Tag Archives: rules

Multi-Source Characters

A character has access to one Source at character creation, and thereafter is considered a [Source] character. So if a character picks the Arcane Source at character generation, they gain the Arcane trait, and ever after are considered an Arcane character, even if they choose a second or third source later in their career. If you want to access another Source, they must pay the Source header cost in CP before you can access that Source OR the Headers under that Source. When a character has accumulated 20 CP, you can unlock a second Source. At 80 CP, a third Source can be unlocked. A character can never unlock all 4 sources. Again, for clarity—IGNORE the Character Point cost after the Source Header unless you are going for your second or third Source. Continue reading Multi-Source Characters

Advancement (WIP as of 10/25/15)

(NOTE: Step By Step Instructions for using the Brittanis Database for your Skill Purchase Requests are at the bottom of this page. MAKE SURE you understand how to spend the points before you use the Database.)  As you attend Events such as Adventure Weekends, Adventure Days, Workshops or the Winter Feast, your character learns about the world around them and gains experience in how to survive the harsh realm of Brittanis. It’s even possible for your character to gain experience when you’re volunteering and helping out the game as a whole. As your character adventures in Brittanis, they gain Character Points (CP) , which are the primary currency for character advancement. You earn CP by:
  • Attending Events
  • Investing in quality costume & props for your character
  • Volunteering for the game's benefit
  • Supporting merchants/vendors that support Brittanis
The more effort and investment you put into making Brittanis better, the better the game is as a whole, and the rule system rewards the dedicated player for that time and investment.

Advancement and Tiers of Play

All new characters begin play at 1st Tier. As your character advances, they learn how to accomplish more amazing tasks and become more powerful in general. As a character gains more CP, they can diversify their skills and open up new Skill Headers—and eventually, can unlock entirely new Sources of power to draw from. Some skills have higher levels that increase in power as a character goes up in Tier. It’s important to note that the Starting Points a new character begins play with DO NOT count towards advancement on the chart below, which is why they are called Starting Points and not Character Points. Only Character Points earned after character creation by attending events and/or volunteering to help the game apply to the Advancement Table. See Earning Character Points for more details on how you can acquire Character Points.
  • 2nd Tier characters gain +2 max Vitality and +2 max Stamina.
  • 3rd Tier characters gain an additional +2 max Vitality and +2 max Stamina.
  • 4th Tier characters gain an additional +2 max Vitality and +2 max Stamina.

Advancement Table

CP Earned Character Tier Maximum Sources Maximum Classes
0-10 1 1 2
11-19 1 1 3
20-39 2 2 3
40-59 2 2 4
60-79 3 3 4
80-99 3 3 5
100 + 4 3 5

Spending Character Points

Characters start at 1st Tier in Brittanis,  just beginning their heroic journey, and they are not nearly as powerful as they will become as time goes by. Thus, starting characters in Brittanis gain 25 Starting Points. Starting points spend at the exact same ratio as earned Character Points. You must spend at least 22 of your Starting Points before play begins. Humans get bonus Starting Points and must spend ALL of those bonus points. Character points can be applied to any of your characters, but no single character may receive more than 40 character points in a calendar year. Character points can be used to buy new skills and to raise attributes. Once you’ve earned them, the next step is spending those character points you’ve accumulated through your hard work adventuring and volunteering. Thankfully, spending CP is easy. For more details, see the Skill Header System section. The Skill Header system is simple. Every skill belongs to a header, which is a grouping of skills under a common theme or concept. Each race has its own Racial header, each Background has its own Background header, and so on. Each category of magical Spells is considered its own separate Header. Each power Source has its own header, and each Source has sub-headers underneath it called Classes.

