a Frenzy effect or any Mental Trait, you can spend 2 Stamina and call “Purge by Wolf Lord!” to remove the effect.   Circle of Steel      (3 CP, 1 STA) Call, “Disengage by Faith!”   Medium Armor     (5 CP) You can use Medium Armor.   Lupine Armor     (3, 3, 3, 3 CP) If your armor is adorned with a fur (real or faux) of approximately the size of a wolf, you gain +1 total Armor Points. These points do not transfer to anyone else wearing your armor, and they Refresh when your Armor Points are returned to their max. These points stack with any other permanent bonuses to Armor Points. 2nd and later purchase: +1 additional Armor Points.   Wolf Guard     (4 CP) You can use a Buckler and a Shield.   Battlefield Repair: Weaponry   (3 CP) Repair your own weapon or shield in three minutes of Activity with no forge.   Battlefield Repair: Armor   (4 CP) Requires Medium Armor. You can repair a SINGLE PIECE of armor with no forge by spending 3 minutes of activity roleplaying the repair. You can only repair one piece of armor at a time. Weapon Control   (3 CP, 2 Stamina, Battle) You have spent a lot of time handling weapons. You can call, “Resist” to negate one Disarm effect.          

Maintenance & Standards of Living

  • Between events, a character must still eat and clothe and house themselves. This upkeep and maintenance costs money, and the amount of money a character uses to increase their lifestyle can determine their overall health, as represented by Vitality points.
  • Standard of living must be paid at the first event a CHARACTER attends per month. A character who attends no events in a month does not have to pay Maintenance costs for that month. A player who has more than 1 active character must pay standard of living for each character separately, on the first event the player uses that character in a month. A player who attends multiple events per month must pay the maintenance cost only once per calendar month per character.
  • You may also choose to sacrifice Downtime hours in order to pay Maintenance. In this case, 1 Downtime hour = 1 silver piece. Using Downtime in this manner MUST be included in the Post-Event Letter.
  • Commoner
  • A character who maintains a Commoner standard of living must pay 5 silver shillings per event. This means that the character has barely enough to eat, simple clothes on her back, and a simple shack or room at a boarding house, space in a barn, or other simple dwelling to sleep in. A character who maintains Commoner standard of living gets no benefits, but also has no penalties.
  • Gentry
  • The gentry are the middle class—tradesmen, skilled crafters and other folk with more money to spare. They eat more, have better living conditions and are generally healthier than Commoners. Maintaining Gentry standard of living costs 5 gold crowns per event. A character who pays for Gentry standard of living at the beginning of an event gains +1 maximum Vitality and +1 maximum Stamina for the entire event. Characters with certain backgrounds or classes must maintain Gentry standard of living in order to use their class skills.
  • Wealthy
  • The wealthiest folk are those who can afford the best food, drink, and lodging. They tend to be nobles, merchant elite—and sometimes, adventurers who have stumbled on a big score of treasure. Maintaining Wealthy standard of living costs 10 gold crowns per event. A character who pays for Wealthy standard of living at the beginning of an event gains +2 maximum Vitality and +2 maximum Stamina for the entire event.
  • Starving To Death
  • If a character chooses not to pay Maintenance, or cannot afford it, their health begins to fade over time as malnourishment, and they lost Vitality and Stamina as a result.
  • The first month a character does not or cannot pay Maintenance, their maximum Vitality and Stamina are reduced by 2 each for the entire event. The second consecutive month, they lose 4 Vitality and Stamina for the entire event, and if a character does not pay Maintenance for 3 consecutive months, the character cannot be played that month, because they have died and their life force is not strong enough to come back from the Otherworld. This counts as Death just as if a character had died in combat.  Another character can resurrect the dead PC normally, but they start with the Vitality and Stamina penalties as norma
 

Money & Banking

Character Income There are several ways character can earn money in between events. Note that “events” in this context refers to both single-day and full-weekend, in-character plot events. Work Days, Craft Days, etc don’t count for Income purposes.  
  • House Lords award characters gifts and gold as rewards for service and completing house Goals.
  • Each Crafting Class header level earns 1 silver. Yes, this means that characters heavily invested in Crafting classes will be raking in the dough.
  • Each Knowledge skill a character has earns 1 silver per level. KN skill specializations earn an additional 1 silver. So a character with KN: Arcane (Student), KN: Arcane (Waygates), KN: Otherworld (Novice) and KN: Criminal (Novice) would earn 5 silver. 2 for Arcane:Student, 1 for Arcane: Waygates, 1 for Otherworld:Novice, and 1 for Criminal:Novice.
  • Each Information Skill (not a KN skill) earns a character 1 silver.
  • The Income skill earns a character however much they have invested CP for.

Economics and Trade

Though Brittanis may be a land of wilderness, some merchants and traders do make their way out to the frontier. Likewise, the influx of settlers to the area means that the craftsmen and artisans who support these folk will follow; general stores, merchants, smiths, armorers and other tradesmen of all types eventually make their way to the frontier in search of profit. Thus, game rules exist to establish the basis for an economic system—but once in-game, the economy runs based on the actions of the players themselves.

