Frontier Dawn Official Rulebook v1.0

(last updated January 2017)

This is the official Rulebook for the Frontier Dawn LARP 2017 Season. This Rulebook will guide you in making your character and give you a basic outline of the lore and how to play the game.

The content contained in this Official Rulebook is copyright of Eternal Pizza Party Productions Incorporated and may not be used without express permission.

Terminology

Attack – An offensive ability or effect
Attributes - an attribute is what piller a skill or passive falls under to determine the rp and defense needed in relation to Body, Mind, and Spirit
Basic Attack – A weapon or spell attack unaltered by usage skills
Channel - a method of delivering a skill.  You must say “Channel 1, Channel 2” etc for the number specified in the skill. The standard Channel is to 5.
Dual-Wield - using two one-handed weapons. Cannot cast spells while dual-wielding unless weapon-casted
Duration - The length of time a target is under a status effect .
ECL - The cumulative amount of Insight spent on a character.Stands for  Effective.Character.Level
Defend- stopping an attack using a skill or calling Block, Willpower or Resolve.
Invoke - 3 syllable verbal
LOS – Line of Sight
Packet Strike – A successful hit with a spell packet
Packet Throw - designates a target or location but does not deliver damage
Poison - a craftable liquid that reduces health or causes an effect when ingested
Portion - a single unit of a resource
Potion - a craftable item that can be used in a variety of ways such as ingestion.
Prox – Proximity, Used for traps to denote that you have to walk within 5’ of the set trap
Ranged Strike – A successful hit with a ranged weapon
RP - roleplay according to skill description. Perform (Sonus), Channel (Primal), or Pray(Hallowed). Taking damage breaks this effect.
Skill – Any ability.  Affects the primary target and/or the two closest targets within arms distance of the primary target
Self – Self Only
Source - the focus you choose to take or to follow within an attribute
Spell - 5 syllable verbal
Strike – used to designate the target of an effect by touching your hand or weapon to the target within 2 feet.  Does not deliver damage to target.
Weapon-cast - to successfully hit a target with any spell that is delivered through a weapon instead of a packet, can be blocked as a body attack
Weapon strike- to successfully hit a target with a weapon

In Game Effects

Ally - Affected target will not attack you and will come to your defense if you are attacked
AOE – Targets within 5 feet of the player or packet, number of targets specified in skill
Back Strike – A successful hit with a small weapon on the back torso of a target
Base Damage – The damage you deal with a weapon or spell unaltered by temporary skills
Battle cry – Targets or objects within 10 feet of the player or packet, number of targets specified in skill
Blind – affected target may not attack or defend but may still invoke buffs for 5 seconds, DO NOT CLOSE YOUR EYES
Brandish- draw weapon and hold it in front of you.  This is an RP requirement for certain skills.
Break limb – Affected limb cannot be used until healed.
Buff – Latent skills or abilities that can be stored until invoked, may only have one buff of any attribute at a time. Casting another buff on the same target negates the prior buff.
Captivate - Affected target is taunted but cannot attack caster for the duration specified in the skill. Affected target may still use defences
Compulsion – Affected target must obey commands but cannot harm themselves for the duration of the skill. Taking damage breaks this effect.
Disable Limb – Affected limb hangs at the player’s side useless for 5 seconds
Disarm – Affected target drops their weapon, and cannot pick it back up for 5 seconds
Empower - when a physical attack is defended you may deliver the effect specified in the skill. Target must call an additional defense or take the effect.
Fear – Affected target must choose one:

Fight: Target is Taunted and can only attack for 10 seconds

Flight: Target must retreat and can only defend for 10 seconds

Heal – Restores health
Hidden – You cannot be seen as long as you do not move, attack, or use a skill, unless stated in a skill
Invisible – Affected target cannot be seen for duration of skill.  Attacking, using a skill or a spell breaks Invisibility.
Intimidate - Target must retreat and can only defend for 5 seconds
Knockback – Affected target is pushed 5 feet away
Movement – Must move the number of feet defined in the skill, you are immune to damage and effects until movement is complete
Negate - to stop all effects and damage from an attack
Numb - weapon strike to affected targets shield, shield hangs at the player’s side useless for 5 seconds
Oath of Finis, The
- All worshipers of Finis do not use a three second killing blow count. Instead they must roleplay for ten seconds, praying over the body. 
Old Way, The - challenge target of equal or lesser level to 1v1 honor combat, first 3 weapon strikes on either the target or caster drops that person to 1st stage
Pain – Affected target may not attack or use offensive skills for 5 seconds
Block - Defense against a single body attack or skill
Paralyze - Affected target may not attack or defend  or move at all  for 5 sec
Pin – Affected target’s limb is stuck to something defined by the skill (the ground counts as an object for purposes of Pin). Target must RP 5 seconds and take 1 damage to break effect.
Pursue - Select a target that has called a Movement skill and move an equal number of feet towards the target
Rage – Affected target gains +1 base damage and cannot tell friend from foe and must attack the nearest target(s) for duration of the skill.
Reflect - attack damage is returned to the attacker. This damage can only be defended with a defense
Mitigate - Basic defense against an attack that stops only the damage of an attack
Willpower - Defense against a single Spirit attack or skill
Sever limb – Affected limb is gone/unusable until restored with the appropriate skill.
Silence – Affected target may not call out or cast spells for the duration of the effect for 5 seconds
Slow – Affected target moves heel-to-toe for 5 seconds.
Smokebomb - You are considered hidden to affected target or targets while in weapons distance of packet for 5 seconds
Stagger – Affected target takes a step backwards and cannot move from where they stand for 5 seconds, may still attack and defend
Stance - the player calls and RPs they are in a stance and activates a buff
Stun - Cannot do anything including talk for 5 seconds any attack breaks a stun
Sunder – Affected weapon is unusable until repaired.
Tame - Only works on natural beasts. Affected beast regards you as an ally and will obey simple commands.
Taunt - Affected target must attack the caster for as long as noted by the skill 5 seconds.
Telekinesis – Move affected target without touching it, as you direct.  Effect lasts as long as caster remains pointing at target
Teleport – Move affected target.  Target cannot be seen while they are moving.
Unconscious – Affected target falls into a non-moving, non-acting state for 5 minutes
Ward - Defense against a single Mind attack or skill

Gameplay

Holds and Clarifies

A player may call a hold in the matter of an injury or threatening situation. In which case everyone is required to take a knee until the hold is resolved, those unable to take a knee must stay still.
We have 4 out of game calls in FD:

Hold:

 Dangerous or serious situation all are required to take a knee until resolved
Clarify: Between 2 or more people: used when a player would like to know an effect or greater clarification on a situation.

Caution:

Used when a dangerous situation is about to arise. An example would be if you are fighting an NPC and you notice they are about to get to close to a bench where they could potentially trip.

Scene:

Called when a staff member is about to describe an in game effect or paint a complex picture in PCs heads that only movie magic could pull off such as “the ground fills with lava and huge demonic hands spring forth”

Staff Availability

There will always be an active Staff member in the Inn and when a staff member is on duty they will have a blue wristband on. Please be mindful of staff who do not have wrist bands on as they may be taking time to recharge or deal with an out of game situation: please only approach them if it is an emergency.

Rules of Consent and Personal Safety

At FD we use 4 techniques of handling intense situations. We will never have content aimed at Suicide or Sexual Abuse. It is hard to know every players’ fear or keep track of what may cause duress for some people, we want to make sure our players are safe as well as creating situations in game that cause intense drama and an enhanced horror element.
*Please note that we will have immersive intense, potentially stressful and horrific mods that are meant to enhance, dramatize and thrill but the player’s safety and mental well being are always our top priority.

The stoplight rule:

If ever you are in a situation and feel it elevating say yellow light to let the player or NPC know that they need to cool it down, If things continue say red light and that person is to stop step away and let you collect yourself in any way you see fit.

The space rule:

Sometimes people need time to re-energize or take it easy. We will never penalize anyone for needing some time to collect themselves or recharge. If you need to step away from a mod, you have the right to not be questioned about it and have your space.

*Please note that you are responsible for your own self care, if you need to step back the mod will continue unless a hold is called.*

The rule of consent:

PCs and NPCs must ask consent before physically touching you. Physical role play in our game is defined by touching the arms, legs, upper back or stomach only, when asking for physical RP permission please state “do you consent to physical RP” if you wish for a player not to touch you in any of the assigned physical RP spots please state “no” or “ Yes but just not my X”. Most in game props not on your character can be physically taken with the exception of bags. Players are not permitted to touch, look inside or move another player’s bag or pouch without permission in or out of game.

The Orange wristband rule:

Players who wish to have their boundaries pushed by dramatic intense situations and horrific scenes may choose to wear an orange wristband. This indicates that you are fine with small amounts of physical Roleplay, physical challenges and horrific scenes. If we think there will be Orange content on a mod the NPC hooking it will say “things could get hairy” “Hairy” mods will never have anything on them that would punish you progression or powerwise. Players have the right to ask the marshal in the white head band if something involves X content that marshal will reply yes or no. Please note that NPCs may follow this rule as well. If you do not see an NPC with an Orange wrist band you must ask permission first before physical RP.