Character Points

  • See the Skill Header System and Downtime for more detail on this topic.
  • You must unlock a header before you can buy skills from it. To unlock a header, spend the listed number of CP in the header skill. Ex. you cannot purchase skills from the Scholar Header till you pay the 3CP to buy the Scholar skill and unlock itRace, Background, and Allegiance skills are automatically unlocked when a character chooses them during character creation.
  • Once you have unlocked a header, you can purchase any skill in that header so long as you spend the listed number of CP and meet all the Requirements.
  • You cannot buy multiples of the same named skill at the same time. This only applies to an individual named skill. Ex. the Healing Herbs skill can be purchased up to 5 times. You could not buy 3 levels of Healing Herbs in a single Survey, even if you have the Character Points saved up to afford it. Either spend the points on more diverse abilities (recommended) or purchase one level of the ability on three separate surveys.
  • If a skill has Requirements, you cannot purchase both the Requirement and the skill in the same interval. Ex. if Two-Weapon Fighting 2 has a Requirement of Two-Weapon Fighting 1, you cannot purchase both Two-Weapon Fighting 1 and Two-Weapon Fighting 2 in the same Survey. You must purchase level 1 in one Survey, attend (or pay for) another event, and then purchase level 2 in the next Survey.
  • You may only purchase a specifically-named skill once unless the description indicates it can be bought again. Ex. The skill Circle of Steel appears on several lists, but it can only be purchased once, regardless of how many headers you have access to with that skill on it. On the flip side of that, there are numerous skills that can increase a character's Vitality or Stamina pools; as long as these skills have different names, you can purchase all of them for cumulative effect.

Downtime

Downtime is a Resource that represents a character's time in between events.
  • Downtime is only earned by attending full events.
  • Downtime is a use-or-lose Resource. It cannot be saved up.
  • Unused downtime hours when a Survey closes AUTOMATICALLY convert to silver pieces at a rate of 1:1. this amount is added to your Bank Account.
  • If you do not attend the next event after a Downtime, any unused Downtime hours are lost and not converted to silver.

Information Skills

Some skills, called Information skills, allow a character to get in-game information between events, during Downtime. These skills cost Downtime hours to use. Follow the link for more details.

ADVANCEMENT EXAMPLE

Donovan finishes up a full weekend event and gets 6 hours of Downtime. After the event ends he has saved up 6 CP to spend. Donovan also purchased the Write a Letter skill from the General list previously. 
He wants to buy the Large Blades skill (which has Requirements of Medium Blade and Short Blade), but he only has Short Blades currently, so on this Advancement Survey he purchases Medium Blades, using 3 CP . This leaves him with 3 CP and 6 Downtime. He also wants to buy the Thrown Weapons skill, which costs him another 3 CP taking him to 0 CP and 6 Downtime. All of this is submitted using the Brittanis database (see below for step-by-step instructions). 
Donovan uses 3 of his remaining Downtime to write a letter to his sister back home, asking her a specific question about his family history that relates to a current plot line. He does this using the Online Raven Station. 
Donovan has 3 Downtime left, but nothing really to spend it on. It converts to 3 silver pieces at the beginning of the next event, and is added to his Bank Account.

Multi-Class and Multi-Source Characters

Gaining a second, third, etc Class within the same Source is easy. All you have to do is meet the requirements for the Class and pay the 3 CP to access the header-- and you get a Free Skill for buying into most classes! Then you can freely buy skills from that header if you meet the skill's Requirements . Multi-Source characters are a bit more tricky. Adding a second Source is expensive, but can be worth it for those who really desire to do so. Follow This Link For More Info.