Barter, Trade Pieces, Gems, and Trade Goods

On the frontiers of Brittanis, life is often hard and cruel. Wild animals prey upon herds and travelers often go missing while going from place to place. Thus, barter is the most common form of commerce, even for adventurers—“I’ll give you this sword, but you have to do me a favor in exchange…” is commonly heard in stores and many merchants achieve great power and influence by the favors they are owed by powerful people. It’s unwise to try and cheat a merchant or tradesman… you never know who might owe them a favor. Besides barter, trade pieces are the most common form of economic exchange in Brittanis. Trade pieces are small, standardized pieces of precious metals that the kingdoms of Brittanis use in trade with one another. Even while at war with each other, the kings and warlords know that breaking the flow of trade will strangle everyone, so after the Tiberian Empire left, a system of standardized weights for each kind of trade piece was established that holds to this day. Each trade piece is a molded piece of copper, silver, or gold formed int he shape of a small faceted gem. The lowest denomination of trade piece is made of copper, and is called a penny. More than one penny is referred to simply as “pennies” or shortened to “pence.” It takes 10 copper pence to make a silver shilling. The shilling is the most commonly used currency in the heartland—more valuable coins are used elsewhere in Brittanis, but the frontiers do not have the wealth to support that kind of cashflow. Not yet, anyway. Enterprising adventurers are always finding ways to make money. 10 silver shillings make up a single golden crown, used as currency between merchants and nobles with lots of cash on hand. Before their ancient kingdom was destroyed and they became refugees, the dwarven nation of Valyngaard made the most valuable trade piece—the platinum dragon. It is very rare nowadays, and is worth 100 golden crowns. Most common folk will go their entire lives without seeing a single platinum dragon. 10 Copper Pennies = 1 Silver Shilling 10 Silver Shillings = 1 Gold Crown 100 Gold Crowns = 1 Platinum Dragon Precious stones of all kinds are found throughout Brittanis. A gem prop (the physical item representing a gem) will have a tag attached to it.

Base Income

In between events, a character is assumed to be using their skills to earn money; warriors guard caravans or watch the walls, mages use magic to make life easier, priests heal the sick and cure diseases, rogues use less legal means to earn their keep. When a character in-processes at an event, he gets a base income of 1 silver, plus bonus income based on several factors:
    • +1 shilling per Crafting header unlocked, and +1 shilling for achieving Journeyman and Master rank
    • +1 shilling per Tier of character's Advancement
    • +1 shilling per Knowledge Skills, and +1 shilling per rank above Novice
    • Bonus shilling based on the Income skill (General Skills List) other skills that specifically state their affect on income.
A character only receives income for events that the player has paid for. For example, if a player attends 4 events in a row—even if there are multiple events in a month—that character will earn both CP and income for those events, so long as the player has paid in full for the event. If a player wishes to earn both CP and income for an event they did not attend, they can pay 75% of the attendance fee for that event. The player must email Logistics within 7 days of the end of the event in question to qualify, and payment for the event missed must be received no later than 14 days from the end of the missed event. Example: Dan can’t make the May event, but still wants to get the CP and income for his character when he comes back in June. If the event cost $30, Dan can pay $22.50 to Logistics, and when he comes to the June event, he will get base CP and income as if he had attended the May event. If a player chooses to NPC for an entire Adventure Weekend, they can choose one of their active characters to gain 3 CP and +50% income for the event. This is a great option if you're running low on funds. Show up and play an NPC for a weekend, and you're still getting advancement for your character!! Example: Dan has earned 12 CP for his character and decided he wants to NPC for an entire weekend event. In addition to paying NO game fees, eating at reduced cost, and having a great time playing monsters and townsfolk, when he comes back the next month as a PC, his character gains 3 CP, and +50% income for his PC at the next event he attends.

The Bank of Brittanis

The props used for trade pieces and treasure is one of the biggest expenses that the game has; therefore, it is in the best interest of the game to ensure that as much currency stays in game as much possible. This is why the Bank exists. It allows players to deposit their wealth into a 100% safe and secure location where it will NEVER be stolen, and it allows the game staff to put those physical props back in the game as treasure. At the beginning of an event, a player’s tags will include a Bank Account tag stating how much is in the account. When a character turns in a deposit slip at the Bank, the amount on the tag will be changed and stamped by a Staff Member with the new amount. · The Bank will have stated In Game hours of availability that PCs can, in character, withdraw or deposit money into the Bank. · A PC can, at any REASONABLE time, deposit money into the bank by giving the money to a Staff Member and turning in the trade pieces to them.The PC will receive a tag for the deposit (deposit slip) that must be signed and stamped by the Staff Member. A Staff Member is free at any time to say they are unavailable to take deposits or that the time is not appropriate to make a deposit. Don’t expect to make a deposit unless you are in camp and the situation is calm. Deposit slips can be turned into the Bank when the bank is open. Deposit slips that are not signed and stamped by a Staff Member are invalid and will not be accepted by the Bank. It is the PLAYER’S responsibility to ensure their tags are valid. Deposit slips are considered IN GAME ITEMS and can be damaged, destroyed, and stolen like any other in game item. Only once the money is deposited does it become guaranteed. Gems may ONLY deposited by characters who have the Gem evaluated and know its value. The Bank is not an appraisal service. The Bank does not accept items other than trade pieces and gems. The bank reserves the right to decline requests for making change, based upon the availability of trade piece props at the time.