Combat

Frontier Dawn is a  lightest touch, Boffer/Latex LARP. In order to maintain a safe and immersive combat experience all players and NPCs are required to RP damage when taking hits. Please be mindful of your surroundings when in combat. Charging into combat is not permitted.  All combat rules apply to both PCs and NPCs.

Attacking

Weapon strikes

Must be lightest touch and cannot be delivered to a player’s head, groin, feet or hands .  Thrusting is allowed with boffer weapons only and as long as the weapon tip has sufficient padding for player safety (a member of rules staff will make this determination).

When delivering a skill with your weapon you must state the skill name, damage and effect; in that order.  

Example: Weapon Strike “eye gouge, 1 damage, blind”

When delivering base weapon attacks you must call damage number and, if applicable, source type. When delivering multiple base weapon attacks you must complete the damage+source script before delivering the next strike. (See example above)

Spell/Packet strikes

Spell packets must be lobbed or tossed and should not be thrown in a dangerous manner.  Just like weapon strikes, they cannot be aimed at the face, hands or groin.  This applies to packet archery as well.

When delivering a spell you must first complete the spell verbal, damage and effect.  When delivering multiple spells you must complete the verbal+damage+effect script before delivering the next spell. (See example above)

Ranged strikes

When delivering a ranged attack with a bow/crossbow you must count Aiming 1, Aiming 2, Aiming 3 before throwing a packet at your target.  You must have a bow phys rep in one hand in order to deliver this attack.

When delivering a ranged attack with a thrown weapon you must count Aiming 1, Aiming 2’ Aiming 3 before throwing the weapon.

When delivering multiple skills, spells or base attacks you must complete the skill+damage+effect scripting as outlined above for the first attack before calling the other.  For example: weapon strike “skill name, damage, effect”, weapon strike “skill name, damage, effect” etc.

Defending

Defenses must be called within 5 seconds of taking damage or an effect. There are 3 types of defenses:

Block

Defends against a Body attack

Ward

Defends against a Mind attack

Willpower

Defends against a Spirit attack

 Mitigate

Defends against the damage from any type of attack. Does not defend against effects

Characters get 1 use of a defence when the take an Attribute list and unlock subsequent defences when spending insight depending on which attributes they spend insight in. Defences are unlocked every odd insight of a Path or Attribute list.

Shields and weapons do not block spells unless altered by enchantments/modifications to do so.  Magical defenses do not block weapon strikes.

Armor

Any player can wear any armor type for it's base benefit.  Each armor type offers a certain number of armor point (AP).  While worn, any physical damage you take will affect your armor first.  Once your armor points have been used the armor is considered damaged and offers no protection until you recoup.  You may recoup a damaged set of armor for 3 events, after which it is considered broken and must be repaired by a Smith/Tailor or replaced.

You must have an armor phys rep that covers at least your torso in order to gain its benefit.  If you are wearing more than one armor material on your torso you may specify during the check in assessment which material you wish to count towards your AP. You must be wearing your armor phys rep in order to use your AP.  Exceptions to this rule such as dangerous weather conditions in summer months will be made by a staff member and announced before lay on.

EVA foam armor is allowed as an armor phys rep as long as it is crafted to accurately represent its in-game material. Armor will be assessed for its armor type by a staff member at check in and you will be issued an item card by a staff member.

Armor Types

Light Armor (3 AP)

Cloth, Soft Hide, Soft Leather

Medium Armor (5 AP)

Hardened Leather, Chainmail

Heavy Armor (7 AP)

Plate, Bone, Scale

Death & Dying

When a player’s health drops to 0 you fall unconscious into your Death Count at the end of which you bleed out and die.  Each time you die you must go to the NPC hut and will pull a detriment at random from a deck of cards. After receiving a Detriment you will return to the game at your body’s current in-game location.  

Death Count

When your health is reduced to 0 you fall into an unconscious state. While you are unconscious you cannot move or talk. A players base death count is 4 minutes long. This time can be lengthened with certain passive skills or abilities. Being healed during your Death Count revives you and allows you to regain consciousness. Any healing you receive while in your Death Count revives you with only 1 health. If you are not healed by the end of your Death Count you have bled out and died.