Step By Step Instructions for Submitting CP/DT Expenditure

NOTE: As of 10-25/15, many of the pieces must be manually entered. We are adding functionality and data every day, and by Spring 2016 hope to have all calculations and automation in place. Please be patient-- this process will get simpler and faster. 
  1. Check your online Google Character Sheet for your available Character Points and Downtime hours. Record these numbers and keep track of them. If you need help finding your sheet or have questions about it, please email brittanis.logistics@gmail.com.
  2. Log into the Brittanis Database (if you need a login, send an email titled DATABASE LOGIN to brittanis. logistics@gmail.com and we’ll set one up for you). 
  3. Under "Welcome to the Brittanis Database", on the right side, click on the link "Complete My Post Event Activities."
  4. On the "Ready to Level Up?" Page, in the lower right box, click the name of the character you wish to buy skills for. Most players will only have one option here.
  5. This is your character record. Scroll down until you see the tabs "General--Events--Skill Upgrades--Public Records--Ravens & Infoskills" Click on "Skill Upgrades."
  6. In the "Skill Additions and Upgrades" panel, on the far RIGHT side, click "Add New."
  7. This is the Skill Upgrade page.  On the Right side, click "Lookup." From the popup, you can either Search the skill you wish to buy, or scroll through to find it. Skills are being added all the time, so if you don't find it once, make sure you check back, because it might be there the next time you login!
  8. IF YOU DO NOT FIND THE SKILL YOU WANT, click "Yes" for "Skill Not Listed?"
  9. Input the Skill Name you want to buy under "Skill Name, Manual Entry" and the appropriate number of Character Points/Downtime in the "Character Points Required, Manual" box.
  10. Click the "Save" button in the upper-left corner of the record screen.
  11. When your purchase is audited and approved, you will receive an email notification that the skill has been added to your character!

Allegiance

FEALTY, FAMILY, OATHS & THE UNSWORN

If you have not read the above page first, START THERE. The rest of the Allegiance pages will make a lot more sense once you have that basis of information.

The Game of Houses

Ancient lineages have built up resources, reputation, and political power over centuries, and there is little that happens on the continent of Brittanis that does not affect these great Houses or receive influence from them.

Fealty is Deep Magic

Oaths of fealty and allegiance are witnessed by the land itself and woven deeply into the magic of the world of Aerys. The bond between lord and vassal is a reciprocal one, where both parties derive benefits and hold responsibilities. Breaking these oaths incurs dire consequences.

Benefits of Membership in a House

  • Allies to call upon to help fulfil your personal interests and side quests
  • A network to share resources and information
  • sworn brothers and sisters to guard your back on the field of battle
  • a noble patron who can communicate and pull strings with other houses within and beyond the kingdom
  • the possibility of financial assistance if your requests are for the good of the house, of if you do a favor for your noble patron
  • deeper immersion in the wide-sweeping plots of the game
  • and more, as each house has special skills and bonuses

Distrust for the Unsworn

A side effect of fealty being such a deeply ingrained part of Brittanis culture is that the Unsworn are viewed with suspicion. Mercenaries are viewed as being without honor or loyalty, as someone who simply sells their sword to the highest bidder, and whose loyalty could be bought out again and again for the right price. It is an incredibly dangerous world out there, and the "lone wolves" who try to go it alone without allies are either suicidal, mad, monsters, or concealing their true loyalties.

Update: The Unsworn and Y Seeth Perry

Faction List

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.