Spellcasting

Magic is the lifeblood of the universe; it flows through everything, one unifying force that connects all living things. Long ago, the mortal races learned to harness this power, learned how to leash it to their will and alter the very fabric of reality. Regardless of how a caster gains the ability to utilize magic, spells and spellcasting use the same rules for all casting characters. Whether the adept’s own strength of will grants him the ability to use magic or that gift is bestowed by some supernatural entity, the outcome is the same. The adept harnesses magical energy from their source, focuses it into a specific magical effect, and then releases it towards a target. Some spells heal, some destroy and some simply make people’s lives easier, but the basics are the same: channel, focus and release. The spells a caster knows can make their name or cause them a grim, early death. If he knows the right ones, he can keep himself and his companions alive; if not, he is a liability to the group and can get himself and others killed. The more spells a character knows, the more versatile he is and the more he can do with his magic. A “one-trick pony” won’t get very far. Buying Spells Purchasing a spell to cast costs 2 CP; upgrading that spell to the next higher level costs another 2 CP. You cannot cast a spell until it is fully written into your spellbook. You must purchase the lowest Level of a spell before you can purchase the next higher version, and so on. If you cannot cast a spell due to Access restrictions (see below), you cannot purchase it. Spells are, in game terms, skills. Buying them follows all applicable rules for buying skills in the Skill Header System section and the Downtime section. In order to purchase spells, a character must have a skill that allows them to buy spells, such as(but not limited to) Magical Art, Magic of the Master, or All Magic Is One. That "gateway" skill is, in effect, the caster unlocking the header for an entire category of magic spells. Each individual category of spells is considered its own header. The categories of spell are: Air, Earth, Fire, Water (called the Elemental Arts) Light, Shadow (called the Energy Arts) Autumn, Spring, Summer, and Winter (called the Seasonal Arts) Once a spellcasting character has unlocked the category, they can purchase any spell within that category, just like unlocking a header allows you to purchase any skill you meet the Requirements for. Major Access & Minor Access Different types of spellcasters have different specialties when it comes to magic. Arcane casters specialize in the Elemental Arts, manipulating the building blocks of the universe. Divine beings have different aspects and only allow their priests to use magic that fits those aspects. Ghorn, for example, is a god of the forge, creation, and fire. It makes sense, then, that his followers have access to the Fire Elemental Art and the Light Energy Art (Ghorn is a god of the White Court). But Ghorn also is a god of the cold mountains and industry, particularly favored by the Free Dwarves. How do we represent this in game terms? The answer that Ghorn's followers have Major access to the Fire and Light categories, and minor access to the Winter and Earth categories. Major Access means that a caster can buy and cast any spell in that category, no matter the level-- so long as they have purchased the Spell with Character Points according to the rules above. Minor Access means that the character can access the category, but can only purchase and cast Level 1 and Level 2 spells from that category. NOTE: Some spells start with a level 2 version, meaning a caster with Minor access can only cast the lowest-powered version. Some spells start with Level 3, meaning casters with Minor access cannot use the spell at all. Arcane Caster Access Arcane spellcasters BEGIN play with the ability to purchase Major access to the Air, Earth, Fire, Water, and Shadow Arts. HOWEVER, when a caster chooses one of the Elemental Arts, they automatically LOSE Major access to its opposite and instead can purchase only Minor access. Arcane characters can always purchase Major access to the Shadow Art-- this represents the whispering, calling creatures of the Otherworld offering more and more power, but at the risk of the character's soul. Conversely, an Arcane character cannot purchase the Light school at all. Expect a character who uses arcane Shadow magic frequently to be tempted by those beings. We'll be watching. Example: Velarion the Erin'Tar Wizard buys Fire as his first Magical Art. As soon as he does so, he loses Major Access to the Water Art-- if he ever decides to purchase that Art, he will have only minor access to Water. Likewise, if Velarion buys the Earth as his next category, he has has Major access to Earth but can only buy Minor access to Air afterwards. Velarion can always spend the time and CP necessary to unlock Major Access to the Shadow header, but unless he finds a different route to get it such as a Signature Items or becoming one of the few Multi-Source Characters, he will never be able to purchase from the Light list. Otherworld and Primal Caster Access Otherworld and Primal characters have access to specific Arts and Seasons as determined by their Patron, class, or skill description. Researching New Spells The Basic Spell Lists included on this website are just that—basic. Characters will find new spells as treasure in long-forgotten dungeons, as rewards or gifts from other-planar entities, and characters can even research spells on their own. If you wish to research a spell, contact Logistics OUT OF GAME, BETWEEN EVENTS VIA EMAIL, and we’ll talk about it. Researching a new spell will cost CP, in-game money, and some of your Downtime. It will also require a back-and-forth between you and Staff for a final version of the spell; do NOT expect that the first version of a spell you submit for research will be the one that ends up as a final version. Any spells researched by a player will be non-transferrable from that player to any other player for a duration of 6 months. After that, the spell can be taught and transferred as normal, and the spell will become part of the official rulebook on the website, named after the character who created it, such as "Merlin's Amazing Magic Arrow," etc. Spellbooks A caster’s spellbook is his most treasured item. It is an in-game item and can be stolen, damaged and destroyed. In it the caster must keep a written, legible record of all spells he has purchased, the effects and game verbal for the spell, and the incantation he uses to cast the spell. Inside the front cover of the spellbook the caster should glue a small pocket, large enough to hold an index card. On the index card, the caster needs to write his character name, real name, and SPELLBOOK. If the character has more than one book, he needs to have both the inside cover of the book and the card numbered to differentiate, such as "Merlin's Spellbook, 1 of 2." If the spellbook is ever stolen, the thief takes only the TAG, and then shows it to the nearest possible Staff member. A prop will never be stolen. The spellbook is PROPERTY OF THE PLAYER and should never be removed out-of-game. A spellbook must be a bound book; loose leaves of paper are not allowed. Other means may be used to represent spellbooks. Be creative, but get approval from staff before you invest a lot of time and energy into it. ***Casting Spells*** You can cast any version of a spell you have purchased. Thus, if you have purchased the Level 1, Level 2, and Level 3 version, you can cast any version at any time, so long as you have the Stamina to spend on it. Casting a spell costs a variable amount of Stamina depending on the power level you wish to cast. The more powerful a spell, the more Stamina it will cost to cast.The Level 1 version of a spell costs 1 Stamina; the level 2 version costs 2 Stamina, and so on. When casting a spell, you CANNOT HAVE ANY ITEMS IN YOUR HANDS, unless another skill you have purchased specifically allows it. Your arms must be completely free and unhindered-- you cannot tuck anything into your armpits or under your arms, nor can you cast spells while a Maim [arm] effect is in place upon you. Once an adept has the Stamina necessary, knows the spell, its unique incantation and has it readied, he is ready to cast it. Every spell must have a target (or multiple targets, depending on the spell) before it is cast. An adept cannot complete the incantation for a spell and then decide on his target. The target can change only if the original becomes no longer viable (runs away, dies, etc). If the spell is a touch-cast spell, the caster must touch the target AS THE INCANTATION IS BEING SPOKEN. If the spell is channeled through a packet, the caster must throw the packet within 5 seconds of completing the incantation or the spell is flubbed. A spell the caster wishes to touch-cast on an unwilling target must be delivered with a natural weapon phys rep. When the incantation is completed, the spell goes off and all effects are resolved immediately. Some spells have a casting time other than just the incantation. These are usually special spells that take time to complete, such as consecrating an area to the gods or resurrecting the dead. Incantations The incantation for each spell represents the caster harnessing magical power into a specific effect, bending reality to produce the effect he desires. Each spell must have a unique incantation, specific to that spell. The incantation must have the spell’s name somewhere in the incantation, or some reference to the effect of the spell. Incantations must be 5 syllables long per level of the spell, followed by the verbal for the spell, such as “10 Damage and Agony by Magic!” Thus, a level 4 Spell has to have a 20 syllable incantation, etc. All incantations must be said in a firm tone of voice loud enough for the target or targets to hear. A spell incantation may NOT be whispered under any circumstances.Remember, if the target cannot clearly understand what you are trying to affect them with, the game will grind to a halt as the target calls for Clarification, etc.SPEAK CLEARLY AND LOUDLY. You are bending the whole of reality to your will-- have some confidence in how you go about it! An incantation doesn’t have to make sense, but it must be the same every time the spell is cast, and the incantation it must reference the spell effect or name in some way. An incantation maybe composed of “magical language” but may not be gibberish or simply the same word over and over again. You cannot move while speaking your incantation. You can move before or after, however. Incantations on a battlefield or murmured across the campfire are an excellent way to build atmosphere; do your best to personalize them for your character and keep them in-character. Getting Hit If a caster is struck by a negative effect during the incantation, the spell is not flubbed, but the incantation must be started over before the spell can be successfully cast. On the other hand, making a caster laugh in the middle of an incantation is a good way to flub them, too. Spell Keyword Quicklist Skills that are NOT listed in the Spell Lists but have the Spell keyword use the following rules: Purchasing the skill and Stamina cost rules on this page do not apply. The skill is bought and the Stamina cost is determined per the Skill Description. All other keywords apply as normal. All special rules in the skill description apply as normal. Any character who buys a skill that has the Spell keyword must have a spellbook for that skill-- all Spellbook rules above apply EXCEPT the skill cannot be transferred to another character or taught to another character in any way. All rules in the "Casting a Spell" section above apply except Stamina cost (see first item in this list). All incantation rules apply-- every skill that has the Spell keyword MUST have its own unique incantation, written down in the spellbook, etc. A skill with the Spell keyword can be flubbed just like a regular spell. A skill with the Spell keyword is restricted in the same way as a regular spell-- nothing can be in the caster's hands; both arms must be functional and unhindered unless another skill specifically permits otherwise. If a caster is hit by an enemy attack while casting a skill with the Spell keyword, the incantation must be re-started, just like a regular spell.