Detriments

Once you take a death you will choose a Detriment from a deck of cards. The Detriments affect your character for 3 consecutive events and you can acquire more than one detriment at a time.  Each time you draw a detriment a Death card is added to your deck in it’s place.  If you draw the Death card you may not be able to resurrect and your character is considered permed.  You will be allowed to go through final judgment and may come back with a permanent detriment instead. Every death increases your odds of drawing a Death card.

Resurrection

After dying and receiving a detriment you return to the in-game location of your body.  Your body regenerates itself and you regain consciousness, retaining the memory of every aspect of your death. Resurrection only happens in the new land and players have not witnessed this happening before on the old continent. Players are encouraged to roleplay the effect this event has on their characters mentally and emotionally.

Weapons

Note: Any player can use a shield as well as any weapon for it’s base damage. 

Safety

All weapons must be boffer safe or latex and meet the length restrictions defined below. Players must have their weapons assessed for safety and approved by a staff member before the start of each event. Approved weapons will be marked by a staff member. Any weapon that is not marked is considered Unsafe and is not to be used or worn at event.  

If at any time during an event another player or staff member feels a weapon is or has become unsafe, the player must allow a marshall to re-check the weapon.  If the weapon is deemed to be unsafe, it will be removed from the game and returned to the players sleeping area or be held at the staff hut until the end of the event. It is the player's responsibility to maintain their weapons and gear and to secure a replacement for a broken or unsafe weapon. The following are examples of conditions that would make a weapon unsafe: exposed cores, sharp edges, cracked duct tape and exposed foam, cosmetic attachments of material other than foam or latex such as metal studs, rope on border areas.

Weapon Size

Small Weapon

Length 18-24”. Base damage of 1

Example: Dagger, Baton, Scepter

One-Handed

Length 24-42”. Base damage of 1.

Example: Short Sword, Axe, Hammer, Mace, Club

Bastard Sword/Spear

Length  40-50”. Base damage equal to how it’s wielded by the player.

Two-Handed

Length 48-60”. Polearm/Staff Length 50-60”. Base damage of 2.

Example: Longsword, Broadsword, Axe, Polearm, Great hammer, Staff

Ranged

Must have boffer safe phys rep for bows. Packet archery only. Bows may not be used to bash or push a player or NPC.

Fists/Claw

Length 18”. Base damage of 1.

Shield

No wider than a player’s shoulders and cannot be longer than shoulder to knee.  Shields can not be used to bash or push another player or NPC.

Teaching

Players can learn new skills in game by RP with another player who has the Teaching skill or through Manuals. You must pay the build cost for skills learned during an event.

Searching/Loot

The primary way in which players will earn resources is between events through actions they perform within their chosen profession.  However, sometimes NPC’s and other baddies will drop specific items that players can gather!  Not every monster or enemy will have loot but when they do, the NPC (or a martial) will leave a colored pouch on the ground with the loot (item card) inside.

All players are able to gather basic components which will be in an orange pouch. You must RP 10 counts of searching (searching 1, searching 2, searching 3...etc) and remove one item card from the pouch.  You can repeat this process to gain additional item cards.

NOTE: You are not allowed to pick up the pouch and move it to another location or keep it on your person.  This will be considered a rules violation.  The pouch is a phys rep for the mooks body and if you wish to move it, hide it, etc you must do so through in game roleplay.

Looting another PC’s dead body is considered pickpocketing and generally frowned upon so be sneaky about it if you wish to do it at all. You must RP 10 counts of searching and then contact a martial. You may not remove any items from a player until a martial is present! This is the only instance in which you can use pick pocket without purchasing it from an attribute list.

Traps/Locks

Traps are made by crafters but can be set by any player. The item card must be secured to a packet and you must RP 10 counts of Arming (Arming 1, arming 2, arming 3) at which point the trap is considered active.  All traps have a 5 foot radius from the point of origin and last until they are triggered or disarmed. Traps placed by players require that player to remain in line of sight to make calls appropriately. The phys reps for traps can be anything from brightly colored spell packets to paper plates. Player traps must have written descriptions attached to them so that they can be taken quickly.

Locks are made by crafters but can be set by any player. A locks ownership is written on the card and only that player can open it freely. When you sell or lend a lock you are transferring ownership even if temporarily to another player. A locks ownership is specified on the item card. If no owner is specified then ownership defaults to the crafter. To set a lock, attach the item card to the door or object.  Locks have different tiers that correspond with their difficulty. Locks can be reused, However if a lock has been picked or broken it must be repaired or replaced.

Character Creation

New players start off with 1 Insight and 10 Build.  You gain 1 additional Insight and 5 Build for each game attended.  

