Tag Archives: skills

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

General Skills

General Classes: All characters have access to the General Skills header for FREE.

Weapon, Shield, & Armor Skills

Small Weapons (0 CP)
  • All characters can use any type of small weapon.
Short Melee Weapon (1, 2, 3, CP) Requires Small Weapons.
  • You are skilled in the use of one class of Short weapon that must be chosen when the skill is purchased. The choices are Axes, Blades, and Blunt.
  • 2nd-3rd Purchase: Choose another weapon type.
Medium Melee Weapon (3, 4, 5, 6, CP) Requires skill in the Short version of the Weapon Skill purchased.
  • You are skilled in the use of one class of Medium weapon that must be chosen when the skill is purchased. The choices are Blade, Blunt, Axe, and Spear.
  • 2nd-3rd Purchase: Choose another weapon type.
Large Melee Weapon (4, 4, 4, 5, 6 CP) Requires skill in the Short & Medium version of the Weapon Skill purchased.
  • You are skilled in the use of one class of Large weapon that must be chosen when the skill is purchased. The choices are Blade, Blunt, Axe, Spear, and Polearm.
  • 2nd-3rd Purchase: Choose another weapon type.
Exotic Weapon (5, 5, 5... CP) This is a catch-all skill for those weapons that do not fit into one of the categories of weapon.
  • It is purchased for each individual weapon the character wishes to use, as opposed to as a weapon group. Purchasing this skill must have staff approval before it is taken.
Staff (2 CP) You are skilled in the use of a quarterstaff. This is a Large weapon. Thrown Weapon (3, 3, 3, 3 CP) You are skilled in the use of thrown weapons. This skill counts as a Short Weapon Skill. Your Ammunition is your thrown weapons.
  • You may throw up to 3 projectiles before you need to Refresh your ammunition by spending 1 minute of activity roleplaying sharpening and cleaning your thrown weapons.
  • Each purchase of this skill allows you to use another 3 thrown weapons before you must stop and Refresh your Ammunition.
You can purchase this skill twice at character creation. Archery (3, 3, 3, 3 CP) You are skilled in the use of bows and crossbows. This skill counts as a Medium Weapon Skill.
  • Your Ammunition is Arrows (or Bolts for a crossbow). You can fire 10 bolts/arrows before you must Refresh your Ammunition by spending one minute of activity role-playing cleaning and fletching another set of arrows.
  • Each additional purchase of this skill grants you another 3 arrows before you must Refresh your Ammunition.
Two-Weapon Fighting (5, 5 CP) Requires 2 Weapon skills. You are skilled at using multiple weapons.
  • You can use a Small or Short weapon in your off hand.
  • 2nd Purchase: You can use a Medium weapon in your off hand.
Buckler (4 CP) You cannot use a larger shield.
  • You can use a buckler.
Shield (4 CP) Requires Buckler.
  • You can use a full-size shield.
Light Armor (3 CP)
  • You can wear Light Armor.

Economy, Education, and Information Skills

Income (1, 2, 3, 4, 5, 6, 7, 8, 9, 10 CP) You have a steady source of additional income, be it a trade or an inheritance.
  • Get 1 silver shilling in addition to your base income at check in every event. This amount increases by 1 shilling for each purchase.
Knowledge Skills (2, 3, 5 CP, Bought and Advanced individually, OPEN Information Skill ) Knowledge skills are a kind of Information Skills which allow characters unique roleplaying opportunities and represent accumulated knowledge on a particular subject. Any information gained is always at the discretion of plot and there is no guarantee that a knowledge skill will apply to a situation. The first way to use a knowledge skill is at an event, via conversing with a Watcher. Occasionally, you may want to utilize your Knowledge Skill while playing. In order to do so, you must say something regarding your Knowledge skill to a Watcher, and then follow it with the statement “For I am a [rank] in [Skill].” EXAMPLE: a character questioning what undead their fighting might ask a Watcher something like “I think I’ve seen these monsters before, for I am a Sage of Undead Lore.” If you would receive information, the Watcher will say something indicating what you might know, such as “Yes, Vampires have a very distinct look.” EXAMPLE: An army is marching towards town. Alderon is a Sage in KN:Military. He can then question a Watcher and perhaps gain information on what direction/formation they are likely to take. This questioning is done in-game, unless a player goes to a Summoner’s Rock to speak with a Watcher. The more a character knows on a subject is recognized by their rank as:
  • Novice (1st purchase) knows small amounts of info on a subject;
  • Student (2nd purchase) knows an above average amount of information on a subject;
  • Sage (3rd Purchase) possesses considerable information on the subject.
Knowledge skills correlate with Tier of Advancement;  Student level skills cannot be purchased until Tier 2 (and Specialization can be purchased at this time), and Sage level cannot be purchased before a character is Tier 3. The following categories are the only accepted categories used. Specializations that would fall under a more precise category will be subject to plot approval – for example, a character may take Academic [Albion History], but would need approval for Academic [Ancient Tiberian History].
  • Academic – Knowledge for the sake of knowing about a particular topic or something that is a scholarly pursuit. Includes: Mathematics, History, Lore, Scout, etc.
  • Arcane-- Knowledge of magical theory, symbols, items, etc. Includes magical animals, effects, creations.
  • Military – Anyone that has studied warfare or served in a military capacity. Includes: Soldier, Military Tactics, Weaponry, etc.
  • Natural--Information about the earth, plants, animals, geography, etc. Does NOT cover magical beasts, flora or fauna.
  • Social – Represents experience or knowledge through study. Includes: Knowledge , Politics, Political Etiquette, Diplomacy, etc
  • Criminal - Knowledge of skills or trades that may be considered illegal. Your character may not be a criminal, but spent time studying the criminal mind/criminal activities. Includes: Counterfeiter, Contract Killer, Illegal magic, Clandestine Merchant, etc.
  • Otherworld – The study of elementals/creatures of the Otherworld, the twelve Planes, Faerie, Abyss, Stygia, etc.
The second way to use a Knowledge Skill is as an Information Skill, per the rules on that page. Using a Knowledge Skill in this manner costs 3 Hours of Downtime. Speak Language (3, 3, 3, 3 CP) Note: All characters speak and write their Racial language and Common.
  • This skill allows the character to read texts in non-racial languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Tiberian, Briton, Brynn, Norn, Elven (covers both Erin'Tar and Gael'Dar languages), Dwarven, Skraeling.
This skill may be bought several times. Each purchase allows the character to choose one of the above languages to be able to speak. Write A Letter (3, 4, 5 CP; 3 Downtime; Addressed Information Skill) Every character is presumed to be literate in her own native language (for humans, your ethnicity counts as race for this purpose-- Brynn, Brittanic, Norn, and Khemri all have their own languages.)
  • This skill allows you to write a letter to, and ask a question of, someone who is fluent in the same language as you, or a language you have purchased. The recipient of the letter must be an NPC. You will have a much better chance of getting your question answered if the NPC you ask is knowledgeable about the topic you're asking about.
  • 2nd Purchase: You can ask up to 2 questions. 
  • 3rd Purchase: You can ask up to 3 questions. 

Heroic Skills

Heroic Block (2, 2, 2 CP, Day) Call out “Parry by [Heroic Virtue],” to negate the next [Tier] melee attacks that hit you.
  • 2nd Purchase: usable 2/day.
  • 3rd Purchase: usable 3/day.
Heroic Healing (2, 2, 2, 3 CP; Day) Your healing gift is innate and powerful; once per day you may touch a target and call, “Heal 3 and Weakness by [Heroic Virtue].” This skill cannot be used on yourself.
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: usable 1/battle
  • 4th Purchase: “Heal [Tier] by [Heroic Virtue]”
Heroic Shot (2, 2, 2 CP, Day) A missile attack for “6 Damage by [Heroic Virtue] .”
  • 2nd Purchase: usable twice per day
  • 3rd purchase: "6 Damage and Slam by [Heroic Virtue] ."
Heroic Dodge (2, 2, 2 CP, Day) Once per day, call out “Avoid by [Heroic Virtue] ,” to negate the next [Tier] missile attacks that hit you.
  • 2nd Purchase: usable 2/day.
  • 3rd Purchase: usable 3/day.
Heroic Constitution (2, 2, 2 CP, Day) Call out “Purge Metabolic to Self by [Heroic Virtue] ” to remove one Metabolic effect.
  • 2nd Purchase: “Resist Metabolic by [Heroic Virtue] ”
  • 3rd Purchase: "Resist Metabolic and Heal X+1 by [Heroic Virtue] " where X is the number of effects with Metabolic Traits you negate with this skill.
Example: Esa is under the effects of a “Stun by Poison, and Slow by Aging.” She uses this skill, and calls “Resist Metabolic and Heal 3 by [her chosen Heroic Virtue].” because she Resisted 2 different Metabolic effects, +1 point added in from the skill.  
Heroic Endurance (3, 3, 3, 3, 3, 3 CP) Your Maximum Stamina is permanently increased by one.
  • 3rd and 4th Purchase requires Tier 2.
  • 5th and 6th Purchase Require Tier 3.
Heroic Might (2, 2, 2 CP, Day) Call out “Purge Physical by [Heroic Virtue] ” to remove one Physical effect.
  • 2nd Purchase: “Resist Physical by [Heroic Virtue] ”
  • 3rd Purchase: "Resist Physical and Heal X by [Heroic Virtue] " where X is the number of effects with Physical Traits you negate with this skill.
Example: Esa is under the effects of a “Stun by Force, and Slow by Thorns.” She uses this skill, and calls “Resist Physical and Heal 3 by [her chosen Heroic Virtue].” because she Resisted 2 different Physical effects, +1 point added in from the skill.
Heroic Recovery (3, 3 CP; 2 Stamina; Day) While Unstable, Unconscious, or Stunned, may use this skill to prevent yourself from bleeding to death, and wake up earlier than you normally would. You must wait thirty seconds before you wake, but may then wake whenever it seems safe for you do to so. (You need not wake immediately if an enemy is standing over you, for instance.)
  • Spend 2 Stamina and 30 seconds of Activity roleplay waking up. It should be obvious to anyone watching that you are regaining consciousness. Then call, “Heal X by [Heroic Virtue] .” where X is your Tier.
  • 2nd Purchase: Once per day, you may spend 2 Stamina and call, "Reduce to 10 Damage" against any Death effect that strikes you. Using this version of the skill counts against the 1/day of uses for this skill. You can Resist Death OR Heal when dying, not both.
Heroic Strike (2, 2, 2 CP, Day) A melee attack for “6 Damage by [Heroic Virtue] .”
  • 2nd Purchase: usable 2/day
  • 3rd Purchase: "6 Damage and Slam by [Heroic Virtue] ."
Heroic Vitality (3, 3, 3, 3, 3, 3 CP) Your Maximum Vitality is permanently increased by one.
  • 3rd and 4th Purchase requires Tier 2.
  • 5th and 6th Purchase Require Tier 3.
Heroic Will (2, 2, 2 CP, Day) Call out “Purge Mental by [Heroic Virtue] ” to remove one Mental effect.
  • 2nd Purchase: “Resist Mental by [Heroic Virtue] ”
  • 3rd Purchase: "Resist Mental and Heal X by [Heroic Virtue] " where X is the number of effects with Mental Traits you negate with this skill.
Example: Esa is under the effects of a “Stun by Awe, and Slow by Fear.” She uses this skill, and calls “Resist Mental and Heal 3 by [her chosen Heroic Virtue].” because she Resisted 2 different Mental effects, +1 point added in from the skill.

Medical Skills

Diagnose (2, 2, 2 CP, 0 Stamina) You touch a target and call, “Diagnose X by [Heroic Virtue] ,” where X is any Effect other than Imbue or Inflict.
  • 2nd purchase: X now includes any Elemental, Metabolic, or Physical trait.
  • 3rd purchase: X now includes Imbue and Inflict effects.
First Aid (3, 3, 3, 3 CP; 0 Stamina;) Requires Diagnose. This skill takes one minute of activity to perform. Note: You must have a medical kit prop in order to use this skill with an appropriate number of bandages for the number of uses you get for this skill. This kit must include a 1 minute timer.
A target of First Aid cannot remove a bandage until they have rested for 5 minutes. The game effects of the bandage happen immediately, but the bandage cannot be removed until they have rested.
  • You roleplay and administer medicines and bandage wounds to prevent someone from dying of blood loss. When you begin the Activity, call, “Stabilize by [Heroic Virtue],” The target stops their bleed-out count. You may use this skill [Tier+2] times before you must spend 5 minutes of activity cleaning, replenishing, and re-setting your medical kit.
  • 2nd Purchase: At the END of your one minute of Activity, call EITHER the Stabilize version above, OR “Heal [Tier] and Weakness by [Heroic Virtue].” Each time you use this skill, you must perform the 1 minute activity time.
  • 3rd Purchase: “Heal [Tier] and Weakness by [Heroic Virtue].” Then call "Refresh 1 Stamina by [Heroic Virtue]." on the same target.
  • 4th Purchase: "Heal [Tier+1] and Weakness by [Heroic Virtue]." Then call "Refresh 2 Stamina by [Heroic Virtue]." on the same target.
Improved Medical Kit (3, 3, 3, 3 CP) Requires First Aid 2. You add +1 to the number of uses for First Aid before you must reset your medical kit.  

Blooded

Blooded (3 CP)

The flow of social activities in the High Families of the various kingdoms have a magic of their own, and some people are born with the ability to channel, harness, and manipulate that energy. These people are called the Blooded, and their ancestry hearkens all the way back the ancient empire of Aquilon, where men used magic as simply as breathing. The Blooded are rare, but many rise to positions of importance and influence because of their powers and interpersonal abilities.
As a Blooded, you not only are well versed in the political and social interplay of the courts, but you have the conviction that to be noble—either by birth or by elevation-- is to be civilized and rise above those who think the Gifted Races nothing more than animals. The power of oaths and the bonds of fealty are very real, and the Blooded taps into that magic and can draw on it for semi-magical effects.
You cannot use any Blooded skill if you have the Uncivilized trait. You cannot take this header if you have the Beastmaster Trait, or vice versa. You cannot take this header if you purchase any skill that allows the character to NOT pay Maintenance, and vice versa. The Gifted Races have risen above that.
Each race and ethnic group among the Gifted races have nobility of their own, and each has slightly different opinions on the responsibilities and appropriate actions of those whose duty is to care for the welfare of others. Every society acknowledges the sanctity of Oaths and Promises, and the Oath of Fealty—the bond between a noble and her vassals— is judged by most the most important bond a sentient being can make.
To be Blooded and to draw magic from these skills is to embrace civilization; its art and culture and all that is wonderful and uplifting about the ascent of the Gifted Races into civilization. There is nothing wrong with hard work, dirt under the fingernails and adventurous behavior so long as one cleans themselves up properly afterwards. One must maintain one's self above the baser instincts.You cannot use Blooded skills unless you act and dress in a civilized and dignified manner—subject to the culture of your ethnicity and race. A Brittanic human might see an Brynn clan chief as a barbarian, but among his own people, that clan chief’s word is law.