Magic Items

During the course of the game you might find tagged magical items that can grant powers and abilities to those who use them. Each character starts the game with three Item Slots which are used to link to magical items.You cannot use the powers and abilities of magical items until you link to the item using an Item Slot. Once an Item Slot is linked to an item it remains linked for the entire event; you cannot normally unlink items. It is possible to buy more Item Slots by using Character Points. There are four types of items; Weapons, Armor, Accessories, and Relics. Weapons must be in hand and you must have the skill to use the weapon in combat in order to use any abilities on that weapon. Armor must be worn and,if the armor is worth armor points, you must be able to use the suit. Accessories covers all items that are worn and not carried, and can include sashes, belts, gloves, cloaks, jewelry and the like. Relics are items that must be held in one hand when you use them. Linking Linking to an item involves taking part in a ceremony that can be cast by any user of magic—Arcane, Otherworld, or Primal. You take part in the ceremony which takes 5 minutes of Activity, during which you weave a mystic link to the item. If you own an item at check-in, you may also choose to start an event with one or more Item Slots already linked to items you own rather than seeking out an ceremony during the game. In addition, if you find a magical item and it is already linked to another person you cannot use the item until the next event unless that person willingly passes the item to you. Part of this passing is whispering which abilities on the item have already been used. If a linked item is given to you willingly you may also link to it in the usual fashion, but each ability of the item can only be used once regardless of who used it. Only one person can be linked to an item at a time. Many creatures and NPCs in Brittanis have a natural talent to use items without linking to them; many items you find on creatures will be unlinked so you can, if you have a free Item Slot, link to them when you can get to a place of power that can host the ceremony. In this case that character will whisper “Unlinked” as it hands you an item. This indicates that you do not have to wait until the next event to use it. There are exceptions to the limit of Item Slots. Signature Items do not require Item Slots. If you spent Character Points for an item, your Item Slots are not required to use that item. Some special magical items do not require an Item Slot. You must link to these items, but they provide their own Item Slot and do not use one of your Item Slot. These items will be marked with the phrase “Inherent Slot: Linking to this item does not use an Item Slot.” on the tag. Items with only “times ever” abilities that use their final charge are destroyed entirely, and your link ends when you use the last ability. Example: If you have an item with one “times ever” ability left, it will tie up an Item Slot while you carry it but once you use the last charge and the item is destroyed your Item Slot is refreshed. In a pinch some plot characters may be able to unlink magical items for you, restoring the Item Slot so you can link to another item. For many plot characters this requires in game resources.