INSIGHT and Effective Character Level (ECL)

Every time you invest Insight it is counted towards your total character level. Insight is gained each event and is used to unlock levels in the Paths and Attributes.  The total spent Insight is equal to your player level regardless of which Path or Attribute you choose.  For example: you may have 2 Insight into Body and 1 Insight into Mind but your Effective Character Level or ECL is 3.  Your friend has 3 Insight into Mind and is also a level 3 character. Player level determines how many uses of a skill you have per recoup according to the chart below:

Uses

Level

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

1

3

1

 

 

 

2

3

2

 

 

 

3

4

2

 

 

 

4

4

2

1

 

 

5

4

2

2

 

 

6

4

3

2

 

 

7

5

3

2

1

 

8

5

3

2

2

 

9

5

3

3

2

 

10

5

4

3

2

1

Effective Character Level and the Common List

As players gain ECL levels they gain access to skills on the Common list. These skills are only unlocked once the player has spent the insight in a path or attribute.

Recuperation

In order to recuperate your skill uses, you must meditate at a Leystone for 10 minutes. Leystones will be placed throughout the town and players will be notified as to where they are located on the campsite.

Build

Players start with 10 build to use when making their character and gain 5 build each event attended. Build is used to purchase skills from available Path and Attribute levels.  A skill’s Build cost is always equal to its Tier unless otherwise noted as a passive. Once a skill is purchased you may use it as many times as your character level permits per recoup period. When you purchase a skill before a game you can use it next game. If you wish to use the skill the same event, you must be taught in game. (ie. If you buy a skill with build in July, you may use it in August. If you get taught during the game in July, you may use it according to the teach skill.)  

Building A Character

You will need to choose a Race and Kingdom.  Then you will pick a profession which allows you to gather resources that can be used for crafting, trading or upgrading the town.  After picking a profession you will need to choose a Path and/or an attribute.  Paths are what would be known as “Crafting” and you can only choose one of the available Paths.  Attributes are combat related and you are able to choose more than one.  There is also a Common List that can add greater depth to your character.

Frontier Dawn is a classless system and you are free to combine any Attribute with any Path as long as you have the necessary build.  For example: you could be an Orc/Miner/Alchemist from Yomi who uses Body and Mind.

RACES

Selecting a race determines your base health and makeup requirements, as well as giving you a unique racial skill! There are 11 unique races and 2 skills for each. Player's can only choose 1 of the 2 skills.

ALFAR

They are youthful in appearance with a harmonious duality of the sun and moon, the symbols of which are adorned on their foreheads to coincide with their perspective duality. Max Age: 250 Years. There are 2 playable subraces of Alfar:

Ljosalfar

(Pronounced “Joos-al-far”) Elves who have dedicated their lives to serving the great tree, interpreting its music and the world song. Other races sometimes refer to them as “sun elves.” However, Ljosalfar always refer to themselves by the proper name.

Makeup:

Pale, luminescent, shimmery skin with a sun birthmark on their forehead. Lips and eyeshadow should be in warm, golden tones.

Dokkalfar

(Pronounced “Doo-kal-far”) Elves who have undergone the rigorous training of the Ruck. Deadly fighters and military strategists charged with protecting Alfheimr. Other races sometimes refer to them as “moon elves.” However, Ljosalfar always refer to themselves by the proper name.

Makeup:

Pale, shimmery skin in greyish tones with a moon birthmark on their forehead.  Lips, around the eyes and cheekbones should be brown or black to give the appearance of looking gaunt.

BOBBIN

Small, hard working folk that enjoy eating around well lit fires, adventures, stories and...more eating! It is said that many Bobbins leave the shire only to have stories to outdo the other Bobbins, for stories are a sign of status to the Bobbin; true or otherwise. Max age: 150 years

Makeup:

Rosy cheeks and fur on hands

DJINN

Unsatisfied explorers that yearn for new experiences. They are gifted storytellers and bards and are undeniably loved for their charm (unlike their kin the Wishlings). Their charming nature make them excellent traveling merchants who are never satisfied enough to stay in one place.

Make-up:

Dark Purple skin from the forehead that fades down the face and a decorative mandala style marking on their forehead in silver or gold. (Using powder make-up to pat down over a lace design on the forehead is a quick way to get this effect). Dark lipstick and heavy eyeliner (Males and females). They have short pointed ears that can curl.