Blooded Skills

Attend Me (3, 3, 3, 3 CP; 1 Stamina; Watch) A Blooded is accustomed to being attended by his or her allies and will brook no interference with their duties. You touch a target and call, "Grant Defense: Purge [Root/Paralyze] by Will.” You must choose which effect you call each time you use this skill; you cannot call both Root and Paralyze at the same time.
  • 2nd Purchase: You can touch a target and call, "Cure [Root/Paralyze] by Will."
  • 3rd Purchase: You call, "By Your Name, [Name], Cure  [Root/Paralyze] by Will."
  • 4th Purchase: You call, "By My Voice, Cure [Root/Paralyze] to Hero by Will."
Courier (3, 3, 3, 3 CP; Addressed Information Skill) Between events you may pay a minimum of 1 silver and 3 hour of Downtime to attempt to send letters to other characters in the world. You must pay the cost and you may send an electronic copy of the physical letter to plot between events. You may also turn in a physical prop to plot if the physical presentation has some significance. You must know where the letter must be sent. You need not attempt to deliver the letter yourself; the Guild of Heralds sends it along to it proper place. There is always a chance that a letter will be intercepted if you send it someplace dangerous or if someone is attempting to foil your attempts. If you believe this is the case you may increase the amount you pay for the delivery to help ensure its safety though someone attempting to foil your attempts might likewise have the ability to pay more to intercept the letter.
  • 2nd Purchase: you may ask 2 questions per letter
  • 3rd Purchase: if you choose to spend money on questions, the amount you spend will increase the chances of success and accuracy
  • 4th Purchase: you may ask 3 questions per letter
  Maintain Decorum (3, 3, 3, 3 CP, 2 Stamina) Requires Noble Bearing. Sometimes a Blooded is all there is between decorum and anarchy. You can touch a target and call, “Cure Frenzy by Will”
  • 2nd Purchase: You can target this skill by packet or by touch.
  • 3rd Purchase: “By Your Name, [Name], Cure Frenzy by Will.” This can only be used in an enclosed space.
  • 4th Purchase: “By My Voice, Cure Frenzy By Will.”
Dressed to Kill (3, 3, 3, 3, 3 CP, up to 3 Stamina; Watch) You are confident and light on your feet when you are dressed in a civilized manner. You may spend up to 3 points of Stamina and rest for one minute dressing, checking yourself in the mirror, or resting and cleaning yourself up to give yourself 1 armor point for each point of Stamina spent. These armor points can also be refreshed by resting and adjusting your look for 1 minute. When you purchase this skill, the torso portion of your costume becomes an in-game item and must have a tag. It can be Destroyed, stolen, Wasted, or affected by any other in-game skill as normal. Choose how you role play your resting time. You cannot use this skill if you are wearing any other type of armor, and these points are lost if you put on or activate any other armor or ability that gives you armor points. If you have another ability that grants armor points, or physical armor, you can activate it or wear it after the Dressed to Kill points are consumed. These armor points last until the end of the watch or until you refresh Stamina.
  • 2nd Purchase: You can spend up to 4 Stamina.
  • 3rd Purchase: You gain Stamina +1 Armor points.
  • 4th Purchase: You can spend up to 5 Stamina.
  • 5th Purchase: You gain Stamina +2 Armor Points.
Enough of That! (3, 3, 3, 3 CP, 2 Stamina) You may keep people quiet if they are talking out of turn. You gain a packet attack for, “Enough of That, Short Silence by Will" to keep someone from speaking out of turn.
  • 2nd Purchase: “Enough of That, Silence by Will"
  • 3rd Purchase: 2 packets
  • 4th Purchase: “Enough of That, By My Gesture, Silence by Will"
Gilded Carriage (1 CP) Once per day, if you have received a formal invitation to a function and you have dressed specifically for that function you may spend 5 minutes dressing and grooming for that purpose, and then call, “Imbue Spirit to Self by Will.” You must have the invitation in hand at all times for the Spirit defense to be active, and cannot have any other item in hand. If you use any other game skill, speak, start a spell incantation, or touch a weapon for any reason the Spirit effect ends immediately. Using this skill except for its intended purpose will result in removal of the Blooded Header permanently. THIS SKILL CANNOT BE USED TO SET UP OFFENSIVE ACTION OF ANY KIND. USING THE SKILL FOR SUCH PURPOSES WILL BE LOOKED UPON IN THE MOST NEGATIVE LIGHT POSSIBLE BY STAFF. You must travel directly to the function. You cannot tarry once you use this skill on other concerns. The protection ends when you reach your destination and enter the function. Once the function is finished you may use this skill to return to your dwelling where you first used the skill, but you may only do so if you haven’t left the function and you haven’t used a skill or attack that created an effect that is not beneficial. Doing either of these things ends the skill. You may use this skill an additional time each day, but only if your outfit is completely different (footgear is exempted from this rule) for the second use of the skill. Gossip, Whispers and Rumors (3, 3, 3, 3 CP; OPEN Information Skill; 3 Downtime) You are quite in at the various social circles within the kingdoms. This is an information skill. As such you are able to find out tidbits of knowledge related to politics and nobility. If you spread some money around you often hear rumors or tales about the things other civilized folk have seen and events they might have attended. This is an information skill that requires you to spread around some money to loosen lips.You submit a question between events as described in the Information Skills section. If the question is appropriate for the social circles you might travelin you may receive knowledge appropriate to your question. Requires 3 Downtime hours.
  • 2nd Purchase: you may ask 2 questions per Window
  • 3rd Purchase: if you choose to spend money on questions, the amount you spend will increase the chances of success and accuracy
  • 4th Purchase: you may ask 3 questions per Window
Noble Bearing (3, 3, CP, 2 Stamina, Battle)
  • You call, “Purge by Will” to any Frenzy effect or effect with the Madness or Fear Trait.
  • 2nd Purchase: “Resist by Will.”
Noble Accolade (2, 3, 3, 4 CP; 2 Stamina; Watch)
  • Twice per day you may show your appreciation for an exceptional performance if you are impressed by that performer and the performance evokes some sort of beneficial magical effect. To use this skill you thank the performer while complimenting them on the performance. If they are willing to receive your praise you may touch them and call "Refresh 2 Stamina by Will,” to reward their art. This skill CANNOT BE USED if a performance has any game effect associated with it (such as from the Champion header.)
  • 2nd Purchase: usable twice per watch.
  • 3rd Purchase: “Refresh [Tier+1] Stamina by Will,”
  • 4th Purchase:This skill CAN be used in conjunction with another In Game skill, but costs +1 Stamina in such a case.
On Your Way (3, 3, 3, 3 CP, 2 Stamina)
  • You gain 1 packet attack for, "On your way, Short Repel by Will" to send some bothersome creature away from you.
  • 2nd Purchase: "On your way, Repel by Will"
  • 3rd Purchase: "On your way, Double Repel by Will"
  • 4th Purchase: 2 packets
Patronage (3, 3, 3, 3, 3 CP; 2 Stamina; Watch)
  • Nobles often act as patrons of promising folk they believe will contribute to society as a whole and the status of the Blooded. Each Blooded who wishes to use this skill must design a unique symbol or token to represent themselves. You may have more than one copy if you intend to use this skill more than once.
If you offer this token to someone and they agree to wear it openly as a sign of your patronage, you may give them an Imbue card that says: "You must be openly and publicly wearing the symbol given to you by the Blooded character in order for this Imbue to function. If you stop wearing this item, or conceal it in any way, the effect ends and cannot be reinstated. Imbue by Blooded:  Grant 1 Vitality by Will. Return this card to [Blooded] at the end of this Watch. Note: this is an increase to your maximum Vitality, not a Heal or Grant: Protection effect."
  • 2nd Purchase: “Grant [Tier] Vitality”
  • 3rd Purchase: “Grant [Tier] Vitality, and +1 Armor Points to any pool you have access to (Physical Armor, Combat Reflexes, Faith Armor, etc)"
  • 4th Purchase: “Grant [Tier+1] Vitality
  • 5th Purchase: “Grant [Tier+1] Vitality, and +2 Armor Points...
Proper Upbringing (2 CP, per day)
  • Call out “Resist by [Heroic Virtue]” to negate one Mental effect.
Razor Tongue (3, 3, 3, 3 CP, 2 Stamina) Requires 5 skills from this header.
  • If you are affected by an attack with a Mental trait you can shake it off if you are given the chance to interact with the attacker, either by engaging in some kind of conversation to focus or by haranguing them. Insults, witty jokes at the attacker’s expense, etc all qualify for use of this skill. You must spend at least 5 seconds saying something appropriately witty to activate this skill. If you are unsure or dissatisfied with your retort you will lack the confidence to use this skill. If your verbal banter is pleasing (and let's face it you will know if it isn't) then you may call, “Purge Mental by Will.
  • 2nd Purchase: After you finish the Purge, call, "By My Gesture, Short Paralyze by Will.
  • 3rd Purchase: "By My Gesture, Waste [Tier] Vitality and Short Paralyze by Will."
  • 4th Purchase: Immediately after the By My Gesture attack, call, "Heal 2 to Self by Will."
Room & Board (5 CP; 1 Stamina per target, Special) Requires Patronage. Nobles are responsible for the welfare and standard of living for their retainers.
  • At the end of an event, you may choose up to [Tier+2]  in characters who wear your badge per the Patronage skill. You can either pay 5 silver per retainer OR agree at check out that you will reduce your Maximum Stamina by 1 for each Retainer for the entire next weekend event you attend (not calendar event). A note will be put in your character file, and your chosen retainers need pay no Maintenance cost for the event in question; they are considered to have Gentry level Maintenance.
Social Network (4,4,4,4 CP, OPEN Information Skill) Requires Courier 2. You have contacts and friends among the courts of other influential folk. This skill works like Courier, but instead of sending a letter you are trying to prevent one from getting to its destination. Using the Online Raven Station, you can spend a minimum of 1 Gold Crown and 3 Downtime Hours to attempt seizure of communications between individuals. You can specify interception based on the addressee of a letter (e.g.. To Sir Yvaine), or the sending of a letter  or the recipient (e.g. From Sir Yvaine). Just like Courier, the more money and Downtime you choose to use on this skill increases the chances of success... and that the information you get will be worthwhile.
  • 2nd Purchase: You can specify interception based on a person's name being included in the text of a letter (e.g.. Including Sir Yvaine in the text). This costs 2 gold pieces. 
  • 3rd Purchase: You may intercept 2 letters per Window
  • 4th Purchase: You can specify a subject matter to intercept (e.g. King Uther's offer of support to Sir Yvaine), even if names may not appear in the text. This costs 5 gold pieces.
 

Champion

Champion (3 CP) Champions gain the Flavor Trait of Inspiration. Champions are people who, by their deeds and actions, inspire others. These skills take many forms. Charismatic leaders, entertainers, storytellers, and councilors each have their own styles of performing essentially the same role in improv­ing the morale of their friends and allies. Inspiration (2, 3, 3, 3 CP; Watch) Requires 1 skill with the Inspiration keyword. You gain a pool of points called Inspiration, which can be spent in place of Stamina to power skills from the Champion header ONLY. You gain one point of Inspiration for each skill you have with the Inspiration keyword. Inspiration points CANNOT be returned by a Refresh effect; they refresh ONLY after you have rested for 5 minutes. 2nd and later Purchases: Your Inspiration Pool increases by +1. Community (2, 3, 3, 3, 3 CP; Watch) You may gather with friends and allies to create a Com­munity. Spend at least five minutes getting a clear agree­ment from a group of people that they wish to join to­gether, and jointly agree on a name for the group. All Community names must be approved by staff before use, as they become a Trait and must be chosen carefully for clarity and to avoid confusion with other traits. Touch the target and call “Imbue: [Community Trait] by Inspiration” to willing allies. The community members may keep this Trait until the end of the Watch, or leave the community at any time by renouncing the Trait by calling, “Cure [Community] To Self by Inspiration”. You automatically gain the Community Trait and do not count against the total number of allies in the Community. Anyone with a Community Trait may respond “No Effect” to any power 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 Community. You may Imbue up to [Tier+1] allies with this skill. · 2nd Purchase: [Tier+2] allies. +1 Inspiration Pool. · 3rd Purchase: [Tier+3] allies. · 4th Purchase: [Tier+4] allies. +1 Inspiration Pool. · 5th Purchase: You may have two Community Traits, and may use this skill twice per watch. This means that you can either create two Communities bound to yourself, or create one and be a part of a second that does not originate with you. Comic Relief (3, 3, 3 CP, Watch; Inspiration) Requires Inspiration. Once per watch, when you are under the effects of a lin­gering affliction (Maim, Inflict, Drain, etc.) you may make a joke at your own expense about your problems. If the joke gets a reaction (not neces­sarily a positive one, groans at a bad pun are just as valid as laughter) you may call, “Refresh [Tier+1] Inspiration,”. Your Inspiration pool can never go above its normal maximum. · 2nd purchase: usable twice per watch. · 3rd purchase: "Refresh [Tier+2] Inspiration."  +1 Inspiration Pool. Empathy (2 CP) Requires Diagnose. You are able to judge a character’s mental condition by interacting with them. After talking to someone for one minute, you may call “Diagnose Mental,” per the Diagnose rules. The subject can tell you are trying to judge their condition, and some people maybe offended by the attention. Free the Mind (2, 3, 3, 3 CP, 2 Stamina; Battle) Requires Snap Out Of It! By means of a performance, rousing speech, or warcry, you may attempt to bring your allies back to themselves, curing mental conditions. Spend at least ten seconds of Activity ro­leplaying the use of the skill and call “By My Gesture, Cure [Mental/Frenzy] by Inspiration.” You can use this skill with the Mental Trait or Frenzy effect, but not both in the same instance. · 2nd Purchase: “By My Voice to [Community], Cure [Mental/Frenzy] by Inspiration.” · 3rd Purchase: “By My Voice to Hero, Cure [Mental/Frenzy] by Inspiration.” · 4th Purchase: usable twice before rest. Inspired Resilience (3, 3, 3, 3 CP, Watch; 3 Inspiration; Inspiration; Self) Spend 5 seconds of Activity roleplaying shaking your head to clear the cobwebs, tightening and checking bandages, etc to call out "Heal [Tier] and Slow to Self by Inspiration.” · 2nd Purchase: usable twice per watch. · 3rd Purchase: “Heal [Tier+1] and Short Slow to Self,” · 4th Purchase: Touch one target and call, “Heal [Tier+1] and Short Slow to [Community] by Inspiration." Luck of Heroes (3, 3, 3, 3 CP, 3 Stamina; Day) Good fortune sometimes saves you from serious injury or death. When you are Unstable and approaching the end of your Death Count, you may spend 3 Stamina and take a "Stabilize and Drain to Self by Inspiration." effect. Note: You do not have to say the Effect for this skill out loud. The skill need not be used immediately after you are dropped by called damage, and may be saved un­til the last second before Death. If you are struck with called damage again before regaining consciousness, you are “out of luck” and cannot use this skill again to save yourself. · 2nd Purchase: "Stabilize and Drain to Self by Inspiration." When your 5 minute wait is up, call, "Heal [Tier] and Slow to Self by Inspiraiton. · 3rd purchase: usable once per Watch · 4th Purchase: "Heal [Tier+1] and Short Slow to Self by Inspiration." Not Dead Yet (2, 2, 2, 2, 2, CP, 2 Stamina; Battle; Inspiration) Requires Diagnose. In a crisis, you can quickly aid your fallen friends with some helpful humor. Touch an unconscious ally and call, "Diagnose [Unstable/Stun]. If they respond with "Yes.", make a joke about their condition, and call “Heal [Tier] and Slow by Inspiration.” · 2nd Purchase: You can Diagnose and Heal [Tier+1] targets. These uses expire when you rest for any reason. · 3rd Purchase: You can use the Heal effect OR call, “Grant Defense: Purge Stun by Inspiration.” Both effects use up 1 instance of your [Tier+1] targets. · 4th Purchase: “Heal [Tier+2] and Refresh [Tier] Stamina by Inspiration,” · 5th Purchase: “Cure Stun by Inspiration” instead of Purge. Rally (3, 3, 3, 3 CP, 2 Stamina; Inspiration) Requires Community. Your brave example encourages your allies to go on in the face of injury and adversity. Spend at least ten sec­onds of Activity loudly exhorting or encouraging your allies and call, “By My Voice to [Community], Stabilize by Inspiration!" This costs 2 Stamina. It is highly recommended that the Champion memorize a few battle cries and time them out to 10 seconds for this purpose. All higher-level uses of Rally cost 3 Stamina. 2nd Purchase: You can call, "By My Voice to [Community], Heal [Tier] by Inspiration!" 3rd Purchase: You can call, "By My Voice to [Community], Heal [Tier+1] by Inspiration!" 4th Purchase: Requires Tier 2. You can call, "By My voice to [Community], Heal [Tier+2] by Inspiration!" Rouse (3, 3, 3, 3, 3, 3 CP; 3 Stamina; Battle, Inspiration) Requires Not Dead Yet. Your voice can encourage your companions to endure greater wounds and renew their flagging spirits. Touch an ally and spend at least ten sec­onds of Activity loudly exhorting or encouraging them. It is highly recommended that the Champion memorize a few battle cries and time them out to 10 seconds for this purpose. Then call, "Heal [Tier+1] and Repel by Inspiration!" (Yes, this means the target must stay 10 feet away from the Champion until they have rested for 5 minutes; they should probably head back toward the battle.) 2nd Purchase: Usable [Tier]/battle 3rd Purchase: "By Your Name, [NAME], Heal [Tier+1] and Repel by Inspiration!" 4th Purchase: Heal [Tier+2] and Repel 5th Purchase: Usable [Tier+1]/battle 6th Purchase: "Heal [Tier+2] by Inspiration!" Stand Up and Fight! (4, 5, 6 CP; 3 Stamina; Battle) Requires Rally 3, Rouse 3. Your voice cries out across the battlefield, bolstering every hero who can hear you. Make a LOUD, rousing speech (25 seconds of activity), exhorting your allies bravery and prowess. then call, "By My Voice to Hero, Heal [Tier+1] by Inspiration 2nd Purchase: "By My Voice to Hero, Heal [Tier+2] by Inspiration!" 3rd Purchase: usable 2/battle Snap Out Of It! (3, 3 CP, 2 Stamina; Battle) When a friend of yours is out of control, the memory of your friendship can bring them to their senses. Spend 5 seconds of Activity roleplaying the encouragement of the target and call “By Your Name, [name], Grant Defense: Purge Mental by Inspiration.” As this skill depends on your knowledge of the afflicted party, it can only be used on people whose names you know. · 2nd Purchase: usable twice before rest. · 3rd Purchase: call “Cure Mental by Inspiration” instead of Purge. · 4th Purchase: costs 1 Stamina. Tale of Bravery (3, 3, 3, 3 CP; 2 Stamina; Battle) You touch a target and call “Grant Defense: Shield Fear by Inspiration,” Target calls call “Shield by Inspiration.” when hit with an effect that has the Fear trait. · 2nd Purchase: Spend 1 minute of activity telling a tale of heroism and call, “By My Voice to [Community], Grant Defense : Shield Fear by Inspiration.” · 3rd Purchase: "By My Voice to Hero, Grant Defense: Shield Fear by Inspiration. · 4th Purchase: "By My Voice to Hero, Grant Defense: Double Shield Fear by Inspiration" Tale of Restoration (3, 3, 3 CP, 2 Stamina; Watch) Requires 3 skills from this header. Your tales inspire those who listen to them and the entertainment can soothe their wounds. Once per watch you may spend at least one minute of Activity telling an entertaining story to any in a room who would listen. If you have been within sight or hearing of a battle, you cannot use this skill until you have rested for 5 minutes. When you are finished you bow or indicate somehow that the story is complete. If the crowd reacts with laughter or applause you may call out "In This Room, Heal [Tier+1] by Inspiration" to offer your audience respite from their wounds. Using this skill does NOT include you in the effect. · 2nd Purchase: You can use this skill twice per watch. · 3rd Purchase: Heal [Tier+2] by Inspiration Tale of Encouragement (3, 3, 3 CP; 2 Stamina;Watch) Requires 3 skills from this header AND Tale of Restoration. Your tales inspire those who listen to them and the entertainment can give them hope and strength and ease their fatigue. Once per watch you may spend at least one minute of Activity telling an entertaining story to any in a room who would listen. If you have been within sight or hearing of a battle, you cannot use this skill until you have rested for 5 minutes. When you are finished you bow or indicate somehow that the story is complete. If the crowd reacts with laughter or applause you call out "In This Room, Refresh [Tier] Stamina by Inspiration" to offer your audience respite from their weariness. Using this skill does NOT include you in the effect. · 2nd Purchase: You can use this skill twice per watch. · 3rd Purchase: Refresh [Tier+1] Stamina by Inspiration. You Do Not Have Permission To Die (5 CP, 0 Stamina, Event--Special) Requires Tier 2, Not Dead Yet 2, Rouse 2. You may attempt to save an ally from certain death. Once per Event, you can spend ten seconds of Activity roleplaying trying to wake them and call “By Your Name, [name], Cure Death and Stricken by Inspiration." Your dead friend will wake, exhausted by their ordeal, but alive. When they do, you immediately call, "Drain to Self by Inspiration." Special: This skill cannot be recharged by any means, for any reason, ever. Once per event ONLY. You Missed Me (3, 3, 3 CP, 2 Stamina; Battle) You may spend 2 Stamina to call “Avoid by Inspiration” any one melee, missile, or packet attack. · 2nd Purchase: usable twice before rest. · 3rd Purchase: The next [Tier] attacks that hit you.