Signature Items

Signature items are permanent magical items you pay for with character points.You are bound to these items by fate-- they always seem to find their way back to you. Signature Items do not apply to your Magic Items limit.
The iconic Signature Item in the Arthurian Source literature would, of course, be Excalibur; many other named magical items that seem to follow characters from story to story.
All signature items are yellow-tagged items and should be marked as such. If you ever lose a signature item, fate intervenes and you manage to find it again.
You will always start an event with your signature item, even if you lost it the event before. The exception to this is if you use the ability to recover an item between events plot has the option to change or even destroy the item so it is best to avoid losing your signature item.
If you decide to not recover a lost item, or if the item is destroyed then you will regain most of the character points, but 5 character points will not be recovered and deducted from your total rather than being freed. Again-- it's not a good idea to let your Signature Item be lost, stolen, or used by someone else.
If you voluntarily give your Signature Item to another character for any reason, it loses all "fated protections." Thus if you give your Signature Weapon to a friend (or if an ally uses it while you are sleeping, etc) and that item is lost, stolen, Destroyed, etc, it is treated as if it was a normal item and you WILL NOT GET IT BACK. Keep your Signature Items safe.
All items are constructed by spending character points to purchase abilities. When you purchase your item, you gain a pool of Signature Points that can be spent to buy abilities for your item. You must choose to purchase a minor item, a major item, or an epic item. Each has a different cost associated with it. You may purchase up to TWO items in this manner, and may not have more than TWO signature items at any time.
If you find a notable item in game you may decide that the fate of the item and your own fate have become intertwined and you may purchase that item. You must recreate the powers of the item as faithfully as possible, except that your item becomes permanent and will never expire. An item purchased in this way still counts towards your limit of three signature items. You may choose to discard an existing item to purchase a new item you have found, but in doing so you lose the old item and you lose 5 of the character points it cost you.
You signature item must be distinctive and the prop must be plot approved. Plot must be able to recognize the item when seeing it. Signature items come in four flavors; weapons, armor, jewelry, and relics.
  • If your Signature Item is a weapon, you must have skill with a weapon magical item to use it (though not to possess it-- so if you find one you can't use yet, you can buy the Signature Item and keep it, but won't be able to use its powers till you have the weapon skill), In order to use its powers, you must have it in hand.
  • If your Signature Item is Armor, you must be wearing it, and you must have the ability to use the armor (see above rules for Weapons). You may wear multiple armor pieces, but the item's description should state which piece (or which set) is the Signature Item.
  • Shields can be designated as Weapon, Armor, or Relic, but must be designated when the Signature Points are spent and cannot be changed.
  • Jewelry props must be worn to be used.
  • Relic props are generally held in your hand and presented or held aloft when used. Unusual relics with specific activation methods (like horns) need to be plot approved. Each item has one item type, which is used in the prefix of the verbal. Item types include Amulet, Armor, Artifact, Banner, Belt, Book, Bracelet, Cloak, Crown, Hat, Mask, Necklace, Ring, Shield, Symbol, Wand, or Weapon.
Example: You are making a Crown item, and have purchased the Deft power. You would call, "Resist by Crown!" when using that power.
PURCHASING A SIGNATURE ITEM
When you purchase a Signature Item, you must write a proposal to Staff, giving us a brief history of the item (using the PC Histories guidelines as a template would be a good idea), telling us SOME of its history and former wielders/bearers. Included in this proposal must also be the abilities you wish to purchase for this item. Once this proposal is approved, you can spend the CP and the item will find its way into your possession in-game at the next event.
Upgrading At creation, you can only choose the first level of a Signature Item's power. You can upgrade your signature item's power by paying TWICE the number of Signature Points in CP.
Example: During creation of a Minor item, you purchase the Signature power . Later, you want to upgrade that power. Later, you can spend 4 CP to do so.
  • Minor Item: 7 CP You may purchase up to 5 Signature Points worth of item powers.You cannot purchase epic powers.
  • Major Item: 12 CP You may purchase up to 9 Signature Points worth of item powers.You may purchase one epic power as part of this total.
  • Epic Item: 15 CP You may purchase up to 12 Signature Points worth of item powers.You may purchase two epic powers as part of this total.
SIGNATURE ITEM POWERS Note: this list is NOT exhaustive--it is meant as inspiration and approximate power levels for players to have fun with. If you have an idea for Signature Item abilities not on this list, contact brittanislarp@gmail.com and we'll discuss it with you. This is a great way to personalize a character and really tie into the mythos and environment of Brittanis. We'll do our best to work with you. The verbals for these skills use a slightly different format than usual-- that is intentional, to show the uniqueness of where these abilities are coming from. When you bust out one of these powers, people SHOULD look at you differently when they hear the unusual verbal. That's part of the appeal.
Signature (1, 2 SP) When you purchase this ability choose one Elemental, Mental, Metabolic, or Physical trait that best exemplifies your item. You may not choose the Weapon trait. This trait is used for all called attacks with the weapon that do not otherwise have an assigned Trait.
Example: You have the Swift Strikes skill from the Skill list, and Ravage from the Primal list. The backstory for your item suggests that the “by Cold Iron” trait would be appropriate. When you use the Swift Strikes skill, you call, “2 by Cold Iron” because that skill has no assigned Trait already. When using Ravage, you still call, “2 by Nature” because that skill DOES have an assigned trait.