DWARF

Short, strong, bearded humanoids who have been driven out of their mountain kingdom by otherworldly creatures and deformed kin. Max Age: 200 Years.  There are 2 sub races of Dwarves:

Grudgebound

Dwarven refugees, new to the surface world.

Makeup:

Beard for men, braids for women. Must wear some sort of eye protection (eye black, goggles, hoods), dirt marks, and a runic brand ansuz on the hand or face. Grudgebound have a sunlight sensitivity and must costume/roleplay accordingly.

Oathbreakers

Banished dwarves, accustomed to the surface.

Makeup:

Beard for men, braids for women.

FAE

Ancient beings of the seasons who give up their immortality for a century to embrace life. Max Age: 100 Years Outside of Woads (Fae Forests).  There are 2 subraces of Fae:

Unseelie

Winter and Fall Courts

Make up

Shimmering skin and long tipped ears with colored vein markings on the face, neck and decolletage. Markings can range from whispy to tribal depending on their individual personality and should match their season (ie. Grey, silver or blue for Winter and brown or orange for Fall)

Seelie

Summer and Spring Courts

Make up

Shimmering skin and long tipped ears with colored vein markings on the face, neck and decolletage. Markings can range from whispy to tribal depending on their individual personality and should match their season (ie. Green or yellow for Summer and pink, purple or indigo for Spring)

HUMAN

Based on the culture they are from, Urbane are city-folk and Tribesmen are rural-folk. Max age: 100 years.

Makeup:

None

OBAKE

Spiritual creatures who are regal and traditional. Often considered “wispy” and beautiful. Max Age: 200 Years. There are 6 subraces of Obake:

Kitsune (Fox)

Tanuki (Raccoon)

Neko (Cat)

Usagi (Rabbit)

Shika (Deer/Faun)

Tengu (Crow)

Makeup (All subraces):

Elegant markings resembling kitsune masks. Small horns, and animals ears that match your sub race (ie. Rabbit ears for Usagi). Tails are optional but if worn also must match your subrace.

ORC

The Mogatai Orcs are strong, nomadic humanoids who are excellent animal breeders and horsemen. Slow to temper but usually looked at with distrust due to their monstrous features. Max Age: 100

Makeup

Green skin with dark grey or black wrinkles or lines.  Short pointed ear tips. Tusks optional.

THERIAN

Bestial humanoids who pride themselves on their strength and bond with the great Cycle. Max age: 150 years.  There are 3 subraces of Therians to choose from each with a unique temperament:

WereBear

Ursine, predominantly brown furred humanoids with intense personalities and a strong sense of self.

Makeup:

Brown or black fur on face and arms/legs. Small round ears and a round brown nose.  Fur and nose can be painted on. Markings can resemble any species of bear.

WereOwl

Strigid and reclusive, with acute perceptions, and a deep sensitivity for the supernatural.

Makeup:

Feathers on face and arms/legs. A small beak over the nose. Feathers and beak can be painted on. Markings can resemble any species of owl.

WereWolf

The most famous and recognizable. Lupine, predominantly grey furred humanoids with predatory instincts and a pack mentality.

Makeup:

Grey or white fur on face and arms/legs. Long pointed ears and a black, canine nose. Fur and nose can be painted on. Markings can resemble any species of wolf.

WISHLING

Once thought to be mere story and legend, the Wishlings emerged from the Forbidden Forest (Forbodenwoad) to reveal themselves around 2000 years ago. Their skills at hunting and monster slaying are what they are most known for outside of Harshorne. Max Age: 200

Make-up:

Red or blue skin, long pointed ears and short or long horns on their forehead. They have a third eye or jewel centered on their foreheads and black markings on their face and skin. The markings can be detailed or subtle and are usually in a geometric or tribal pattern.

WYRMKIN

Curious about the world around them, they live the first phase of their life in servitude to their dragon sire and are sensitive to magic. Max Age: 100

Make-up:

Scales on forehead in a color theme that corresponds to one of these 4 elements: earth (ie. browns golds, greens), water (ie. teal, aqua marine, blue), fire (ie. bright reds, yellows, oranges), air (silver, white, pale blue, grey). You must wear at least one prosthetic accent (Horns, eartips, wings*, tail). Additional scales and shading optional.

*Wyrmkin are incapable of flight and any dragon characteristics are cosmetic only in-game and out.

SKILLS

You can only choose 1 of these skills for your character. All skills are once per day.