Herald

Herald (3 CP)

Heralds gain access to the Motivation Flavor Trait. The “Banner” keyword in a skill description means that in order to use this skill, the Herald must be within reach of a Short melee weapon from his Company’s Banner. All Banner skills require a battlecry or verbal encouragement of your allies similar to a spell incantation. These skills can be interrupted by an attack like a spell incantation, and though your packet hand must be free, you may be carrying an item in your off hand when using this ability. You are the voice and heart for a group of individuals called a Company. A Company is a group of people that form for some common purpose. Many companies are military, and some form to support a personage of noble bearing. Through years of excellence and faithful service the Heralds of the land have learned their own magic that allows them to inspire others and give strength to members of their Company. Heralds also pick up skills that help groups function. You act as organizer and standard bearer for the Company. You have contacts in the Guild of Heralds that help you with your duties. By registering your Company name, its goals, and its colors with the Guild of Heralds you help to build the legend and the reputation necessary to power your magic. The Guild of Heralds maintains strict neutrality in its dealings. It is said that heralds exist on the fringes of society that help spread tales for companies that worship the dark gods but the College of Heralds has never verified or acknowledged such individual heralds. Many of the Herald skills allow you to support a group of individuals called a Company. In order to do this you must spread tales of their deeds and their goals to empower the magic in their name. You may become an official Herald for only one Company at a time. It is for this group that you work your magic. When you help to form a new Company you must approve the Company name with Staff BEFORE using that name. The Company name will become a trait for members of your group. To avoid confusion, the name cannot have one of the standard traits in its title. Plot may decide that a proposed name is too close to an existing Company or group, that the name is too close to a common trait, or that the name does not fit with the flavor of the game. If a name is rejected then the Guild of Heralds rejects the name. Although the official title for a Company is often preceded by "The Company of..." when formally introducing the group, the trait in verbals need not be lengthened to include this formality to keep verbals brief. You must create and maintain a standard that displays the colors of the Company in order to use standard skills. This standard must be large enough to be visible on the battlefield among the waves of violent chaos. If another Herald feels your standard in inadequate they may file grievance with the Guild of Heralds. If you do not belong to the Guild of Heralds you are Drained of your ability to use any Herald skill and you lose the Herald trait. Heralds carry banners that are decorated with the coat of arms or symbol of their company.These banners are required for many of their skills. The banner is presented on a pole that must be at least as tall as the Herald. The banner must be at least 2 feet wide and 3 feet tall. When a herald is drawn into some dangerous place that is indoors they may instead use a full length tabard or surcoat displaying the colors and heraldry of the company to use skills requiring a banner. A Herald is mystically linked to their company banner. If the banner poles are padded then the Herald gains the ability to touch cast beneficial spells while holding the company banner. If you are using the banner in battle and an attack strikes the banner, you treat the attack as if it hit you. Heralds wear scarves or other pieces of costume that prominently display a checkered pattern. This pattern is often black and white, though sometimes a Herald will use the colors of the Company in this pattern. Many honorable folk will refrain from attacking Heralds unless they take an active part in combat. Heralds also conduct parlays while displaying the checkered scarf as a makeshift flag and it is considered dishonorable to attack a Herald acting in that capacity. It can also get you in trouble with the Guild of Heralds and that makes your own Herald's life more difficult. There is a chapter of the Guild of Heralds that specifically supports Heralds among the less civilized folk. These Heralds carry on the storytelling traditions of their ancestors. Some carry banners decorated with fur and bone. They call their groups Circles rather than a Companies. They call themselves Skalds or Ghost Talkers. The Guild of Heralds welcomes them—for the most part--and they share a common magic despite the difference in culture. As a show of solidarity the wilder folk also carry a checkered pattern when traveling outside the lands where they are known, although for them it is usually a long strip that is folded and hung off their belt. HERALD SKILLS Heraldic Banner (0 CP, Banner) You may create a large banner that displays your heraldry. The banner must be at least 2’ by 3’ and should be mounted so it stands taller than you. Initiation (0, 3, 3, 3, 3 CP, 2 Stamina, 1/Watch) You may initiate new members and mystically link them to your Company by empowering them with your Company name. Create an initiation ritual for the Company. The ritual must be at least 5 minutes long but most are longer, elaborate ceremonies, teaching new members about the conduct expected of Company members and some of the Company's history. All Company names must be approved by Staff before use, as they become a Trait and must be chosen carefully for clarity and to avoid confusion with other traits. Spend 2 Stamina, touch a willing target and call “Imbue: [CompanyTrait] by Motivation”. The Company members keep this Trait until the end of the Event. You automatically gain the Company Trait and do not count against the total number of allies in the Company. The Company Trait *CANNOT* be removed except by the Herald who Imbued it, or the end of the Event. Anyone with a Company Trait may respond “No Effect” to any power 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 Company. Multiple Heralds can add the same Company Trait for a larger Company. Each Herald must keep a tag with the names of Company members specifically linked to her on her person at all times. You may Imbue up to 3 allies with this skill. · 2nd Purchase: 3+Tier allies. · 3rd Purchase: 4+Tier allies. · 4th Purchase: 5+Tier allies. · 5th Purchase: You can call, “Permanent Imbue: [CompanyTrait] by Motivation.” You may also use this skill to remove your Company trait from an individual who is currently in the Company. You must touch a willing or helpless character and call out "Cure [Company] Trait by Motivation,” to remove the Company trait permanently. Aid Station (3, 3, 3, 3, CP, 2 Stamina, Banner) Requires Aura of Motivation, Banner of Respite. You may touch a target and call, “Heal 1 and Short Weakness by Motivation”. · 2nd Purchase: usable twice per battle · 3rd Purchase: You can call, “By Your Name, [name], Heal 1 and Short Weakness by Motivation. You can still use the by touch delivery for this skill. · 4th Purchase: You can call, “By My Voice to [Company], Heal 1 and Short Weakness by Motivation.” You can still use the By Your Name and by touch delivery for this skill. Aura of Motivation (3, 3, 3, 3 CP; Banner) Requires Heraldic Banner. You gain a pool of points called Motivation, which can be spent in place of Stamina to power skills from the Herald header ONLY. You gain one point of Motivation for each skill you have with the Banner keyword. Motivation points Refresh after you have rested for 5 minutes. ▪ 2nd and later Purchases: Your Motivation Pool increases by +1. Defend the Flag (3, 4, 5 CP; 2 Stamina, Banner) You call, "By My Voice to [Company], Grant Defense by Motivation: Shield Weapon. ▪ 2nd Purchase: "By My Voice to [Company], DOUBLE Grant Defense by Motivation: Shield Weapon. ▪ 3rd Purchase: "By My Voice to [Company], TRIPLE Grant Defense by Motivation: Shield Weapon. Herald's Ward (4, 4, 4 CP; 2 Stamina, Banner) Requires Defend the Flag 2. You call, "By My Voice to [Company], Grant Defense by Motivation: Shield [Magic, Elemental, or Nature]." You must choose 1 trait when you use this skill. 2nd Purchase: you add the traits Darkness, Malediction, Corruption, Blood, and Shadow to the list you can choose from. 3rd Purchase: add Packet to the list of traits you can choose from. Banner of Courage (3, 3, 3, 3 CP, 2 Stamina; Battle, Banner) Requires Heraldic Banner. You call, “By your Name, [name], Grant Defense: Purge Mental by Motivation.” · 2nd Purchase: “By Your Name, [name], Cure Mental by Motivation!” · 3rd Purchase: “By My Voice to [Company], Grant Defense: Purge Mental by Motivation!” You can still use single-target version if you choose. · 4th Purchase: “By My Voice to [Company], Cure Mental by Motivation!” Banner of Respite (3 CP, 1 Stamina; Battle, Banner) Requires 3 skills from this header. Call, "By My Voice to [Company], Stabilize by Motivation" and prevent them from bleeding out. Banner of Might (3, 3, 3, 3 CP; 3 Stamina; Battle; Banner) Requires 5 skills from this header. You can motivate your Company to fight harder and strike the enemy low. Call, “By My Voice to [Company], Grant Melee Attack : 2 Damage!” to grant each member of your Company 1 melee attack for 2 Damage. · 2nd Purchase: Grant Melee Attack to [Company] : 3 Damage. · 3rd Purchase: Costs 2 Stamina · 4th Purchase: usable twice before rest Battlefield Medic (3 CP) Requires First Aid 2. The time required for you to use First Aid is reduced to 30 seconds. Room to Fight (2 CP, 2 Stamina; Battle, Banner) You call, “By My Voice to [Company], Grant Disengage by Motivation” Get Moving! (2, 3 CP, 1 Stamina) Call “By Your Name, [name], Cure (Root or Slow) by Motivation.” You can only Cure one effect at a time. · 2nd Purchase: “By My Voice to [Company], Cure (Root or Slow) by Motivation.” Courier (2 CP; Addressed Information Skill) Between events you may pay 1 silver and 3 Hour of Downtime to attempt to send letters to other characters in the world. This is an information skill. You may pay the cost and you may send an electronic copy of the physical letter to plot between events. You may also turn in a physical prop to plot if the physical presentation has some significance. You must know where the letter must be sent. You need not attempt to deliver the letter yourself; the Guild of Heralds sends it along to it proper place. There is always a chance that a letter will be intercepted if you send it someplace dangerous or if someone is attempting to foil your attempts. If you believe this is the case you may increase the amount you pay for the delivery to help ensure its safety though someone attempting to foil your attempts might likewise have the ability to pay more to intercept the letter. Intercept (3 CP; Combination Information Skill) You have contacts and friends among the courts of other influential folk. This skill works like Courier, but instead of sending a letter you are trying to prevent one from getting to its destination. In your post-event letter you can spend a minimum of 1 Gold Crown and 3 Downtime hour to attempt the seizure of communications between individuals. You can specify interception based on: name included in the letter (intercept letters that include Sir Yvain's name) from or to an individual (from Sir Yvain, to Sir Yvain, etc) Just like Courier, the more money and Downtime you choose to use on this skill increases the chances of success... and that the information you get will be worthwhile. Ears of the Company (3 CP; OPEN Information Skill) You are the eyes and ears of your Company, and you are constantly gathering information with other Companies and trading knowledge with other members of the Guild of Heralds. If you spread some money around you often hear rumors or tales about the things other groups have seen and jobs they might have been hired for. This is an information skill that requires you to spread around some money to loosen lips, and 3 Downtime hours. You submit a question between events as described in the Information Skills section. If the question is appropriate for the Guild of Heralds and the Companies they might belong to you may receive knowledge appropriate to your question. The Herald's Nod (1 CP) If you see someone wearing the checkered pattern you may gesture to them to call out "By My Gesture, Expose Herald by Magic." This is usually done only if there is some question as to the validity of the individual in question. If you do this in court to a prominent Herald you might be considered a buffoon or fool, but using the skill on the road or in times of danger is certainly warranted. Now You See It, Now You Don't (2 CP, 1 Stamina) This skill allows you to pay one point of Stamina to hide one item for five minutes on your person. The item cannot be in plain sight. If you are searched you do not have to reveal the presence of the item. If the item is actually spotted by someone, however, this skill fails. The skill will work for five minutes even if you are killed during that time. Strength of the Company (4, 4, 4 CP, 3 Stamina; Battle, Banner) Requires Heraldic Banner, 5 other Banner skills. You may touch a target then call,“Refresh 2 Stamina by Motivation.” 3rd Purchase: You can call, “By Your Name, [name], Refresh 2 Stamina by Motivation.” You can still use the by touch delivery for this skill. 4th Purchase: You can call, "By My Voice to [Company], Refresh 2 Stamina by Motivation!"