Crown Guard

Crown Guard During his reign as the Pendragon, High King Julius Ambrosius instituted a policy of mandatory military training for every able-bodied man and woman under his rule, from the lowliest peasant to the highest-ranking noble. During their training the best, brightest, and most skilled would be invited to enlist in the Crown Guard-- the standing army of the Pendragon. Today, two generations removed from High King Julius, only three kingdoms still require mandatory training-- Albion, Malagant, and Lyonesse. these three kingdoms each have their own separate forces, but all three nations still refer to their best soldiers as the Crown Guard. Some exceptional few even progress to become Crown Knights, officers in the King's Army. When they enlist, every single Crown Guard trainee goes through a grueling 6-month training course-- regardless of social status, for the nobles and commoners in the Crown Guard serve their basic training side by side without regard to their blood. They go through a grueling physical training regimen, as well as advanced training in weapons, armor and tactics. They learn military customs and traditions, and those who cannot already are taught to read and write. Those who begin the training phase with the required skills earn quick advancement, so the children of nobles who don't need the book-learning sometimes end the basic training phase as Yeomen. Once their initial training is finished, Crown Guards are assigned (based on aptitude tests at the conclusion of the basic phase) to specialty schools corresponding to the branch of the army they will be serving in. These branches are designated by color, and as a soldier increases in rank they wear stripes upon the sleeves of their clothing to show the rank they have achieved. All rank chevrons are worn pointing up, in the middle of the upper arm on each side. All rank insignai are in the color of the soldier's branch-- Infantry, Dragoon,Engineer, or Support (see below). Every Crown Guard starts his career as an enlisted Trooper. Once a soldier has attained the rank of Yeoman, he can attempt to obtain a knighthood and become an officer, referred to as a Crown Knight. NOTE: No player character can START play at a rank greater than Yeoman. Advancement can (and should) come through playing the game, and opportunities for doing so will be provided via plotlines and adventuring. Enlisted Ranks Trooper-- first rank in the Crown Guard, usually put in charge of civilian militias or organized into tactical units. Wears 1 chevron Yeoman-- typically in charge of several troopers, overseeing groups of militia in times of danger, or directly in command of a squad (6-8) of troopers. Wears 2 chevrons. Sergeant-- non-commissioned officer rank, usually in charge of an entire platoon (~50) of soldiers. A platoon is usually made up of several squads. Wears 3 chevrons. Most battlefield mages and/or healers are defaulted to sergeant rank (see below). First Sergeant-- senior non-commissioned soldier in a company (~100). In charge of the welfare of every soldier in his company. A company is usually made up of several platoons. The First Sergeant wears 3 chevrons with a diamond at the point of the chevrons. Sergeant Major-- senior non-commissioned officer in a regiment or battalion. Cavalry units call a grouping of companies a regiment; infantry and engineer units call a grouping of companies a battalion. Typically in charge of 300-1000 soldiers. Officer Ranks Once a soldier becomes a Yeoman and serves with distinction, he can petition to become an officer-- a Crown Knight. Yeomen candidates are required to have knowledge in advanced tactics, engineering for the battlefield, etc-- thus, nobles with access to formal education before enlistment outnumber officers from the common classes, but it is not an exclusive arrangement. Crown Knights are literally knighted by the King or a Crown Knight of high rank-- they are technically nobility in their own right, and those who survive their entire term of service (20 years) retire as lords, gifted with lands by the crown. However, in most situations, the non-military lords of a land have authority in most situations save those of military consequence. Thus, Crown Knights are looked down upon and given the nickname, "swordbloods" by those whose family, not military service, granted a noble title. The tension and conflict between the swordbloods and non-military nobles during times of war can be very great. Instead of chevrons, a Crown Knight wears a crown that sits horizontal to the soldier's arm in the same way as the chevrons of enlisted soldiers. Depending on the officer's rank, the crown might have additions or modifications to it. All rank insignia are in the colors of an officer's branch-- Infantry, Dragoon, Engineer, or Support (see below). Knight-Lieutenant: oversees a platoon. Wears a crown with a single horizontal bar underneath the crown. The Executive Officer in a company (second-in-command) wears a diamond on top of the bar in the center. Knight-Captain: oversees a company. Wears a crown with two bars beneath