Racial Skills

Race

Base Health

Skill

Alfar

6 Health

Shadowcloak/Suncloak: Once per day, Reflect a mind effect back at the caster
Terrifying Beauty/Awe Inspiring:
Once per day, Invoke, Packet Strike,Target is affected by Fear

Bobbins

4 Health

Epicurean: Once per day, defend against ingested poison or ingredient*

Bobbin Bravery: Once per day, Defend against a fear effect

Djinn

5 Health

Slippery: Once per day, defend against a pin effect, or may escape from being physically bound
Family Bonds:
Once per day, call a defense you may extend it to another Djinn within weapons distance.

Dwarves

6 Health

Iron Stance: Once per day, Defend against a Movement effect *does not negate dmg
Battering Ram: Once per day, Weapon Strike, Target is affected by stagger, 10 seconds *Can not be stopped by a shield.

Fae

4 Health

Winter's Embrace/Summer's Serenity: Once per day, Invoke, swing ice or fire based on your Fae type for 3 hits.
Overgrowth/Cold Snap:
Once per day, packet strike, Target is affected by slow, 10 seconds

Humans

5 Health

Jack of All Trades: Can choose 2 Professions at level one

Unwavering Spirit: Once per day, defend against an Mind effect

Obake

4 Health

Honorable Tradition: Once per day, Intercept a Physical attack that has successfully hit a target within arm's length

Tea Ceremony: Once per day, 5 minute uninterrupted RP, you and anyone at a Leystone next recoup in 5 minutes instead of 10

Orcs

6 Health

Mogatai Swiftness: Once per day, throw packet, Movement to packet location, up to 10ft
Inner Calm:
Once per day, Can tell friend from foe when under a rage effect

Therians

5 Health

Assert Dominance: Once per day, 10 second RP, Tame a natural beast 5 minutes
Bestial Nature: Once per day, +1 base damage with claws 5 minutes

Wishlings

6 Health

Third Eye: Once per day, sense that a hidden target is within 10 feet, you see the target.
Strange Tidings: Once per day, packet strike, Target monstrous creature is affected by Stun for 10 second

Wyrmkin

6 Health

Dragon’s Roar: Once per day, invoke, packet strike, target affected by Stun
Elemental Affinity:
Once per day, Defend against an Elemental attack based on your Wyrmkin element.
Air – Lightning / Water – Ice / Fire – Fire / Earth - Earth

KINGDOMS

Selecting a Kingdom determines your costuming requirements, kingdom skill and worldview/motivation.  The Kingdom you choose does not have to be where you were born but must be where you spent most of your life.

ALFHEIMR

Alfheimr is thought to be the birthplace of all life. Set within a ring of mountains called the Cradled Mountains their kingdom resides in the center amidst a lush clearing where the Great Irminash Tree is. From this tree flows a spring of water that gives life to all that resides at the center of the Cradled Mountains.

Costuming:

Ljosalfar as well as common folk dress in pale colored flowy robes much like the mages of Valsan, though some dress more earthen toned like the Fae of the Eternalwoad. Their dress is always well kept and simple with ornate elven embroideries. Alfar have a delicate sun or a simple yellow or golden birthmark on the center of their forehead sometimes even wearing a jewel that looks like the sun. Non-Alfar that live here adopt the same dress but it is considered offensive for them to mimic the birthmark.

Dokkalfar dress very plainly, and in a gothic style. Their clothing is simple yet utilitarian in whites, blacks and greys. Their armor is always black or dull with a tree symbol on some part of it with a moon visible through its branches. They have a simple crescent shaped birthmark on their forehead or even decorate the mark with a jewel. It is extremely rare but still possible for a non-alfar race to be a part of the Ruck in which case they would dress the same but it is considered offensive for them to mimic the birthmark.

AZARAK

This kingdom is predominantly Dwarven and even non-dwarven races that live here have adopted these customs which are very orderly in nature. Their entire life revolves around the family, faith and labor. The concept of “family” is essentially broken into three different sections, with the household being the first, going on into the clan, and finally the entire society of Dwarves is considered a “family”. Emotion is only shown when not working, as the Dwarves believe it requires strict concentration to do one’s work, and emotions can slow one’s judgement down. Each family tends to have an heirloom of some sort that is handed down to the firstborn child of each family, it is usually a symbol of their family’s craft and a trademark. Being able to make something in Dwarven culture is highly valued, and children who grow up and do not pass any sort of apprenticeship test are shoehorned somehow into positions of either law enforcement or military.

Costuming:

Very simple earth tones and practical clothes that would fit their trade (ie. a smith would wear a heavy apron and gloves to protect his hands from heat). Men grow out their beards and decorate them with trinkets as sign of social status and familial pride. Females wear their hair in buns and braids.