Scholar

Scholar (3 CP)

Scholars of Brittanis are learned individuals who have dedicated significant time and effort to learning, knowledge, and the uncovering of ancient secrets of lore and medicine through research and study. The Arcanum in Rendayn has extensive courses in astronomy, biology, rhetoric, and many more as well as teaching students about magic. It is not uncommon for a scholar-in-training with no aptitude for magic whatsoever to sit in on classes about the Otherworld, cosmology, or the basics of magic. Scholars excel at learning and applying that learning to the world. Some of the most brilliant physicians and doctors in the world live in Brittanis right now--sometimes acting as field surgeons, other times serving as Royal Physicians, and everything in between. Discovering secrets long thought forgotten is also a hallmark of the scholar class. They speak languages nobody has been able to read in hundreds of years and uncover lost scraps of wisdom and knowledge that were thought lost thousands of years ago. For a scholar, knowledge is the truest and most lasting form of power-- the pen truly is mightier than the sword. Scholars gain access to the Insight Source Flavor Trait. Knowledge For All (2, 2, 2, 2 CP; 1 Stamina; Watch) Scholars are often teachers and find themselves in a position to spread critical information to others. This skill allows a Scholar to empower themselves by teaching a class to a group of interested individuals. The Scholar must spend at least 3 minutes of activity explaining a topic with which they are familiar and answering questions as best they can to benefit from this skill. This skill is meant to encourage the sharing of useful game information amongst the populace. At the end of the class the Scholar may choose ONE from the following list of boons as they are inspired by the act of sharing: Grant Defense: Shield Melee Grant Defense: Shield Missile Grant Defense: Shield Packet At the end of the class, the Scholar calls, "By My Voice, Grant [Defense from the list above] to Student." Anyone attending the entire class is considered a Student. NOTE: This skill does not affect the Scholar, as they are the instructor, not a Student. 2nd Purchase: Add, "Grant 2 Protection" to the list of benefits 3rd Purchase: usable 2/watch 4th Purchase: add, "Refresh 2 Stamina" to the list of benefits. Unobtrusive Observer (3 CP; 2 Stamina; Battle) Scholars are often present at momentous, and thus dangerous, events and have trained to go unnoticed as they chronicle the activities around them. Spend 2 Stamina to gain the Spirit defense. This defense lasts only so long as you are taking notes about what is going on around you. You may not speak, use any game skills, take any action other than to observe and take notes, or move from your current location or else the skill ends. You will have the Spirit Trait while this skill is in effect. Any attack that is To Spirit will successfully work on you and also end this skill. Personal Item (2 CP; 1 Stamina; Watch) Exhaust one point of Stamina to hide an object from searching for ten minutes. The item must not be visible and this skill will fail if the item is seen. While active, the item hidden by this skill does not need to be revealed to someone searching you. This skill requires no verbal and will remain active even if you are killed during the ten minutes. Portable Illumination (2 CP) Scholars have long needed the means to continue their work even when darkness has fallen and so have invented a simple light made from non-magical processes. This skill allows you to use a white or yellow glowstick for illumination with no Stamina cost. You may not throw the light, but you may hand it to others or put it down. The light will last as long as the prop continues to glow. You may only have one active light at a time. You may not break open the stick or attempt to make it look like any other sort of prop. Always Prepared (3, 3, 3 CP, 2 Stamina, Day) Requires 2 skills purchased from this header. Choose a “per day” skill you have already used and call out “Refresh [Skill Name] by Insight” to gain an additional use of that skill. · 2nd Purchase: You may Refresh a second “per day” skill. It must be a different skill from the first you Refreshed. · 3rd Purchase: You may Refresh a third “per day” skill. It must be a different skill from BOTH of the other skills you Refreshed. Careful Study (2, 3, 3 CP, 2 Stamina; Watch) You can call out “Purge by Insight” to negate one Inflict card attached to or hidden within a book, scroll, or other text prop. · 2nd Purchase: call, “Resist by Insight” instead of Purge. · 3rd Purchase: you can touch a target who has an Inflict you could Resist with this skill and call, “Cure Inflict by Insight” Combat Analysis (2, 2, 2 CP, 2 Stamina; Battle) Requires 2 skills purchased from this header. Point at a foe, then put a hand to your chin and call “Quite fascinating… Imbue by Combat Analysis.” Then you call, Elude by Insight” against the NEXT attack from that enemy which strikes you. This defense only works against the designated foe. · 2nd Purchase: “Double Imbue by Insight” and “Elude by Insight” vs the NEXT 2 attacks by that target. · 3rd Purchase: “Double Imbue by Insight” and “Resist by Insight” vs 2 attacks OF YOUR CHOICE by that target. Copy Text (3 CP, 2 Stamina) Requires Linguist. This skill allows the scholar to reproduce the body of a text that contains arcane knowledge, ritual knowledge, or game benefits or effects. The scholar spends 2 Stamina and copies the work exactly, including any game nota­tions. Optionally, the scholar may change the work into any language he has the skill for. (The Linguist skill may not be used to copy a text into a language that the character does not know.) Copying a text with game effects takes one copy from the original and results in a copy with one use. You must be able to read the text in question in order to copy it accurately (You may use Linguist for this purpose.) This skill is not required if the player merely wishes to copy the text without the in-game benefits and effects of the text. Extended Research (3, 3, 3, 3 CP; OPEN Information Skill) You are able to seek out additional information on a sub­ject of interest to you,by spending an extended period of research. This is an information skill, and costs 3 Downtime Hours. Ask a specific question of staff in your post-event letter on a matter that research might help illuminate. The more specific the question, the more specific and useful the information gained is likely to be. Information is likely to be delivered at the next event in text form, though it may occasionally arrive in other ways. It may also attract the attention of others concerned with the subject matter of the research, so very dangerous subjects or re­search might carry some hazard to the scholar. 2nd Purchase: you may ask 2 questions per Downtime 3rd Purchase: if you choose to spend money on this research, the amount you spend will increase the chances of success and accuracy 4th Purchase: you may ask 3 questions per Downtime Combat Medic (3, 5 CP; Medicine) Requires First Aid 2. The activity time required to perform First Aid is reduced to 30 seconds. · 2nd Purchase: reduced to 10 seconds. Set & Splint (3, 3, 3 CP, 2 Stamina; Medicine) Requires First Aid 2. You may spend 1 minute of activity to call, “Cure Maim [limb] and X by Insight,” where X is Slow if the Maimed limb was a leg or Weaken if the Maimed Limb was an arm. · 2nd Purchase: Costs 1 Stamina · 3rd Purchase: “Cure Maim [limb] by Insight.” Efficient Treatment (3 CP; Medicine) Requires Set & Splint, Surgery,Triage. You may apply painkillers and other drugs in the field to help an injured patient recover quickly in a crisis. When using a consumable item with the Heal or Refresh effect, all effects are increased by 1. Medical Care (3, 3, 3, 3 CP; Medicine; 2 STA) Requires First Aid 3. You spend 2 STA and gain a pool of Medicine points equal to the number of skills you have bought that have the Medicine keyword. You can spend 30 seconds of activity bandaging, setting bones, diagnosing wounds, etc to touch the target you've been working on and call "Heal X by Insight" where X is up to your Tier+1. X is then subtracted from your Medicine points. Example: Yvaine is a Tier 2 Scholar. He has purchased 6 skills with the Medicine keyword, and therefore spends 2 Stamina to gain has 6 Medicine points. He spends 30 seconds bandaging an ally and calls, "Heal 2 by Insight. He could call "Heal 3" but wants to save his Medicine points. He now has 4 Medicine points left. 2nd Purchase: You can call "Cure [Root/Slow/Weakness/Repel/Silence] by Insight" by spending 2 Medicine Points and 30 seconds of activity. This purchase counts as a separate Medicine skill. 3rd Purchase: You can call "Cure [Drain/Paralyze/Stricken/Stun] by Insight" by spending 3 Medicine Points and 30 seconds of activity. This purchase counts as a separate Medicine skill. Example: Continuing from above, Yvaine could touch a target and call, "Cure Slow by Insight" and have 1 Medicine point remaining. Field Surgery (3, 3, 3 CP; Medicine) Requires First Aid 2, Set & Splint, Triage, Surgery. In a crisis, you can treat just enough of a patient’s injuries to get them up and moving again. When using Surgery, you may divide the X points of healing as you see fit among two targets. · 2nd Purchase: 3 targets · 3rd Purchase: Number of targets equal to Tier+1. Resuscitate (4 CP, 3 Stamina; Medicine; Watch) Requires Tier 2, Surgery, Efficient Treatment. With proper supplies, you may be able to save the life of a patient who is clinically dead. So long as the pa­tient’s spirit has not left his body (has the Dead trait but not the Spirit trait), you may spend one minute of roleplaying and spend 3 Stamina to call “Cure Death and Stricken by Insight.” Surgery (3, 4, 4, 5 CP, 1 Stamina; Medicine) Requires First Aid 2, Triage. Spend one minute of activity roleplaying medical attention, and use appropriate props such as bandages and a first aid kit, to call “Heal X and Drain by Insight,” where X is the number of skills you have purchased with the Medicine keyword. · 2nd Purchase: X is Medicine Skills +1. · 3rd Purchase: “Heal X and Short Drain by Insight.” · 4th Purchase: X is Medicine Skills +2. Triage (2, 3 CP, 0 Stamina; Medicine) Requires First Aid. You are skilled at rapidly locating patients who are in greatest need of your care. You may call out “By my voice, Expose Unstable by Insight” · 2nd Purchase: You may also call “By my Voice, Expose Dead by Insight.” Professional Detachment (3 CP, 1 Stamina; Medicine, Rest) You are able to focus on healing the injured, ignoring outside distractions. Spend one Stamina while using a medi­cal or healing skill from this header; you may then call “No Effect” to any Mental effect so long as you are performing the Activity required by a skill with the Medicine keyword. This ef­fect ends if you rest for any reason, or if you perform any offensive combat action. Language, Magical (2, 2, 3, 3, 4, 4, …CP) This skill allows the character to read texts written in languages from creatures not native to the natural plane. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Elemental, Infernal, Abyssal, Fae, and many others. If a character desires to speak the languages, it must be bought a second time. This skill may be bought several times. Each purchase allows the scholar to choose one of the above languages to be able to read. Language, Modern (2, 2, 2, 2,… CP) This skill allows the character to read texts in non-native languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Tiberian, Brynn, Norn, Erin’Tar, Khazadi, Kairn, and others. This skill may be bought several times. Each purchase al­lows the scholar to choose one of the above languages to be able to read and speak. Other modern languages may be chosen as well, but without arranging for a tutoror scholarly work on the language, it’s impossible for a Scholar to learn a language he has not encountered personally. This skill may be bought several times. Each purchase allows the scholar to choose one of the above languages to be able to read and speak. Language, Obscure (3, 3, 3, … CP)* This skill allows the character to read texts written in obscure languages. Passages that require a Language skill will be specifically marked as such. Languages likely to be found in play are Aquilonian, Ancient Khazadi, Ancient Erin’Tar, and many others. This skill may be bought several times. Each purchase al­lows the scholar to choose one of the above languages to be able to read. Other ancient languages may be chosen as well. Linguist (3 CP, 2 Stamina;Watch) Requires Language (Modern), Language(Obscure), Language (Magical). Unlike the other language skills, which assume fluency, the Linguist skill allows the character to translate a lan­guage that he does not know. The player need not actu­ally spend extra time working on the text, but should roleplay the difficulty with the unfamiliar language. To translate a text, expend 2 Stamina. Once it is spent, you are treated as having the appropriate Language skill for the purposes of the one work (book, scroll, tablet, etc.) This skill lasts until the end of the current watch. Obsession (3, 3, 3, 3, 3 CP) This skill may be bought up to five times. Each purchase grants you a single point of Obsession, which may be spent in lieu of Stamina for any skill in this header. Points of Obsession are restored when you Reset Stamina. Perfect Recall (5 CP; OPEN Information Skill) Requires 3 skills purchased from this header. If you hear or see some important information in game, you can spend time between events to try to recall bits and pieces of that information. This is an information skill. Using this skill costs 3 hours of Downtime. You submit this request to plot with a description of what you experienced in the game. You cannot ask for specific details; you can only relate what you actually experienced. Plot may decide to give you additional details or understanding of the event to reflect your exceptional memory. Professional Discourse (3, 3, 3, 3 CP; ADDRESSED Information Skill) You send a letter of inquiry to a scholar in another settlement—a colleague who you might know personally or only by reputation. This is an information skill. Using it costs 3 hours of Downtime. Regardless, it is a matter of scholarly honor that your colleague answer your question to the best of their ability. You submit a question between events as described in the Information Skills section above. If the question is appropriate for the academic, scholarly elements of society you may receive knowledge appropriate to your question. This question also opens you up to getting letter from other scholars asking for your professional opinion in return!! 2nd Purchase: you may ask 2 questions per Downtime 3rd Purchase: if you choose to spend money on this research, the amount you spend will increase the chances of success and accuracy 4th Purchase: you may ask 3 questions per Downtime Reconstruct Document (2 CP, 2, 4 or 6 Stamina) Requires Linguist. This skill allows you to salvage the remains of a destroyed document or ritual text. The more a document has been moved and the more time that has passed since its destruction, the more difficult the document is to reconstruct. To salvage the document, spend one minute roleplaying piecing it back together, then spend Stamina to announce “Repair Document by Insight.” If the document hasn’t been moved much and/or isn’t too old, the skill costs 2 Stamina; a document that has been handled, moved, or is less than 100 years old costs 4 Stamina. Ancient, or severely damaged documents cost 6 Stamina. This skill will work on any text or informational prop, including but not limited to papers, scrolls, books, and other information devices. It cannot be used to repair any other sort of prop. It cannot be used to restore limited-use ritual texts that have been completely expended.