it. Knight-Major: oversees a task force or a group of companies (but not an entire battalion or regiment). Wears a crown with a shield beneath it. Knight-Colonel: oversees a battalion (infantry or engineers) or a regiment (cavalry). Wears a crown with a pair of crossed swords beneath it. Knight-General: oversees an entire army group of at least two battalions. Wears a crown with a single 5-pointed star beneath it. Branches There are three major branches in the Crown Guard, and a fourth pseudo-branch that exists scattered within it. Each branch is comprised of a particular kind of military unit, and even a soldier of a different function, when permanently assigned to a unit of that kind, will change the color of his rank insignia. For example, an infantry soldier (blue) who gets assigned to an engineer unit (red) would change his stripes at the first available opportunity. Unit color is determined at the company level, so even if a cavalry company (yellow) with three companies of cavalry soldiers has a platoon of infantry and a platoon of engineers to support the main combat force, that entire company would wear the yellow cavalry, because the UNIT is designated as cavalry. Infantry: soldiers who fight on foot, focused on heavy armor and weaponry. The largest and most numerous branch in the Crown Guards of Albion and Malagant. Dragoon: troops who go lightly armed and armored, focused on maximum mobility and shock value. The largest branch of the Crown Guard in Lyonesse. Engineers: specially-trained soldiers skilled in designing, building, and breaching fortifications, sieges and siege engines, bridges, etc. Support: This is the least-numerous branch of the Crown Guard by a massive amount, and is comprised of those with magical or technical skills that is most useful when added to a conventional unit. This branch includes battle-mages, druids and shamans of primal beliefs, clergy of various deities (Dagmar, Rhaine, and Ghorn most commonly), as well as "personnel elimination specialists," rangers, scouts and field guides. A character with this background gains their advanced skills depending on their Branch. Tier 1 Basic Training (0 CP) Your initial military training has hardened your mind and body and given you basic weapon skills. You gain a +1 to your base maximum Vitality and Stamina, and you gain one free Medium Weapon skill. Tier 2 Foot Soldier (Infantry) (0 CP) It takes a lot of endurance to march everywhere, in armor and weighed down with a heavy rucksack, for a living. Your base maximum Vitality is increased by +1 and your base maximum Stamina is increased by +2. Move Fast, Hit Hard (Dragoon) (0 CP, Battle) To you, mobility is everything. If an enemy stops you from moving, you're as good as dead. Once per battle, you can call, "Resist by Background" against a Slow or Root effect. I Fix Things (Engineer) (0 CP, Watch) Through extensive experience, you have become skilled at fixing things that are broken... and you also happen to be really good at breaking them, too. Once per watch, you can do ONE of the following: Touch an object that has the Destroy effect and call, "Cure Destroy by Background" to remove the Destroy effect. Touch an object and call, "Destroy by Background" Touch a suit of armor, spend 10 seconds of Activity time roleplaying fixing the armor, and call, "Refresh Armor by Background" Hard Target (Support) (0 CP, Watch) Spellcasters and other specialists on the battlefield often become "prime targets" because enemies want to finish you off first. You have learned to shrug off powerful enemy attacks, though the effort in doing is incredibly painful. Once per watch, when you take a Damage effect of 5 or greater, you can call, "Reduce to Agony by Background" and immediately take an Agony effect that cannot be negated or defended against in any way. Tier 3 Grizzled Veteran (Infantry) (0 CP) A career of leading foot soldiers has made you tough as the boot leather you march upon. Your maximum Vitality and Stamina are increased by 2. Always Ready (Dragoon) (0 CP) Cavalry must always be on their guard-- being stationary is dangerous, and being caught unawares is even worse. Once per watch, you can completely negate a backstrike attack by calling, "Resist by Background" Experimental Ordnance (Engineer) (0 CP; Event) You have been working on a special new kind of demolition technique. Each event, you gain 3 alchemical items that, when thrown, call, "5 Damage and Slam by Fire." You are the only one who can make these alchemicals work, and they expire at the end of the event. Note that the player is required to supply the orange packets for the alchemicals. No Time To Bleed (Support) (0 CP; 0 Stamina; Watch) On the battlefield, a healer can't afford to use his time or energy to mend his own wounds, a battlemage is far more useful destroying enemies than bleeding out on the ground, and the scout is usually so far away from help that he has to be self-sufficient. Once per watch, you can take 5 seconds of activity roleplaying binding wounds, casting a minor spell, or just catching your breath. Then call, "Heal 3 to Self by Background."