▪ 2nd Purchase: you can use the Trait you picked for this item on ANY effect you deliver with this weapon. Continuing the earlier example, you could now call, “2 by Cold Iron” when using Ravage.
Critical Attack (1,2 SP) Requires Signature Trait. Once per Watch you can make a deadly attack. Melee weapons use melee attacks; missile weapons use missile attacks. When you purchase the attack for other types of items you must choose either melee or packet as the delivery. The attack uses the Signature trait for this item. Call out "With this [Item Type], T+3 Damage by [Trait]" ▪ 2nd Purchase 2/watch Example: Glencarrach is a melee weapon. It has “by Force” as its Signature Trait, and its owner is Tier 2. When using this ability, the wielder would call, “With this Weapon, 5 Damage by Force!” when making the attack.
Deft ( 1, 2, 3 SP) Once per watch you may call “Resist by ” against a Disarm effect targeting this item. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase: you can use the “Resist by ” against ANY Disarm effect targeting you.
Eldritch Weapon (2 SP) Weapon or Shield Only. This weapon is also treated as a relic and when it is in your hand you can use powers that require a relic. So long as your packet arm is free you can cast with this item in your off hand.
Freedom (1,2,3 SP) Once per watch you can end one Paralyze, Root, or Slow effect.Call out "With this [Item Type], Purge" to end the effect. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Hardened ( 1, 2, 3 SP) Once per watch you may call “Resist by ” against a Destroy effect targeting this item. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase: you can use the “Resist by ” against ANY Destroy effect targeting you.
Healing Touch (1, 2 SP) Requires Signature Trait. Once per watch you may heal an ally. Touch a the Signature Item (weapon, shield, or relic) or packet (any other item) to the target and call out "With this [Item Type], Heal T+1 by [Signature Trait]." ▪ 2nd Purchase 2/Watch
Lesser Dominance (2, 2 SP) Choose 1 effect from the following list: Agony, Root, Silence, Slam, Slow, or Weakness. Once per Watch you may make a weapon attack for “By This , ” ▪ 2nd Purchase: Usable 2/watch. Choose another effect from this list. You can use EITHER of the two effects in any combination.
Magical Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with an Elemental, Magic or Nature trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Melee Defense (1,2,3 SP) Once per watch you can negate a melee attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Mental Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Mental trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Metabolic Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Metabolic trait. Call out "With this [Item Type],Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Mystical Defense (1,2,3 SP) Once per watch you can negate a packet attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Physical Freedom (2, 2, 2 SP) Once per watch you may Purge any attack with a Physical trait. Call out "With this [Item Type], Purge." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Purity of Form (1,2,3 SP) Once per watch you can end one Drain, Silence, or Weakness effect. Call out "With this [Item Type], Purge" to end the effect. ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Ranged Defense (1,2,3 SP) Once per watch you can negate a missile attack. When you purchase this ability choose whether your item provides toughness/skill or speed/agility. If it provides toughness or skill call out "With this [Item Type], Resist" and if it provides speed or agility call out "With this [Item Type], Avoid." ▪ 2nd Purchase 2/Watch ▪ 3rd Purchase 3/Watch
Reinforcing Item ( 1, 2, SP) Once per watch you may use this item to call out "With this [Item Type], Refresh T+2 Armor to Self." ▪ 2nd Purchase 2/Watch
Resilience ( 1, 2, SP) Once per watch you may use this item to call out "With this [Item], Heal T+2 to Self." ▪ 2nd Purchase 2/Watch
Skill Focus (2, 3 SP) Choose one class or source skill. The Stamina cost for this skill is reduced by 1, to a minimum of 1. ▪ You may choose a second skill different from the first.
Greater Dominance (3, 3 SP) Choose 1 effect from the following list: Destroy, Disarm, Drain, Maim, Repel. Once per Watch you may make a melee attack for “By This , ” ▪ 2nd Purchase: Usable 2/watch. Choose another effect from this list. You can use EITHER of the two effects in any combination.
Epic Item Powers
NOTE: In order to take a Epic divine blessing, two of your Character Values must match with the patron. You may only take powers from one patron.
All Magic is One Gain Major Access to a school of magic, this skill will grant you the school as if it was part of your casting skill if you have one. However any spells gained from this item are not accessible if it is lost.
Armored Item Any Non-Armor Item. This epic item grants your Tier in armor points. This power will not stack with itself.
Deadly Item This item adds +1 to the damage of any attack made with this item that has a Damage effect of 3 or more.This effect only stacks with other effects that permanently increase Damage effects. Example: You make a Critical Strike (from the Skill Source), which calls normally “3 Damage!” With this item, you call “4 Damage!” instead. This power would not stack with an Artificer buff granting “+2 damage to next attack by Silver,” or any other temporary enhancement effect.
Deadly Magic Choose 1 Trait from the same Category as this Item's Signature Trait. If this Item's signature Trait is an Elemental or Energy Trait, you must choose that trait. For SPELLS using the selected Trait, this item adds +1 to the damage of any spell that has a Damage effect of 3 or greater while this item is held in your hand. This effect only stacks with other effects that permanently increase Damage effects.
NOTE: This power ONLY applies to skills with the Spell keyword. It has no effect on a spell without the Damage effect.
Example: You have chosen the Earth Trait for this skill. You cast Stone Shrapnel from the Earth Spell list, at Tier 2 & spell Level 1 (which would normally call, “2 Damage by Earth”). The Deadly Magic ability does NOT apply in this case, and the spell is not modified.