Alchemist

Alchemist (3 CP) ( MANY thanks to Bill Tobin and WAR Accelerant for the core ideas that shaped this system) The Alchemist is a character who has honed their ability to mix ingredients to create powerful Oils (defensive), Elixirs (curative), and Potions (offensive). NOTE: the keyword “Personal” indicates a skill that ONLY functions when using alchemical items created yourself. If the Alchemy skill does not have the Personal keyword, the skill can function when using any alchemical item. NOTE: Recipes DO NOT count as Alchemist skills. FREE SKILL Apprentice Alchemist (0 CP) You can create up to 3 Alchemical items for which you have the recipe in between events, per the Alchemy Creation rules. You can create 3 Alchemical items per game event day. Your base maximum Quintessence is 20, but can be modified by skills below. You can use Apprentice level recipes. You can choose 2 Apprentice recipes to put in your recipe book when you purchase this skill. ALCHEMIST SKILLS Journeyman Alchemist (5 CP) Requires Apprentice Alchemist, Tier 2. You can use Journeyman level alchemical recipes. Your base maximum Quintessence increases to 35. You gain 1 Journeyman recipe to add to your recipe book. Master Alchemist (5 CP) Requires Journeyman Alchemist, Tier 3. You can use Master level alchemical recipes. Your maximum base Quintessence increases to 55. You gain 1 Master recipe to add to your recipe book. This recipe cannot require special components. Apprentice Recipe (2, 2, 2... CP; 1 gold) You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a simple recipe equivalent in power to other apprentice recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Journeyman Recipe (2, 2, 2... CP; 2 gold) You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other journeyman recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Master Recipe (2, 2, 2... CP; 5 gold) Requires Journeyman Alchemist. You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other master recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Concentrated Mixture (4, 4, 4 CP; 1 Stamina; Personal) Requires 4 skills from this header. When applying a Potion to weapon, you may call “Imbue by Alchemy,” for “Double...” before 1 attack call. This has no effect on a Potion that already has the Double or Triple modifier. 2nd Purchase: When using a Thrown Potion, you can add “Double…” to any 1 thrown alchemical attack call. 3rd Purchase: This skill no longer has the keyword “Personal” Efficient Alchemy (3, 3, 5, 5 CP) The Alchemist is capable of making items faster than normal. The Alchemist can now make up to 6 items per game day. 2nd Purchase: Requires Journeyman Alchemist. You can make up to 9 items per game day. 3rd Purchase: You can make up to 12 items per game day. 4th Purchase: Requires Master Alchemist. You can create up to 15 items per game day. Intricate Flask (4, 4 CP) The Alchemist has a more intricate Flask. This skill increases the capacity of the Flask by 5 sections, for a total of 15. 2nd Purchase: Requires Journeyman Alchemist. Your Flask now holds 20 sections. Caustic Mixture (2, 3, 3, 3, 3 CP; 1 Stamina) The Alchemist can produce acidic mixtures that can be used to damage others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an caustic mixture in their Flask. Touch an orange packet to the opening of the Flask, and then throw the packet for “1 Damage by Acid.” This mixture takes up one section in the Flask, and a Flask can never have more than three caustic mixtures in it at any time. 2nd Purchase: "2 Damage by Acid." 3rd Purchase: You can create (and your Flask can hold) +1 caustic mixture. 4th Purchase: "3 Damage and Agony by Acid." 5th Purchase: You can create (and your Flask can hold) +1 caustic mixture. Dilution (4, 4, 4 CP; 1 Stamina) The Alchemist can dilute a Concoction while maintaining its potency. When placing a Concoction in a Flask at an Alchemist Lab, the Alchemist may spend 1 Stamina and 1 Pure Matter to dilute the Concoction. The Flask now contains two copies of the Concoction (and takes up twice the number of sections). If there is not enough room in the Flask to fit two copies of the Concoction, this ability cannot be used. You can dilute Apprentice concoctions. 2nd Purchase: Requires Journeyman Alchemist. You can dilute Journeyman recipes. 3rd Purchase: Requires Master Alchemist. You can now dilute Master recipes. Extended Mixture (3, 3, 3 CP) The Alchemist has hardened their Flask to protect substances. Each time this skill is purchased, the Alchemist may carry over one mixture or Concoction from the Flask until their next event. This mixture/Concoction will still be in the Flask and still cannot be bottled. These concoctions must be turned in along with check-out at the end of the current event to be valid. Layering Oil (4 CP; Personal) The Alchemist knows the most efficient way to protect themselves with Oils. An Alchemist who has purchased this skill can apply a second Oil to their own clothes. The second Oil must be different than the first, as per the rules regarding Granted Defenses. Potent Recipe (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The duration of this concoction is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Alchemy Lab so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Regenerative Mixture (2, 3, 3, 3, 3 CP; 1 Stamina; Personal) The Alchemist can produce mixtures that can be used to heal herself and, at higher levels, others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an Regenerative mixture in their Flask. Touch an orange packet to the opening of the Flask, and then touch yourself and call, "Heal 1 and Weakness to Self by Alchemy." This mixture takes up one section in the Flask, and a Flask can never have more than three regenerative mixtures in it at any time. You must Spend 1 Stamina for each mixture you create in this manner. 2nd Purchase: "Heal 2 and Short Weakness to Self by Alchemy." 3rd Purchase: This skill no longer has the Personal keyword, and calls, "Heal 2 and Short Weakness by Alchemy." 4th Purchase: You can create (and your Flask can hold) +1 caustic mixture. 5th Purchase: "Heal 2 by Alchemy." Reinforcing Mixture (2, 3, 3, 3, 3 CP; 1 Stamina; Personal) The Alchemist can produce mixtures that can be used to protect herself and, at higher levels, others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an Reinforcing mixture in their Flask. Touch an orange packet to the opening of the Flask, and then touch yourself and call, "Grant Defense: 2 Protection to Self by Alchemy." This mixture takes up one section in the Flask, and a Flask can never have more than three reinforcing mixtures in it at any time. You must Spend 1 Stamina for each mixture you create in this manner. 2nd Purchase: "Grant Defense: 3 Protection to Self by Alchemy." 3rd Purchase: This skill no longer has the personal keyword, and calls, "Grant Defense: 2 Protection and Shield Weapon by Alchemy." 4th Purchase: You can create (and your Flask can hold) +1 reinforcing mixture. 5th Purchase: "Grant Defense: 3 Protection and Shield Weapon by Alchemy. " Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. CREATING ALCHEMICAL ITEMS An Apprentice Alchemist is able to create 3 Alchemical Concoctions each day. Alchemists start with 2 Apprentice recipes in their recipe book. You can write recipes into your recipe book that you cannot use, but you cannot create items using that recipe until you have the appropriate skill. To create a Concoction, you must have the Alchemy skill and you must have access to the recipe for that particular Concoction. Recipes also have charges, and each Concoction made from a recipe will use a charge from a recipe. Once a recipe is out of charges, it cannot be used to create Concoctions that day. This represents the Alchemist having limited physical components on hand to create with. Most Concoctions are made using a variety of mundane ingredients that are readily available, though in limited quantities. In these cases, all that is required is an amount of cash in order to obtain those ingredients. Any specific ingredients listed in the cost of a Concoction are considered rare and limited, and must be found by the character before they can make that Concoction. Concoctions take a lot of time to prepare and must be made before the event. In order to create Concoctions, a character is required to submit an Alchemy sheet during check in or check out, or by contacting logistics between events, and must pay the cost of the Concoctions. Unless otherwise noted, Concoctions will last for three events before their potency fades. Anyone is capable of using a bottled Concoction, but Concoctions placed in an Alchemists Flask cannot be used by anyone but the Alchemist. An Alchemist uses an Alchemy Lab to perform actions in-game. The Alchemy Lab is represented by a table or stand covered in bottles, Flasks and other scientific equipment. This area should be about about the size of a folding card table. More than one Alchemist may use the same Lab. Due to the volatile nature of Alchemical mixtures, the lab cannot be moved once set up. Each Alchemy Lab holds Quintessence-- collectively the raw materials needed to create alchemical items. At check in, the Alchemist may refill his Alchemy Lab at a cost of 1g per 10 Quintessence, up to the maximum of 20. The Alchemist will receive a tag with check-boxes for each Quintessence she has purchased. Each time a point is used, simply mark it on the tag. Each Alchemist has an independent store of Quintessence and no other character may use this Quintessence. The three most common types of Concoctions are Elixirs (curative/healing), Oils (defensive), and Potions (everything else). In a Nutshell: 1) Determine how much Quintessence you have available. 2) Determine how many items you can craft per day. 3) Choose which of the recipes in your book you want to make. 4) Spend the Quintessence and write the tags for the items. Mark used Quintessence off on your tag. 5) Determine where the items will be stored (bottled or Flask). 6) PLAY! Alchemist’s Flask Every Alchemist carries Alchemist’s Flask. An Alchemy Flask is a physical prop created by the player that must be at least the size of a 2-liter soda bottle. A Flask must be a container that can be closed and must be able to store tags. The Flask must be made in a safe manner, using materials that will not break easily and do not have sharp edges. Alchemists are encouraged to decorate their Flask. It is highly recommended that Alchemists create a “cheat sheet” that is easily accessible, showing their Flask sections and what is in them. Alchemy Flasks can be used to store Concoctions for quick use. Additionally, Alchemists have skills that allow them to perform Alchemical feats with substances in their Flask. An Alchemist’s Flask is divided into sections, which allow the Alchemist to store multiple substances in one container. The standard Flask has 10 sections, but there are skills that allow the expansion of this Flask. Every Concoction can be placed in a Flask at an Alchemist’s Lab with 60 seconds of roleplay. The tag is placed in the Flask and should be marked “Flask,” because substances in a Flask cannot be taken back out and will expire at the end of the event. The benefit of the flask is that it allows for easy use of concoctions. In order to use a Potion or an Oil from a Flask, simply touch a packet to the opening of the flask and then touch it to the target of the concoction. This does not decrease the time it takes to apply Oils or Potions, but you may do so without reading the tag. Elixirs in a flask may be delivered with 3 seconds of roleplay without having to read the tag. TYPES OF ALCHEMICALS Elixirs Elixirs are Concoctions that are ingested for beneficial effects. These effects could include Healing, Resists, and Grant effects. Bottled Elixirs are ingested by performing 3 seconds roleplay drinking the substance. At that point, the character receiving the effect must read the tag, to know what effect happens. In-game, the time required to read the tag represents disorientation before the effect sets in. If it is too dark to read the tag, an Elixir cannot be used. The character takes all effects on the tag, including any side effects. Additionally, you may feed an Elixir to someone by performing 3 seconds of roleplay feeding it to him or her, whereupon you will deliver the effect via touch. Elixirs in an Alchemist’s Flask are ingested by performing 3 seconds of roleplay. If the Alchemist is applying it to another character, they state the effect. There is no need to read a tag, and therefore no need for light. Elixirs can only be identified by an Alchemist. Doing so requires the amount of time it takes to read the tag. If the Elixir has a side effect, the Alchemist takes this effect when identifying it. Alchemists may also place Elixirs into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of this 60 seconds, the Alchemist marks the Concoction tag as “Flask” and places it in the Flask. Each Elixir takes up 1 section in the Flask, unless otherwise noted on the tag. Elixirs in a Flask last until the end of the event, but may be extended from other Alchemist skills. Elixir props must be able to: be opened and closed, hold liquid, and be large enough to hold the tag or have the tag attached to the representation. Oils Oils are alchemical substances that are applied to an individual’s clothes or armor to prevent certain attacks. Oils are applied to an individual through 60 seconds of roleplay, followed by touching a packet to the tag and then to the recipient. They are then handed the tag and call the effect. Characters may only benefit from a single Oil at any time, and applying an Oil destroys any previously applied Oil. Oils can only be identified by an Alchemist. Identifying an Oil takes as long as it takes to read the tag. Alchemists may also place Oils into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of 60 seconds, the Alchemist marks the tag as “Flask” and places it in the Flask. Each Oil takes up 1 section in the Flask, unless otherwise noted on the tag. Oils in a Flask last until the end of the event, but may be extended from other Alchemist skills. Oil props must be able to: be opened and closed, hold liquid, and be large enough to hold the tag or have the tag attached to the representation. Potions Potions is a catchall category including everything that doesn’t fall into the Oil or Elixir category. Potions fall into 3 classifications, based on their application: Ingested, Weapon, and Thrown. Alchemists may also place Potions into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of this 60 seconds, the Alchemist marks the Concoction tag as “Flask” and places it in the Flask. Each Potion takes up 1 section in the Flask, unless otherwise noted on the tag. Potions in a Flask last until the end of the event, but may be extended from other Alchemist skills. Potions are represented by vials. These vials need to be large enough to hold the tag or to have the tag attached to the item, and must be able to hold liquid. Ingested Potions follow the same rules as Elixirs. Weapon Potions can be applied by spending 60 seconds of activity roleplaying coating the weapon. At the end of the roleplay, the character touches a packet to the vial and then to the weapon and calls “Imbue by Potion.” That weapon is now capable of swinging an effect based on the particular Potion used. A player may swing that effect until a character calls a defense or roleplays taking the effect. A weapon coated in a Potion cannot be used for any other called attacks or offensive strikes, and the Potion is consumed if the player loses possession of the weapon or if the weapon is used for any other attack. Some effects may exist that improve the use of a Potion. Thrown Potions can be thrown by using an ORANGE packet. To use a Thrown Potion from a potion prop, the user must touch a packet to the potion prop for 5 seconds and then throw the orange packet, making the appropriate verbal attack. From an Alchemist’s Flask, the alchemist must touch the orange packet to the flask, call, “Imbue by Alchemy”, and then throw the packet with the appropriate verbal. Common Recipes Below are the Potions, Elixirs, and Oils you can make, once you purchase the appropriate Alchemist skills to do so. The recipes below are just the tip of the iceberg. They are only SOME of the recipes possible for Alchemists. Recipes can be researched during Downtime, found as treasure, purchased from NPC merchants, etc.

Sample Apprentice Concoctions

(Apprentice Recipes have 4 charges each)
  • Ionium Elixir:
    • Cost: 5 Quintessence
    • This produces an Elixir capable of fixing a specific effect from the list below. When applying this Elixir, call “Cure by Alchemy.” Effects: Agony, Maim, Weakness, Root, Slow
  • Diluted Hartshorn Sap Elixir
    • Cost: 5 Quintessence
    • This produces an Elixir capable of healing the recipient. After drinking the Elixir, call “Heal 2 and Agony by Alchemy.”
  • Striped Tarantula Venom (Potion)
    • Cost: 7 Quintessence
    • This Potion can be applied to a weapon, to allow the user to swing “Slow by Poison.”
  • Simple Rattler Venom (Potion)
    • Cost: 7 Quintessence
    • This Potion can be applied to a weapon, to allow the user to swing “Agony by Poison.”
  • Oil of Mineral Black
    • Cost: 3 Quintessence
    • This produces an Oil that protects the user from weapons. “Grant Defense: Shield Weapon by Alchemy.”
  • Fulminating Copper (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Slam by Alchemy.”
  • Diluted Calomel Oil
    • Cost: 3 Quintessence
    • This is a weaker version of the Calomel Elixir, allowing the user to remove Poison effect. Apply the oil and call, “Grant Defense: Purge Poison and Agony by Alchemy”
  • Quick Root (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Root by Alchemy”
  • Lodestone (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Weakness by Alchemy”
  • Diluted Esper Seeds (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of healing the recipient. After drinking the Elixir, call “Refresh 2 Stamina and Drain by Alchemy. You can only be the target of one of these items per Watch.”
  • Armorall (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of fixing one piece of armor. After pouring the Elixir on the target, call “Repair Armor” or “Refresh 4 Armor Points”
  • Sage’s Insight (Elixir)
    • Cost: 10 Quintessence
    • This produces an Elixir capable of imparting the knowledge of one field of study for one Watch, after drinking call “Grant Novice Knowledge Skill X”
  • Mage Bane (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Silence by Alchemy”
  • Liquid Pain (Potion)
    • Cost: 5 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Agony by Alchemy”
  • Fire Beetle Powder (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of producing a light source, After uncapping the Elixir you may light a single red or orange glowstick.
  • Tincture of Mercury (Oil)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of sustaining movement, After drinking “Grant Defense: Shield Root or Paralysis by Alchemy.”

Sample Journeyman Concoctions

(Journeyman Recipes have 3 charges each)
  • Calomel Elixir
    • Cost: 12 Quintessence
    • This produces an Elixir capable of protecting the user from Poisons. After drinking the Elixir, call “Grant Poison Defense, Shield.”
  • Recluse Venom (Potion)
    • Cost: 15 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “Maim (limb) by Poison.”
  • Distilled Antimony Oil
    • Cost: 10 Quintessence
    • This produces an oil that protects the user from Elemental effects. “Grant, Shield Elemental by Alchemy .”
  • Bezoar Dust Elixir:
    • Cost: 7 Quintessence
    • This produces an Elixir capable of fixing a specific effect. When applying this Elixir, call “Cure by Alchemy.”
    • Effects: Drain, Paralyze, Silence, Stricken, Stun.
  • Wyvern Venom Potion
    • Cost: 15 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “5 Damage by Poison.”
  • Oil of Aqua Regia
    • Cost: 10 Quintessence
    • This produces an oil that protects the user from various effects. “Grant Defense: Shield <Mental/Physical/Metabolic> by Alchemy .”
  • Fulminating Silver (Potion)
    • Cost: 15 Quintessence
    • This potion can be used as a thrown weapon, calling, “Short Paralyze by Alchemy.”
  • Fulminating Iron (Potion)
    • Cost: 15 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Agony and  and Weakness to Fey by Alchemy”
  • Liquid Thunder (Potion)
    • Cost: 17 Quintessence
      • This potion can be thrown as a grenade weapon, calling, “Slam and Short Stun by Alchemy”
  • Liquid Steel (Oil)
    • Cost: 20 Quintessence
    • This Oil when applied to clothing provides protective properties for one watch. When applied to an article of clothing “Grant Defense: 4 armor. This armor can be refreshed with 5 minutes of Rest, and expires at the end of the current Watch.” This oil will not stack with other sources of armor.
  • Vision Dust (Elixir)
    • Cost: 15 Quintessence
    • This Elixir will provide limited insight to the future/past. Downtime item, submit a question when focused on a subject, can be used during an event as well. Limit one per player per event.
  • Dust of Displacement (Oil)
    • Cost: 10 Quintessence
    • This produces an Oil capable of projecting your appearance to the left of any packet attack, call “Grant Defense: Double Shield Packet by Alchemy.”
  • Dust of Twilight (Oil)
    • Cost: 10 Quintessence
    • This produces an Oil capable of protecting you from Shadow and Light attacks, call “Grant Defense: Shield Shadow & Light by Alchemy.”

Sample Master Concoctions

(Master Recipes have 2 charges each)
  • Zombie-Blood Oil
    • Cost: 20 Quintessence
    • This produces an Oil that protects the user from death. “Grant Defense: Shield Death by Alchemy.
  • Frostbite Spider Venom (Potion)
    • Cost: 25 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “Paralyze by Poison.”
  • Bezoar Elixir: <Mental/Physical/Metabolic/Elemental>
    • Cost: 23 Quintessence
    • This produces an Elixir capable of fixing a variety of effects. When applying this Elixir, call “Cure <Mental/Physical/Metabolic/Elemental> by Alchemy.”
  • Giant Scorpion Venom (Potion)
    • Cost: 25 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “3 Damage and Drain by Poison.”
  • Aqua Vitae Elixir
    • Cost: 50 Quintessence, Essence of Vitality
    • This produces an Elixir capable of fixing death. When applying this Elixir, call “Cure Death and Drain by Alchemy.”
  • Iocaine Powder Potion
    • Cost: 50 Quintessence, Iocaine Powder
    • This Potion can be applied to a weapon or ingested, to allow the user to swing or call “Death by Poison.”
  • Bezoar Oil (Oil): <Mental/Physical/Metabolic/Elemental>
    • Cost: 30 Quintessence
    • This produces an Oil capable of preventing a variety of effects. When applying this Oil, call “Grant Defense: Resist <Mental/Physical/Metabolic/Elemental> by Alchemy.”
  • Restorative Draught (Potion)
    • Cost: 30 Quintessence, Phoenix Feather
    • Until the end of the end of the current Watch, when the target of a Heal effect, you add +1 to the effect. This cannot stack with any other ability that augments the Heal effect, including the Cavalier skill.
  • Liquid Doom (Potion -- OR-- Oil)
    • Cost: 30 Quintessence, Bow of Rainbow
    • May be applied to a weapon or thrown like a grenade “Inflicts Stricken by Alchemy”
  • Steadfast Oil (Oil)
    • Cost: 30 Quintessence,  Diamond Root
    • Until you rest for 5 minutes, you call, “No Effect” against the Root, Slam, Paralyze, or Stun effects.
  • Instant Soldier (Elixir)
    • Cost 30 Quintessence, Requires a Dragon's Tooth
    • This Elixir, when poured over the ground where a foe has fallen creates an instant Tiberian Soldier for the remainder of the fight. Rules: Give the potion to a single NPC who has fallen in battle and give them the Item Card, calling, “Imbue to Corpse by Alchemy”. The Imbue Card must read:
      • “You rise with the spirit of a Tiberian Soldier inside you, temporarily bound to the mortal realm. You are friendly to the user of the potion that created you and will not attack them for any reason; you will reasonably follow their instructions. You have 10 Vitality. You can make 3 melee attacks for “3 Damage by Alchemy” and 2 melee attacks for “Short Repel by Alchemy”

Artificer

ARTIFICER (3 CP)

(MANY thanks to Bill Tobin and WAR Accelerant for the core ideas that shaped this system) The Artificer is a character who has honed their ability to change, augment, and alter the inherent properties of things to improve them beyond their normal capacities. They produce Sigils (trapping power in a symbol for use later), Engrams (augmenting the memory to enhance spells), and Enhancements (altering an item to improve it’s properties or abilities). Artificers are also skilled at modifying, empowering, and refreshing Magic Items and Signature Items. NOTE: Recipes DO NOT count as Artificer skills.

FREE SKILL

Apprentice Artificer (0 CP) You can create up to 3 Artificer Items for which you have the recipe in between events, per the Artificer Creation rules. You can create 3 Artificer Items per game event day.
  • Your base maximum Quintessence is 20, but can be modified by skills below.
  • You can use Apprentice level recipes.
  • You can choose 2 Apprentice recipes to put in your recipe book when you purchase this skill. If you have access to a recipe not on the website (say from another Artificer...), you must get Staff approval before putting that recipe in your Recipe Book.

ARTIFICER SKILLS

Journeyman Artificer (5 CP) Requires Apprentice Artificer, Tier 2. You can use Journeyman level Artificer recipes. Your base maximum Quintessence increases to 35. You gain 1 Journeyman recipe to add to your recipe book. Master Artificer (5 CP) Requires Journeyman Artificer, Tier 3. You can use Master level Artificer recipes. Your maximum base Quintessence increases to 55. You gain 1 Master recipe to add to your recipe book. This recipe cannot require special components. Apprentice Recipe (2, 2, 2... CP; 1 gold) You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a simple recipe equivalent in power to other apprentice recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Journeyman Recipe (2, 2, 2... CP; 2 gold) You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other journeyman recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Master Recipe (2, 2, 2... CP; 5 gold) Requires Journeyman Artificer. You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other master recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Refresh Energy (3, 3, 3 CP; 2 Stamina; Watch) Requires Attunement to at least 1 magic item. You can touch a magic item and call, “Refresh Daily, or Watch Power by Artificer” This skill can only be used on the same item 1/day.
  • 2nd Purchase Requires Tier 2: You can use this skill 1/battle, but still only on the same item 1/day.
  • 3rd Purchase Requires Tier 3. You may refresh all of the abilities of a magic item. An item may not benefit from this more than 1/Event.
Improved Attunement (3, 3, 3 CP) You may attune one additional Magic Item to you, for a total of 4. 2nd Purchase: Requires Tier 2. You may attune one additional Magic Item to you, for a total of 4. 3rd Purchase: Requires Tier 3. You may attune one additional Magic Item to you, for a total of 5. Morphic Transformation (2, 2, 3, 3, 3 CP; 2 Stamina) You temporarily change the inherent properties of a weapon. When you purchase the first rank of this skill, choose one Trait: Acid, Crystal, Silver, Cold Iron, Thorn, or Force. In this skill description, you replace [Y] With the Trait you picked from this list. You must make a tag that reads: “Imbue by Artificer: Grant Attack: The next two UNCALLED attacks gain the “By [Y]” trait.” This has no effect on attacks that already have a Trait. An uncalled damage attack becomes “1 By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 2nd Purchase: “Imbue by Artificer: Grant Attack: The next two UNTYPED Damage attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. “X Damage” becomes “X By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 3rd Purchase:“Imbue by Artificer: Grant Attack: The next two UNTYPED attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. So “X Damage and Agony” becomes “X and Agony By [Y],” but “3 and Agony by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 4th Purchase: “Imbue by Artificer: Grant Attack: All UNTYPED attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. So “X Damage” becomes “X By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason.”
  • 5th Purchase: “Attach this tag to a weapon immediately before using it. If the tag is not attached, the Enhancement will not work. Imbue by Artificer: Grant Attack: All attacks ADD the “By [Y]” trait at the end of their verbal. So “X Damage” becomes “X By [Y],” and “3 by Fire” becomes “3 by Fire and [Y]”. This effect ends when you rest for any reason.”
Additional Transformations (3, 3, 3, CP) Choose another Trait from the list in the Morphic Transformation list. You add that Trait to the list you can choose for [Y] in that skill description. When you make the tag, you must choose only one of the Traits you have available. Elemental Transformation (4, 4, 4 CP) You can choose one Trait from the Elemental Traits list (Air, Earth, Fire, Water, Lightning, Cold, Ice). You add that Trait to the list you can choose for [Y] in that skill description. When you make the tag, you must choose only one of the Traits you have available. Empowered Artificer (4, 4, 4 CP; 1 Stamina) Requires 4 skills from this header. When using an Artificer on an item, you may call “Imbue by Artificer,” to add “Double...” before 1 Defense call (Shield, Resist, Parry, Dodge, etc). This has no effect on an item that already has the Double or Triple modifier. This skill can only be used on an item that affects you personally. ▪ 2nd Purchase: You can use this skill for items that have an attack effect. ▪ 3rd Purchase: This skill can be used on items that affect another character. Efficient Artificer (3, 3, 5, 5 CP) The Artificer is capable of making items faster than normal. The Artificer can now make up to 6 items per game day. ▪ 2nd Purchase: Requires Journeyman Artificer. You can make up to 9 items per game day. ▪ 3rd Purchase: You can make up to 12 items per game day. ▪ 4th Purchase: Requires Master Artificer. You can create up to 15 items per game day. Potent Artificer Recipe (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The duration of this Artificer Item is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Artificer Forge so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. Power Focus (4, 4, 4 CP; 1 Stamina; Personal) Requires 6 skills from this header. When applying an Enhancement to weapon, you may call “Imbue by Artificer,” to add “Double…” before 1 attack call. This has no effect on an Enhancement that already has the Double or Triple modifier.
  • 2nd Purchase: When using a Sigil , you can add “Double…” to any 1 attack call.
  • 3rd Purchase: This skill no longer has the keyword “Personal”
Refresh Signature Item (3, 4, 5 CP; 2 Stamina Watch) Requires Attunement to at least 1 Signature item. You can touch a Signature item and call, “Refresh Battle Power by Artificer” This skill can only be used on the same item 1/day.
  • 2nd Purchase Requires Tier 2: You can call “Refresh Battle by Artificer,” OR “Refresh “Watch by Artificer,”  but still only on the same item 1/day.
  • 3rd Purchase Requires Tier 3. You may refresh all of the abilities of a signature item, an item may not benefit from this more than 1/Event.
  Recycle (3 CP, Quintessence Special) You may spend 5 minutes of activity at an Artificer Forge to restore charges to a depleted permanent magic item at the cost of one permanent charge from the item. A three charged item would be reduced to two permanent charges and if this skill was used a second time on the item it would then have one charge remaining before being permanently depleted. The reduced charge total MUST be recorded on the item tag. This skill costs 3 Quintessence per charge of the item BEFORE it is recharged, so an item that originally had 3 charges would cost 9 Quintessence, even though it will end up with only 2 charges afterwards. This skill cannot be used on Signature Items or consumable items.   Refinement (3CP) Requires Master Artificer. You may refine any combination of two Phoenix Feather, Bow of Rainbow, Diamond Root, Dragon’s Tooth, Iocaine Powder or Essence of Vitality into one unit of Tass.   Disassemble (3CP) Requires Master Artificer. You may disassemble a permanent magic item into one unit of Tass. This skill does not work on Signature Items or Relics. This cannot be used on consumables or items with limited charges. The item is permanently unusable for any in-game purpose afterwards.   Like New (5 CP, 5 Downtime) Requires Master Artificer, Recycle. Spend one Tass to renew a charged magic item with full charge, and a full expiration timer if any. This can only be used on a magic item once, ever.   Forge Item (5CP, 10 Downtime) Requires: Master Artificer, Like New. The artificer uses 3 Tass and 10 hours of downtime to create a magical item that includes the effects of 3 Recipes known and useable by the Artificer. Each Recipe must be paid for to be included. Each Recipe may be applied once per watch if Apprentice, once per day if Journeyman and once per event if Master. For each augmentation to a base recipe, increase the Downtime requirement by +1. The Death and Cure Death effects are not useable for this skill. Each recipe can only be used once per item.   In Another's Footsteps (5CP, 10 Downtime) Requires Master Artificer, Like New. The artificer uses three Tass and 10 hours of downtime to create a copy of a magic item. This will not duplicate Signature Items or Relics, nor will it duplicate items with the Death or Cure Death effects.  

ARTIFICER CRAFTING RULES

There are 3 types of Artificer Item:
  • Sigils (power stored in a symbol for release later, usually aggressive in nature)
  • Engrams (items that enhance spells as they are cast)
  • Enhancements (modifications to items that change their traits or properties)
Artificer Items can only be APPLIED to an item by an Artificer. This means the tags you create must be physically affixed to the item by you. Ribbons, strings, or rubber bands are recommended. Unless otherwise specified, Artificer Items can be activated and USED at any time, but they can only be applied to an item by an Artificer personally. A person actively engaged in combat cannot have their items augmented by an Artificer— you must be apart from any fighting by at least 10 feet. YOU are responsible for making sure the person who uses the Artificer Item knows how to use it properly. Please make sure the people using your items are educated on how to use them within the ruleset. An Apprentice Artificer is able to create 3 Artificer Items each day. You can write recipes into your recipe book that you cannot use, but you cannot create items using that recipe until you have the appropriate skill. To create an Artificer Item, you must have the recipe, skill appropriate to use the recipe, Quintessence available, and the recipe must have charges left. Recipes have charges, and each item made from a recipe will use a charge from that recipe. Once a recipe is out of charges, it cannot be used to create items that day. This represents the Artificer having limited physical components on hand to create with. Most Artificer Item are made using a variety of mundane ingredients that are readily available, though in limited quantities. They are converted to Artificer components at an Artificer Forge (see below). Any specific ingredients listed in the cost of a recipe are considered rare and limited, and must be found by the character before they can make that item. An Artificer starts an event with full Quintessence and fully charged recipes. To refill their Quintessence during an event, they must spend 1 gold per 10 points of Quintessence they wish to refill. Crafting Between Events An artificer can create items in between events. They can fill out a Crafting Worksheet and check in with items up the restrictions of their normal maximum per day and Quintessence. All items crafted in this manner still have to be signed off by Logistics. Item Duration Unless otherwise noted, Artificer Items will last for three (3) events before their potency fades. Artificers are the ONLY people capable of applying their items. An Artificer can apply another Artificer’s items. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty.

Artificer Forge

An Artificer Forge is required to perform actions in-game. It is an in-game prop that is the responsibility of the Artificer to build, maintain and support. The Artificer Forge is represented by a table or stand covered in tools and construction items, with enough space to write out Sigils, tags and make items. This area should be about about the size of a folding card table. More than one Artificer may use the same Forge, but all must contribute to the decoration of it. Due to the volatile nature of Artificer mixtures, the Forge cannot be moved once set up. Each Artificer Forge holds Quintessence-- collectively the raw materials needed to create Artificer Item. At Check-in, the Artificer will receive a tag with check-boxes for each Quintessence she has available. Each time a point is used, simply mark it on the tag. Each Artificer has an independent store of Quintessence and no other character may use this Quintessence, though they can share a forge. In a Nutshell: 1) Determine how much Quintessence you have available. 2a) Determine how many items you can check in with. --OR-- 2b) Determine how many items you want to craft In-Game. 3) Choose which of the recipes in your book you want to make. 4) Spend the Quintessence and write the tags for the items. Mark used Quintessence off on your tag. 5) Turn in required materials cost to Logistics (if applicable). Get Logistics to sign your tags. 6) PLAY!

ARTIFICER ITEMS

Sigils

Sigils are how an artificer harnesses a small amount of energy and stores it for release later. They are usually aggressive in nature, helping an artificer defeat his foes. Sigils are represented by at least HALF of an 8.5 x 11” sheet of paper. If you check in with Sigils created, you must provide the physreps for that Sigil. All Sigils must have the crafter’s Character name, when the item was crafted, and the Game effect written clearly on the paper. Logistics staff MUST sign the sigil before it can be used. Some Sigils require only a Tag to use. Tags created in this way must be of the standard format found on the Crafting Worksheet and Tags link. If you create sigils in-game, you must physically create the markings on the paper that represent the Sigil. All paper used to create sigils must be coolthentic in nature (no plain white or fluorescent paper, please.) Resume paper or tea/coffee-staining regular paper are great ideas to start with. Creating a Sigil requires at least 60 seconds of activity time per sigil, spent creating the diagram that represents the Sigil. Once you have finished creating the sigil, you must pay the materials cost to Logistics (at the tavern) and have them sign the tag before it can be used. All sigils created during an event must be scribed in-game at an Artificer Forge.