Later, you cast Rockfist at Level 2 (which would normally call “3 Damage by Earth”). In this case, Deadly Magic applies, and you call “4 Damage by Earth!” instead.
Epic Dominance Choose 1 effect from the following list: Drain, Frenzy, Paralyze, Stun, Stricken. Once per Watch you may make a melee attack for “By This , ”
Iron Grip You may call “No Effect by ” vs any Disarm effect that targets you.
Masterwork Armor Armor Only. Choose armor prop of Level 2 quality. If plot approves, the prop has an armor value 2 higher than its actual type. You must still have the skill to wear the appropriate kind of armor to use this item.
Merciful Skill This item adds +1 to the healing of any skill that has a Heal effect of 3 or greater made while this item is held in your hand. This effect does not stack with other effects that increase Heal effects.
Example: This power could augment the Primal Skill Healing Herbs, and the Light Spell Healing Light, but would not stack with the Cavalier skill Healers Friend, as that also increases the Vitality healed by a given effect.
Ritual Item During Ritual Magic the presence of the item acts as if a Ritual Kit had been used.
Soul Drinker Weapon Only. Once per battle, When you deliver a Death Strike with this weapon on an opponent that is not already dead or destroyed you also call, "By this [Item Type] Heal (T+1)".
Stanch the Flow 1/battle, you can call “With this Item, Heal T+2 to Self”
Unbreakable You call “No Effect by Item” vs any Destroy effect targeting you.
Blessing of Aenryia Holding Court Once per event, you can call, “By My Voice, Permanent Drain by The Lady of the Lake!” This ability cannot be used in any place where combat has occurred in the last 5 minutes. Its intent is to create an even playing field for diplomatic relations to occur, where weapons, skills and magic are useless. Abuses of this will be... frowned upon by The Lady of the Lake. Judgement Choose 1 Trait from the following list at dawn: Darkness, Corruption, Infernal, Undead, Malediction, Aberration, Blood. 1/battle, you can call “By my Gesture, Expose by The Lady of the Lake." If a target responds to the Expose without using a game defense (No Effect, Resist, etc), you immediately gain a melee or missile attack for “T+2 By [Heroic Trait]” usable ONLY against that target. The Trait you choose to Expose can be changed each morning at dawn. Blessing of Arturian Tend the Fallen Once per battle, you can call, “By My Voice, Expose Unstable to Hero by The Old Father!” If anyone responds, your first single-target Heal effect on that target is increased by +2. Father Knows Best Researching Knowledge skills costs one less hour of downtime (minimum 2), and Blessings of the Faithful may be used to ask one extra question of The Old Father. Blessing of Aureus Lucky Reflection Once per watch when you take a called attack, you can immediately call, "Imbue by [Lawgiver or Lady Luck], point at the target who dealt that damage and call, "By My Gesture, Waste X Vitality by Light." where X is the amount of damage you just took. Zone of Truth Once per watch you may ask a question and receive a truthful answer. Call “Imbue by ” before you ask your question and hand the target an Inflict card with: “You feel the power of the god Aureus flow all around you. The question that was just asked of you MUST have a truthful answer. This only applies to questions with a Yes or No answer. If you have the Hero Trait, call “No Effect” and hand the card back.” Blessing of Dagmar Coordinated Strike Once per watch, you can call, "By My Voice, Grant Melee Attack, T+2 Damage." Battle Omens Once per event you spend a 5 minute ritual to offer a token from a fallen enemy to Dagmar to gain insight into your next battle. (This allows you to gain information about possible strong enemies in your next encounter, or possible abilities!) DBAD Warning: Staff MUST be given suitable advance notice of your intent to use this skill. Blessing of Emrys Hair of the Dog Once per Day you can touch a target and call, "Refresh Daily Attack Skill by the Lord of Dreams." You must roleplay (and have props for) giving the target a full cup of liquid and they refresh the skill once the drink is completely finished. If you have recently engaged in combat, you must rest for 5 minutes before using this skill. Chill out and relax, man. Inspiration Once per watch, emulate a Knowledge skill one level higher than you currently own. Call “By this Item, Imbue to Self!” Blessing of Ghorn Two For One Sale! Once per event, you may choose 1 recipe you know. When crafting that recipe, you produce 2 items. This lasts for one watch. Reinforced Repair Once per Watch, any Item you use the Repair effect on gains “Resist Destroy” vs the next attack against it for the event. Attach an Imbue Card to the item with this effect removing it once expended. Blessing of Liriel Holy Healing You ignore the negative portion of any effect combines with Heal that targets you. Call “Reduce by ” when this effect is triggered. Example: You are the target of a “Heal 3 and Agony” effect. You call, “Reduce by Liriel and take only the Heal effect. Liriel’s Wrath Once per watch you may convert any touch-target spell with the Heal effect into an equivalent packet attack with the Waste Vitality effect with the “by Light” trait. Example: You cast Healing Light at Level 3, as a Tier 2 character. Normally, this would be a touch effect for “Heal 2 and Short Weakness by Light!” Instead, you make a packet attack for, “Waste 2 Vitality and Short Weakness by Light!” Blessings of Eldrea Magical Purge Once per event, you can call, "Imbue by Eldrea, the Great Mage" and remove all negative effects currently affecting you. This skill can be used to remove Stricken. Sages Lorebook You may ask an additional question from one info skill you have spent downtime on. Blessings of Rhaine Risen Once per event, when you reach 0 Vitality, call, “By My Voice, Heal T+3 to Hero by Rhaine, the Great Raven!” This Heal effect does NOT affect you. Second Sight Any Augury used by you or question asked of Rhaine automatically has clearer results as though additional costs were sacrificed. Blessings of Sarai Freedom Choose one effect from Root, Slow, or Slam-- you call, “No Effect by Item” vs this Effect. Hunter’s Boon You gain the Primal and Beast traits. If you do not already have it, you gain Kn:Nature (Novice). You can Spend 1 Stamina to call, “Resist” against any Claw, or natural attack. ONLY Stamina can be spent on this skill-- no points that substitute for Stamina apply.