Engrams

Engrams are mysterious mini-rituals that alter a spellcaster’s mind briefly to augment a spell as it is being cast. Creating engrams and their physreps follow all the same rules as Sigils. All Engrams require the incantation for a spell to be lengthened, and provide the specific words that must be added to an incantation for the engram to take effect. The additional incantation requirement to use an engram must follow all Spellcasting rules as normal. The engram wording is added to the end of an incantation as if it is part of the incantation itself, before the spell’s OOG verbal. Example: You (a spellcaster) are using the Level 2 version of Immolate from the Fire spell list. Your normal effect is a packet attack for “3 Damage by Fire.” The spell costs 2 Stamina to cast, so you have a 10-syllable incantation requirement. The standard incantation you use is, “I burn my enemy with the power of fire!” (Boring, but functional.) You want to use the Intensifying Engram. Your total verbal becomes, “I burn my enemy with the power of fire, ecce meo potentissimo, 4 Damage by Fire!”

Enhancements

When an artificer alters an item that does not harness energy (like sigils) or alter a spell (engrams), the result is referred to as an Enhancement. This is something of a catch-all category that many other artificer recipes fall into. Enhancement tags will usually say specifically what the required tag must say on it. Otherwise they follow all of the Artificer Item crafting rules as normal. Remember, only an Artificer can apply Artificer Items, but anyone can use them. It’s your responsibility as the crafter to make sure the character using your item understand how to use it properly.

Artificer Recipes

The recipes below are just the tip of the iceberg. They are only SOME of the recipes possible for Artificers. Recipes can be researched during Downtime, found as treasure, purchased from NPC merchants, etc.

Apprentice Recipes

  • (4 Charges each)
Cold Iron Dart (5 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Make a packet attack for “3 and Agony to Fey by Artificer” Lesser Death to Undeath (5 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Make a packet attack for “3 and Agony to Undead by Artificer” Warded Arms (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to Disarm by Artificer” vs the next Destroy effect that hits this item. Lesser Warded Armor  (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to 5 Damage by Artificer” vs the next Destroy effect that hits this Armor. Ward Vs Maim (10 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call “Reduce to Slow” against the next Maim that affects you.  This Slow may not be prevented, cured, or negated. It must be removed by rest. Lesser Echoed Attack  (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Refresh one expended per battle ability. You must rest for 5 minutes before being the target of this Enhancement again from any source. Stanch the Flow (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. When you next fall Unstable, your bleed out count is 2 minutes. This Enhancement must be used BEFORE you fall Unstable, and once applied, if not used it expires at the end of the current Watch. Redirect Force (7 quintessence, Enhancement) Tag: Tear this tag in half after it is used. You call “Reflect by Artificer!” against the next Repel you are the target of. Healing Augment (5 Quintessence, Engram) Add “Ego amare manducare comedes testiculis” to the verbal and add +1 Vitality to the next Heal effect you produce. Enhance Lightning (5 quintessence, Engram) Add “Ego amare sugere fulgur gallus” to the verbal and add +1 damage  to a Lightning or Thunder spell. Call of Lightning (5 quintessence, Engram) Add “Hoc modo fac dextera fulminibus” to replace the trait of a Damage spell with Lightning or Thunder. Enhance Acid (5 Quintessence, Engram) Add “I amare taurus impetu stercore” to the verbal and add +1 damage  to an Acid spell. Call of Acid (5 quintessence, Engram) Add “Hoc modo fac dextera acidum” to replace the trait of a Damage spell with Acid. Enhance Cold (5 Quintessence, Engram) Add “Contra Ego quantum Nobis frigus” to the verbal and add +1 damage  to a Cold or Ice spell. Call of Cold (5 quintessence, Engram) Add “Hoc modo fac dextera frigidum” to replace the trait of a Damage spell with Cold or Ice. Enhance Fire (5 Quintessence, Engram) Add “Ego amare magni globi ignis” to the verbal and add +1 damage  to a Fire or Heat spell. Call of Fire (5 quintessence, Engram) Add “Hoc modo fac dextera Ignis” to replace the trait of a Damage spell with Fire or Heat. Guardian Enhancement (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You call, “Shield by Enhancement” against the next Weapon attack that hits you. Warding Shield Enhancement (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You call, “Resist by Enhancement” against the next packet attack that hits this shield. Pain Engram (5 Quintessence) You add, “and Agony” to the verbal of any 1 spell you cast. You add, “addere effectus agonia carmini,” to the end of your incantation, before the effect verbal. Intensifying Engram (10 Quintessence) You increase the numerical value of the next spell you cast by 1. This applies only to the Damage, Waste, Healing, or Repair effects. You add, “crescere vim de isto carmine” to the incantation, before the effect verbal. Sigil of Forceful Rebuke (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. The next time you are struck with a called attack, you can call, “By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil. X has a maximum of 3, even if the triggering attack is greater. Crystal Snowflake Sigil (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make a packet attack for, “3 Damage by Crystal.”  

Journeyman Recipes

Cold Iron Spike (10 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half.  Three Packet attacks for “3 and Drain to Fey by Artificer” Doom to Undeath (10 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half.  Three Packet attacks  for “3 and Slam to Undead by Artificer” Improved Warded Armor (10 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to 5 Damage by Artificer” vs the next Destroy effect that hits this item. Ward Vs Paralysis (15 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Reduce the next Paralyze or Stun effect you take to Root, this Root may not be cured or removed; it must be removed by rest. Greater Echoed Attack (10 Quintessence, Enhancement) Tag: Activate this Enhancement by tearing it in half. Refresh one expended per watch ability. You may not Refresh any other per Watch abilities until the beginning of the next Watch. Crystal Snowflake Flurry (10 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make 3 packet attacks for, “3 Damage by Crystal.” Greater Sigil of Forceful Rebuke (10 Quintessence) Tag: Tear this tag in half after it is used. The next time you are struck with a called attack, you can call, “By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil. X has a maximum of 6, even if the triggering attack is greater. No secondary effects are transferred, only Damage. So if you are hit with a “5 and Agony by Fire,” you only call “By My Gesture, 5 by Force.” Greater Intensifying Engram (20 Quintessence, Engram) You increase the numerical value of the next spell you cast by 2. This applies only to the Damage, Waste, Healing, Repair, or Refresh effects. You add, “Videte, meo est fortis dextera iniquitatis” to the incantation, before the effect verbal. Mending Force (15 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Touch an item, and call “Repair by Artificer.” If you are using it to Repair Armor points, call, “Repair 2 by Artificer.” Redirect Force  (15 quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reflect by Artificer!” against the next Slam that affects you. Greater Healing Augment (10 Quintessence, Engram) Add “bos comedes testiculis est scriptor” to the verbal and add +2 Vitality to the next Heal effect you produce. Greater Enhance Lightning (10 Quintessence, Engram) Add “ubera mea mentula magna fulguris gallus” to the verbal and add +2 damage and change the Trait of a spell to Lightning or Thunder. Greater Enhance Acid (10 Quintessence, Engram) Add “magnum bovis stercore potens impetum” to the verbal and add +2 damage and change the Trait of a spell to Acid. Greater Enhance Cold (10 Quintessence, Engram) Add “levis elementi impetum frigus” to the verbal and add +2 damage and change the Trait of a spell to Cold or Ice. Greater Enhance Fire (10 Quintessence, Engram) Add “mala multa et magna sphaera ignis” to the verbal and add +2 damage and change the Trait of a spell to Heat or Fire.

Master Recipes

Cold Iron Cloud (20 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Call “By My Voice 6 and Short Drain to Fey by Artificer.”   Undeath to Death (20 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Call, “By My Gesture 6 and Slam to Undead by Artificer.”   Universal Component (20 Quintessence, Enhancement) Tag: Activate this Enhancement by tearing it in half. You may enhance a small stone to be any power component used in crafting, this may not include Phoenix Feather, Bow of Rainbow, Diamond Root, Dragon’s Tooth, Iocaine Powder or Essence of Vitality. Only one Universal Component can be used in a recipe. Masterful Warded Armor (20 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Resist by Artificer” vs the next Destroy effect that hits this armor.   Ward Vs Death (30 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Reduce the next Death effect you take to Drain, this Drain may not be cured or removed; it must be removed by rest. This cannot be used when bleeding out, only against an external Death effect.   Masterful Echoed Attack (20 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Refresh one expended per Day skill. You cannot Refresh any per day skills for 24 hours.   Crystal Snowflake Blizzard (20 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make a packet attack for, “10 Damage by Crystal.”   Master Sigil of Forceful Rebuke 3 (20 Quintessence) Tag: Activate this Enhancement by tearing it in half. The next time you are struck with a called attack, you can call, “Resist and By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil.   Masterful Intensifying Engram (30 Quintessence) You increase the numerical value of the next spell you cast by 3. This applies only to the Damage, Waste, Healing, Repair, or Refresh effects. You add, “Ecce , meus, impii frigus incantatores vobis imprimitur” to the incantation, before the effect verbal.   Masterful Healing Augment (20 quintessence, Engram) Add “et flammeum testiculi simile vitulo manducare” to the verbal and add +2 Vitality to the next Heal effect you produce.   Masterful Enhance Lightning (20 quintessence, Engram) Add “meam, fulminis ingens coc nutrientibus placet mihi gallus” to the verbal and add +3 damage and change the Trait of a spell to Lightning or Thunder.   Masterful Enhance Acid (20 Quintessence, Engram) Add “contra potens malum est magnum bovis stercore” to the verbal and add +3 damage and change the Trait of a spell to Acid.   Masterful Enhance Cold (20 Quintessence, Engram) Add “terribilis est frigidum in elementis celerem impetum” to the verbal and add +3 damage and change the Trait of a spell to Cold or Ice.   Masterful Enhance Fire (20 Quintessence, Engram) Add “mala multa et magna sphaera caloris ignis gallus” to the verbal and add +3 damage and change the Trait of a spell to Heat or Fire.   Enhance Stamina (20 Quintessence, Enhancement, Diamond Root) Your maximum Stamina increases by 1 until the end of the event. You can only benefit from this Enhancement 1/Tier/Event.   Dragon Skin (30 Quintessence, Enhancement, Dragon’s Tooth) You call, “No Effect” against any effect with the Fire or Heat traits, and gain 5 Protection each time you are hit with a Fire or Heat attack. This lasts until the end of the Watch.   Bezerk Dust (30 Quintessence, Enhancement, Iocaine Powder) You call “Resist and Frenzy to Self by Artificer!” every time you take a Death effect. This lasts until the end of the Watch.   Enhance Vitality (30 Quintessence, Enhancement, Essence of Vitality) Your maximum Stamina increases by 1 until the end of the event. You can only benefit from this Enhancement 1/Tier/Event.  

Enchanter

Enchanter (3 CP) (MANY thanks to Bill Tobin and WAR Accelerant for the ideas that shaped this system) The Enchanter is deeply in touch with magic and is capable of storing the magic in powerful objects. While the Enchanter can create many wondrous items, they are most known for creating Wands and Scrolls. NOTE: Spells DO NOT count as Enchanter skills. FREE SKILL Apprentice Enchanter (0 CP) You can create up to 3 Enchanter items for which you have the spell in between events, per the Enchanter Item creation rules below. Your base maximum Quintessence is 20, but can be modified by skills below. You can Enchant items with spells of level 1-2. ENCHANTER SKILLS Journeyman Enchanter (5 CP) Requires Apprentice Enchanter, Tier 2. You can use spells of level 3-4 for enchantment. Your base maximum Quintessence increases to 35. Master Enchanter (5 CP) Requires Journeyman Enchanter, Tier 3. You can enchant with spells of level 5+. Your maximum base Quintessence increases to 55. Overload Wand (4 CP; 1 Stamina; Personal) Requires 4 skills from this header. When using a wand, you may call “Imbue by Enchantment,” for “Double...” before 1 attack call. This has no effect on an item that already has the Double or Triple modifier. Drain Wand (3, 4, 5 CP; Event) Once per event, the Enchanter can drain a Wand in order to refill their own magic reserves. After completing a 5 minute ritual, an enchanter can call “With Magic, Refresh X Stamina to Self,” where X is the number of charges remaining in the wand. This counts as a use of a Wand with regards to requiring Rest.” 2nd Purchase: Usable 1/day 3rd Purchase: Usable 1/watch Efficient Enchantment (3, 3, 5, 5 CP) The Enchanter is capable of making items faster than normal. The Enchanter can now make up to 6 items per game day. 2nd Purchase: Requires Journeyman Enchanter. You can create up to 9 items per day. 3rd Purchase: You can create up to 12 items per day. 4th Purchase: Requires Master Enchanter. You can create up to 15 items per day. Potent Recipe (3, 3, 3… CP) Choose 1 spell in your spellbook you can use. The duration of an Enchanter Item using this spell is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Enchantment Circle so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Wand Mastery (4, 4, 4 CP) You are adept at using the magic within wands. You can use two charges from a wand, or 1 charge from two different wands, before requiring rest. 2nd Purchase: Requires Journeyman Enchanter. You can use 3 charges before requiring rest. 3rd Purchase: Requires Master Enchanter. You can use 4 charges before requiring rest. Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. Knowing Another’s Art (1, 1, 1... CP) The Enchanter can craft Wands or Scrolls for a Spell they do not know. When purchased, the Enchanter may choose 1 spell from a spell list their Source has access to. They then write that spell in their spellbook as a RECIPE ONLY and can create Enchanter Items from it as if they knew that spell normally. The Enchanter may now create one Wand or Scroll of that Spell per day. Spells added to your book in this manner must come from the Spell Lists ONLY- you cannot choose a skill with the Spell keyword from a class skill list. You CAN, however, make a scroll or wand from a skill with the Spell keyword from your own class list, if applicable. Just like the regular Spellcasting rules, buying a higher-powered Level of a spell requires buying all the previous levels of that spell. So in order to make a Wand of Cause Fear Lvl 4, an enchanter without that spell must buy this skill 4 times-- one for each level of that spell. If an Enchanter with this skill ever gains the ability to cast a spell normally that they have purchased this skill for, they get the CP spent on this skill back for that spell. This skill may be purchased multiple times, each time granting access to a different spell, or granting the ability to create an additional Wand/Scroll of a known spell per day. CREATING ENCHANTER ITEMS An Apprentice Enchanter is able to create 3 Enchanter Items each day total, in whatever combination of Wands and Scrolls they choose. To create an Enchanter Item, you must have the Enchanter skill and you must be able to cast the spell for that item. You are responsible for creating props representing your creations. Spells used for crafting have charges, and each Item made from a recipe will use a charge from a recipe. Once a recipe is out of charges, it cannot be used to create Items that day. This represents the Enchanter having limited physical components on hand to create with. A spell has 1 charge for each time it has been purchased. Example: A caster with the Chains of the Underworld spell at Level 3 has 3 charges for that spell, because he has purchased it 3 times. A caster with the Doom spell at Level 3, however, only has 1 charge. Enchanter Items take a lot of time to prepare and must be made before the event. In order to create Enchanter Items, a character is required to submit an Enchantment sheet during check in or check out, or by contacting logistics between events, and must pay the cost of the Enchanter Items. Unless otherwise noted, Enchanter Items will last for three events before their potency fades. Anyone is capable of using a Enchanter Item. Enchantment Circles An Enchanter uses an Enchantment Circle to perform actions in-game. The Enchantment Circle is represented by a table or stand covered in magical symbols and equipment. This area should be about 3’ x 3’, about the size of a standard card table. More then one Enchanter may use the same Enchantment Circle. Due to the nature of the Circle, once placed it cannot be moved. Each Enchantment Circle holds Quintessence-- collectively the raw materials needed to create Enchanter items. At check in, the Enchanter may refill his Circle at a cost of 1g per 10 Quintessence, up to the maximum of 20. The Enchanter will receive a tag with check-boxes for each Quintessence she has purchased. Each time a point is used, simply mark it on the tag. Each Enchanter has an independent store of Quintessence and no other character may use this Quintessence. The most common types of Enchanter Items are Wands (multi-use spell items) and Scrolls (single-use spell items). In a Nutshell: Determine how much Quintessence you have available Determine how many items you can craft per day/check in with. Choose what item you want to make Choose what spell you want to enchant into the item Determine how many charges that spell has available Spend the Quintessence and write the tags for the items Mark off used Quintessence on your tag. PLAY! Wands Wands are implements that can be infused with magical spells. It is common to see these carried by spell casters, but it is not unheard of for anyone to carry them around. Wands begin with 3 charges, and last for 3 events. Thus, a wand created at the April event (assuming you come to June, August, and October events) would expire at the end of the August event, even if it has charges remaining. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty. Wands cost 5 Quintessence per level of the Spell put into them. for example, a wand of 1st Level Flare Spell would cost 5 Quintessence to create; a wand of 4th level Flare Spell would cost 20 Quintessence. Each Wand will have a single spell that it is attuned to and will be able to replicate. The Wand will have a number of charges, which represents the number of times a spell can be cast before the magic on the Wand fades. The call phrase for casting from a Wand is “With Magic, (Spell incant), (Spell Effect).” In order to use a wand, you must be touching or holding a wand with an empty hand (this does not count as an item in hand with regard to spellcasting rules.) Casting a spell from a Wand will use up one charge on the Wand, but will not require that any Attributes (Stamina, Energy, etc) be spent by the character using the wand. If there are no more charges on the Wand, the tag is destroyed. Example: Sorah is a Wizard, and has the spell Arms of Clay (Lvl 1) from the Earth spell list. Her incantation for that spell is, "I bind you with arms of clay!" In order to make a wand with that spell, she spends 5 Quintessence and writes out the item tag for the wand, including the date created and incantation for the wand, which becomes, "With Magic, I bind you with arms of Clay! Short Weakness by Earth!" The spell incant for an item must be identical to the one written in the Enchanter’s spell book. Using a Wand is taxing for people who are unfamiliar with the process. For that reason, characters can only utilize a single charge from any Wand before their mind is exhausted, and must Rest for 5 minutes before they can use ANY Wand again. Some Enchanters have become accustomed to casting from Wands, and may be able to utilize multiple charges before they need to Rest by purchasing the Wand Mastery skill. In order to create a Wand, an Enchanter must know the spell that is being put into the Wand. In order to broaden the number of Wands that can be created, an Enchanter must learn more spells. On rare occasion, an Enchanter might find a recipe that permits them to create a Wand for a spell they do not know. These recipes are highly sought after, so finding them might be difficult. Wands are represented by sticks or rods that are 6” to 20” in length. These can be made out of wood or metal, as long as there are no sharp parts that could cause a safety hazard. Infusers are encouraged to decorate the Wand to reflect the spell being stored. A Wand with a flame spell may be made out of metal and painted red with flicks of yellow, while a Wand with necromancy may be made of withered wood painted black. Scrolls Scrolls are pieces of paper that hold a single charge of a magic spell— they are less expensive to make than wands, but are consumed upon casting. Scrolls are also more fragile, and expire 1 event after they are created. So if an Enchanter creates a scroll in April, and attends events in May, June, and July, the scroll will expire at the end of the May event. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty. Scrolls cost 3 Quintessence per level of the Spell put into them. for example, a scroll of 1st Level Flare Spell would cost 3 Quintessence to create; a scroll of 4th level Flare Spell would cost 12 Quintessence. Each Scroll will have a single spell that it is attuned to and will be able to replicate. The call phrase for casting from a Scroll is “With Magic, (Spell incant), (Spell Effect).” (see above example) In order to use a scroll, you must be touching or holding the scroll with an empty hand (this does not count as an item in hand with regard to spellcasting rules.) Casting a spell from a Scroll will use up the magic in it, but will not require that any Attributes (Stamina, Energy, etc) be spent by the character using the scroll. When the incantation is finished, tear the scroll in half and dispose of it in a trash receptacle. The spell incant for an item must be identical to the one written in the Enchanter’s spell book. In order to create a Scroll, an Enchanter must know the spell that is being put into the Scroll. In order to broaden the number of Scrolls that can be created, an Enchanter must learn more spells. On rare occasion, an Enchanter might find a recipe that permits them to create a Scroll for a spell they do not know. These recipes are highly sought after, so finding them might be difficult. Scrolls are represented by an 8.5 x 11” sheet of paper that can be gotten from Logistics during check-in, check-out, or at other designated times in-game. In order to get the scroll paper you must turn in the required resources to Logistics and exchange them for the scroll paper— or get the paper at check in for your starting scrolls. All scrolls created during an event must be scribed in-game at an Enchantment Circle.

Captain

Captain (3 CP)

Requires:
  • Light Armor or Combat Reflexes
  • Heroic Strike, Heroic Block, or Heroic Dodge
  • Any 5 Weapon or Shield Skills
  • Swift Strikes
  • Heroic Recovery or Heroic Vitality
  • Staff Approval-- Captain is a restricted class and you should consult with the Director before buying into this Header.
  Captains gain access to the “by Command” Trait. Captains are battlefield commanders, standing at the forefront of battle and bolstering their allies to win the fight. They serve, weapon in hand, supporting their allies and fighting by their side. Captains come from all races and walks of life. Briton Knight-Commanders lead units of heavily-armored troops into battle, while Brynn warchiefs guide their clansmen in berzerk charges into the enemy's lines. Elven captains often lead skirmishing forces or groups of archers, while Free Dwarves follow their commanders into the fray, their heavy infantry marching in solid step to strike down the foe. The Crown Guard is a training ground for many captains; regardless of their race or heritage, the training they receive is often valuable enough to sign on for a term of years in order to learn how to lead men on the battlefield. Regardless of their background, captains are skillful fighters with a knack for leadership. The captain easily flows from inspiring his troops and issuing orders to engaging the enemy in direct combat, and back again as the condition on the battlefield warrants. As a leader who fights as well as he commands, captains earn the respect of their allies by ability, not words. They form cohesive combat units that are a force to be reckoned with when words fail and steel is the only answer.

NOTE

  • Skills with the "Unit" keyword specify "Shield Wall" or "Skirmish Formation".
    • Shield Wall is all members of the Unit within Medium Melee Weapon range of one another.
    • Skirmish Formation is all members of the Unit NO CLOSER THAN Large Melee Weapon range of one another.
  • It is important that you as the Captain make sure all members of your Unit understand these formations.
  • You CANNOT use skills with the Unit keyword unless ALL members of your Unit are in the correct formation.

FREE SKILL

When you unlock this header, you gain the Assemble On Me! skill. The 0 CP cost counts as the first purchase. Assemble On Me! (0, 3, 3, 3 CP; 0 Stamina, Battle, Command) You may gather with allies to create a Unit. Spend at least five minutes getting a clear agree­ment from a group of people that they wish to join together in combat. These 5 minutes of roleplaying should be you as a leader getting to know your Unit: training, learning their skills and weaknesses, roleplaying some training drills, etc. It's time for you as a leader to get to know the people you're going to be leading into battle. It's also time for you to explain to them how your skills work and maybe go to the training area to do some practical exercises. Touch the target and call “Imbue [Unit Trait] by Command.” to willing allies. The Unit members keep this Trait until the end of the Watch, or leave the community at any time by renouncing the Trait by calling, “Cure Unit Trait To Self by Command”. You automatically gain the Unit Trait and do not count against the total number of allies in the Unit. When you choose use this skill, choose a generic word to designate YOUR unit, one that you believe is not in use by any other Captain (PC or NPC). Examples would be Team, Squad, Platoon, Warband, Pack, etc. This trait can carry some flavor with it, but it is not an in-game label and should not include individual names or factions (If you want that, look at the Herald or the Champion, that's exactly what they're designed for). For the duration of this watch, use that word instead of "Unit" anywhere you see that word in this skill list. Once the Trait is Imbued, you must call your Unit together by calling "Unit, Assemble On Me!" loudly, and gathering all Unit members within Close Formation (see above) of you. Then, once your Unit is gathered, you can call either, "Unit, Shield Wall Formation!" or "Unit, Skirmish Formation!" From then on, your Unit must be in the correct formation for you to use any skill with the Unit keyword. Remember, Brittanis runs on the honor system--Don't Be A Dick. Anyone with a Unit 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 3 allies with this skill. · 2nd Purchase: 3+Tier allies. · 3rd Purchase: 4+Tier allies. · 4th Purchase: 5+Tier allies

Captain Skills

Command (3, 3, 3, 3 CP; Watch) You gain a pool of points called Command, which can be spent in place of Stamina to power skills from the Captain header ONLY. You gain one point of Command for each skill you have with the Command keyword. Command points Refresh after you have rested for 5 minutes. ▪ 2nd and later Purchases: Your Command Pool increases by +1. Assault (3, 4, 5 CP, 2 Stamina; Unit, Command) You call, “By My Voice to Unit, Grant Attack by Command: (Melee/Missile) 2 Damage” · 2nd Purchase: “By My Voice to Unit, DOUBLE Grant Attack by Command: (Melee/Missile) 2 Damage” · 3rd Purchase: “By My Voice to Unit, TRIPLE Grant Attack by Command: (Melee/Missile) 2 Damage” Wall of Blades (3, 3, 3 CP; 2 Stamina; Unit, Command, Battle) Requires Parry. You call, "By My Voice to Unit, Grant Defense by Command: Parry Weapon. 2nd Purchase: usable 2/battle 3rd Purchase: usable 3/battle Victorious Praise (2, 3 CP; 1 Stamina; Battle, Command) Requires Assault. When your Unit strikes true, it heartens you and renews your will to fight. When a character in your Unit defeats an enemy (to the best of your knowledge, keeping DBAD in mind) using an attack you Granted them, you can immediately make a 5 second exhortation, praising the victory and then call, "By your Name (NAME), Grant 2 Protection by Command!" afterwards. 2nd Purchase: Grant 3 Protection Change In Plans (3, 3, 3 CP; 3 Stamina; Battle, Command) You can change formations mid-battle. You can spend 3 Stamina points (NOT COMMAND POINTS) and call, "By My Voice, Imbue to Unit: [Shield Wall/Skirmish] Formation!" Once your Unit is in the NEW formation, you can use Unit skills as normal. 2nd Purchase: Usable 2/battle 3rd Purchase: You can use Command Points to power this skill. Guardian Formation (2, 3, 3, 3 CP; 2 Stamina; Battle, Unit) Requires Lead From The Front; Unit must be in Skirmish formation. With a quick order to your unit, you remind them to stay alert and ready to avoid harm. Make a 5 second battle cry to your troops and call, "By My Voice to Unit, Grant 2 Protection by Command!" 2nd Purchase: usable 2/battle 3rd Purchase: Grant 3 Protection 4th Purchase: Grant [Tier+2] Protection Stonewall Stance (2, 3 CP, 1 Stamina; Unit) Requires Stand Your Ground. Unit must be in Shield Wall formation. You can instill a solid, immovable character in your Unit, making a 5 second speech and calling, “By My Voice to Unit: Slow and Grant Defense: Resist Repel, Slam, Weakness." 2nd Purchase: “By My Voice to Unit, Slow and Double Grant Defense: Resist Repel, Slam, Weakness" Cloak of Bravery (2, 3 CP, 1 Stamina; Unit, Command) You call, “By My Voice to Unit, Grant Defense by Command: Resist Fear” 2nd Purchase: "Resist Mental" 3rd Purchase: "Double Resist Mental" Call To Arms (3, 3, 4, 4 CP, 3 Stamina, Battle, Unit, Command) Requires 4 skills from this header WITHOUT the "Grant Attack" effect. Make a 5 second battle cry and call, “By My Voice to Unit, Grant 4 Protection by Command” 2nd Purchase: “By My Voice to Unit, Grant [Tier+3] Protection to Unit By Command" 3rd Purchase: usable 2/battle 4th Purchase: [Tier +4] Protection Commander’s Resolve (3 CP, 2 Stamina, Battle) While in a Unit, spend 3 sec of roleplay shaking your head, binding wounds, checking armor, etc. and call, “Heal [Tier+1] to Self by Command” Lead From The Front (3, 4 CP) When in command of a Unit, your Armor Pool maximum is increased by your Tier. These points can be repaired and refreshed as if the armor were of the higher value so long as you are in possession of the armor. The bonus Armor points do not work for any other character. · 2nd Purchase: You gain the Armor Point bonus at all times. Stand Your Ground (3, 3 CP, 2 Stamina) When in command if a Unit, you can call “Resist by Command” against a Slam or Root effect. · 2nd Purchase: You do not have to be in command of a Unit to use this skill. Turn The Tide (3, 4, 4, 5 CP, 2 Stamina; Unit, Command, Battle) Requires 5 skills from this header. If you down an unwilling enemy in combat with a melee attack, you can immediately call “By My Voice to Unit, Grant 2 Protection and (Melee/Missile) Attack to Unit: [Tier+1] Damage”
  • 2nd Purchase: “By My Voice to Unit, Grant 2 Protection and DOUBLE (Melee/Missile) Attack: [Tier+1] Damage”
  • 3rd Purchase: “By My Voice to Unit, Grant 2 Protection and TRIPLE (Melee/Missile) Attack: [Tier+1] Damage”
  • 4th Purchase: Requires Tier 3. “By My Voice to Unit, Grant [Tier+1] Protection and TRIPLE (Melee/Missile) Attack: [Tier+1] Damage”
Break The Line (2, 3, 4 CP, 2 Stamina; Battle, Unit, Command) Requires 2 "Grant Melee/Missile attack" skills from this header. You may make a short (5 second) battlecry, and call, "By My Voice to Unit, Grant Melee Attack by Command: Short Repel." · 2nd Purchase: “[Tier+1] Damage and Short Repel” · 3rd Purchase: Usable 2/battle. Avenge the Fallen (3, 3, 3 CP; 0 Stamina; Battle, Unit, Command) Requires 3 skills from this header. If a member of your Unit becomes unconscious, (to the best of your knowledge, keeping DBAD in mind) you can immediately call, “Avenge the Fallen! By My Voice to Unit, Grant (Melee/Missile) Attack by Command: 3 Damage” · 2nd Purchase: “By My Voice to Unit, Grant (Melee/Missile) Attack by Command: [Tier+2] Damage” · 3rd Purchase: [Tier+3] Damage Stand the Fallen (3, 3, 3 CP, 2 Stamina, Unit; Battle) Requires Avenge the Fallen. You know exactly when members of your unit are near death-- and that the right motivation at the right time can be nearly magical in its ability to make them fight on. If you believe a member of your unit is Unstable, make a 5 second speech exhorting them to get back in the battle and call “By Your Name, [NAME], Heal [Tier+1] by Command. · 2nd Purchase: Heal [Tier+2] · 3rd Purchase: Heal [Tier+3] Pressing Assault (3, 3, 3, 3 CP, 3 Stamina, Battle, Unit, Command) Requires Assault, Break The Line, Unit must be in Shield Wall formation. Call, “By My Voice to Unit, Grant Melee Attack by Command: Slam,” 2nd Purchase: “By My Voice to Unit, Grant Melee Attack by Command: 2 Damage and Slam,” 3rd Purchase: usable 2/battle 4th Purchase: “By My Voice to Unit, Grant Melee Attack by Command: 3 Damage and Slam,” Takedown Attack (3, 3, 3 CP, 2 Stamina; Battle, Unit, Command) Requires Assault, Break The Line, Unit must be in Skirmish formation. Call, “By My Voice to Unit, Grant Melee Attack by Command: Short Maim.” 2nd Purchase: “By My Voice to Unit, Grant Melee Attack by Command: 2 Damage and Short Maim.” 3rd Purchase: usable 2/battle Move It, Soldier! (2, 3 CP, 1 Stamina) Requires Cloak of Bravery. Call “By Your Name, [NAME], Cure (Root or Slow) by Command.” You can only Cure one effect at a time. · 2nd Purchase: “By My Voice,Cure (Root or Slow) to Unit by Command.” Clear The Line (2 CP, 2 Stamina; Battle, Unit) You call, “By My Voice, Grant Disengage to Unit by Command” Ready For Inspection (3, 3, 4 CP; 2 Stamina; Watch; Unit) Requires Battlefield Repair: Armor, Unit in Shield Wall formation. You can gather your Unit and work together to repair each other's armor without a forge. Spend 5 minutes of Activity with your Unit in Shield Wall formation, roleplaying repairing armor. Then you call, "By My Voice, Repair [Tier+1] Armor to Unit." 2nd Purchase: Usable 2/watch. 3rd Purchase: Requires 3 minutes of Activity.