Chevalier

Note: Chevalier is the in-game name for the warrior caste of the Brittanic people. The word is also used as the game rules name for this background, but each race and culture has their own name for the caste. Thus, a Free Dwarf who takes this background would write "Chevalier" in the Background slot on his character sheet, but in-game he would refer to himself as barak colan (see below). The image is iconic-- a mighty warrior, born and trained from the time she can hold a weapon, bound by a code of conduct to uphold the virtues of her society and defend it with her life. Nearly all cultures and races of Brittanis have their own variation on this theme (with two notable exceptions; see the note below), and each culture has slightly different values and codes of conduct for its warriors. Regardless of the subtle variations, the Chevalier is a member of that born-warrior caste, those who know from their earliest memories that their purpose in life is the defense and protection of their communities and the embodiment of the ideals of their culture. For some of the peoples of Brittanis, the Brittanic and Erin'Tar especially, the idea of the chevalier is tied to the noble class. Those who are born to wealth and have the time, equipment, and training to learn the warrior's art. The able-bodied children of these families are expected to, from the earliest possible age, learn the use of armor and martial skills of their people. Only those who show an aptitude for magic of one kind or another are exempted-- and some families have a storied tradition of battle-mages or fighting clergy as well. Chevalier (shuh--VAL--yay) is the Brittanic term for these noble warriors; the High Elves call them maernlyth (MERN--lith), which translates roughly to "defenders of the blade." For others, such as the Brynn, Norn, and Free Dwarves anyone can aspire to the ranks of the warrior caste, but they must prove themselves worthy first. Skill and desire, not birth or blood, determine entry to the ranks of these warriors. At some interval (usually every year, accompanying a festival, holy day, or other such large gathering), those who wish to join the ranks of the chevaliers (or their cultural equivalent) are tested. The means of this test varies from culture to culture and sometimes even neighboring settlements can have subtle or extreme variations on how these warriors are chosen; regardless, the result is the same. Those who succeed enter a period of intense training and initiation into the ranks of the chevaliers; those who fail return to their normal lives. Some cultures allow a person to attempt the testing more than once; others allow the applicant only one chance to prove their worth. For example, the Brynn allow a person to attempt joining the ranks of the Fianna once per year until they are 40 years old. Free Dwarves constantly struggle to preserve their culture amidst lives as refugees. Thus, the continuation of their warrior traditions is of utmost importance to them. The barak-colan (bear-ROCK coh-LANN) is seen as a holy duty, and any dwarf can join. The initiation and training phase is long and incredibly arduous, however, and many do not succeed. Those who do not quietly return to their previous lives and continue on as if they had never attempted to join at all. Norn are a warrior culture from start to finish-- their rites of challenge to become acarl (KARRL) -- which literally means "warrior"-- are long, complex, and both physically and mentally exhausting. Once the warrior has succeeded, they take on additional duties and can be called many things, such as: huscarl-- also called housecarl, a warrior sworn to defend a particular noble and his lands byrncarl-- a heavily armored warrior efencarl-- many carls can band together and mane themselves shield-siblings, referring to each other as efencarl ranncarl-- a soldier who fights on the vanguard, usually with a two-handed weapon; a breaker of the shield-wall The list goes on and on; this is a way for the many warriors of Norn culture to differentiate themselves from one another. Regardless of their race or ethnicity, a chevalier is required to uphold the social ideals of their people. They are required to believe in and behave as exemplars for those who look to them for protection and often for leadership. As such, while normal characters normally choose three Character Values, a chevalier must follow FOUR of these, as determined by their race or culture. Brittanic: Prowess, Justice, Defense, Nobility Brynn: Courage, Faith, Industry, Etiquette Norn: Prowess, Defense, Courage, Principle Free Dwarves: Prowess, Loyalty, Defense, Industry Erin'Tar: Industry, Prowess, Faith, Nobility Note: Khemri humans and Gael'Dar cannot take this Background. Their cultures simply do not have the same kind of ordered, traditional warrior castes. For the Khemri, each member of the clan is trained and schooled in the use of weapons and arms for the good of the clan; the Wild Elves in contrast are a society of hunters and stalkers, and their culture does not, as a whole, focus on the kind of stand-up fighting the Chevalier embodies. Tier 1 Arms-Bearer (0 CP, 0 Stamina; Battle) You have been trained and drilled in the use of your culture's fighting style. When using these weapons, your strikes are particularly powerful. When wielding a weapon from your race's Cultural Weapon list, you may make 2 melee or missile attacks for “X Damage by Heritage,” where X is the character’s Tier+1. Tier 2 Valiant Respite (0 CP; 0 Stamina; Day) You strike home against a foe and knowing that you are fulfilling your life's purpose renews your will to fight. Once per day, you can make a melee or missile attack with a weapon from you race's Cultural Weapon list for, "2 Damage by Heritage." If the attack hits and is not blocked, defended against, or otherwise negated, you can immediately call, "Refresh 2 Stamina to Self by Heritage." Tier 3 Bastion of Honor (0 CP; 0 Stamina; Burst, Day) You hold the line at all costs, dealing death to your foes and letting enemy formations crash around you like water from the rocks. You plant your right foot (burst keyword) and so long as you do not move that foot (pivoting is okay, but dragging it across the ground or lifting it ends the skill), your base melee or missile damage is increased by 1. This skill ends when you rest for any reason, use another called melee attack of any kind, or move your right foot for something other than pivoting.