The Shire of

BARLEYBUCK

The shire of Barleybuck is a beautiful landscape of rolling green hills, shimmering lakes and boundless serenity. The smell of food, pipe tobacco and hearth fire permeate the air all throughout the day and night. You can sit in the middle of the lush green fields and hear the faint sounds of hundreds of stories and songs being sung and told throughout the night.  

Costuming:

Modest but well kept clothes, comfortable but practical. Suspenders, overalls and flood pants for working in gardens and wood shops. Sundresses and big hats for women in order to have proper picnics in the sun.

BOREAL-LURIN BAZAAR

The Boreal-Lurin Bazaar is a roving caravan. The bazaar appears almost from nowhere bringing strange goods to trade and an unusual race known as the Djinn. The Caravan is made up almost entirely of Djinn but other races have either married or been adopted into it. Ruled by the two great families Boreal and Lurin the Djinn travel restlessly in search of new things and new people with which to barter and trade with.

Costuming:

Those from the Boreal-Lurin Bazaar dress very exotic yet practical for the desert in which they spend most of their travels through. Think fancy silks and linen materials sewn into baggy breathable shirts and pants.

DRAIOCH

A land shrouded in constant thick fog and rain, it is a land in dire times. Rolling highlands and large swaths of forest are mixed with roving bands of undead, banshees and other strange creatures of the night. The kingdom is cursed by the death wish of a powerful necromancer, the Curse of Balor, causing all manners of havoc. The people here eke out a bare living, not venturing far at night and stuck inside their motte and bailey towns. However, there is a ray of hope, with the help of a coven of witches and some of the brightest alchemical minds, the Kingdom created a new type of monster hunter in the Order of Druth: Hunters empowered by alchemical concoctions, powerful hexes and great skill.

Costuming:

Kilts with clan tartans, highlander style clothing.

Iron Empire of

DURGHEIM

An empire that does not worship the gods, but the concept of law and justice. A book of laws given to the nation by the first Iron Emperor, called the Iron Law, dictates every aspect of their lives. However despite the seemingly oppressive landscape, it leads to a nominally peaceful life without crime.

They have a long and bloody history, created from the ashes and husks of small kingdoms and city-states past. The capital was created on a large swath of iron, and with some of the best blacksmiths in the world, created a unique way of blending metal called Durgheim steel.

Costuming:

Clothing in the style of 16th century Renaissance Germany in colors mostly of greys and blacks with metal adornments. It is not uncommon to see people walking the streets of the cities of Durgheim in full armor, especially plate.

ETERNALWOAD

A forest of trees who are constantly changing as though they are experiencing all 4 seasons in a matter of minutes. It is said men go mad entering this forest and hallucinate their wildest dreams. No one knows why the forest grants the Seelie and Unseelie Fae immortality, not even the Fae themselves.  The Seelie Fae honor the sanctity of life, and the Unseelie Fae are enamored with the endlessness of death. Non-fae races that live here are not granted immortality and can resist the maddening effects of the woad as long as they are near a fae.

Costuming:

Regal and beautiful clothing mimicking flower petals and flower colors for Seelie. Cold and Fall colors mimicking fallen leaves and Snowflakes as well as icicles for Unseelie.

GRAND CARAVAN OF BHUTAAR

The Grand Caravan of Bhutaar is made up of a wide array of tents, yurts, cattle and horses that are constantly on the move. Populated mostly by its founders, the orcs, this caravan is well regarded for the best horses and bows in the world. Travelling to most other kingdoms and trading with them, they are a simple, tribal folk who believe in the duality of nature, worshiping mostly the tandem of Stalk and Solace. They are a very religious and superstitious culture.

Costuming:

Mongolian inspired, furs, leathers, rider esque clothing.

HARSHORNE

If Alfheimr is considered the birthplace of all natural life then Harshorne is the birthplace of all the enormous unnatural monsters in the world. It resides at the foot of an active volcano deep within the Forbodenwoad. It is ruled by the Wishlings and the few Fae that are left. Some say it is the most unforgiving land to live in as everything around you is either trying to kill you or eat you. Those who live to adulthood are usually the strongest and fastest as well as cunning. Trained from birth to be great hunters the inhabitants of this kingdom are some of the fiercest known in the world.

Costuming:

Most in the main city dress in simple, regal, black and gold clothing with decorative leather pieces. Those who are monster hunters stick to the more traditional culture and decorate themselves in the trophies of their monstrous prey while trying to adapt to the ever changing influence of the world around them.

IL PARAONDE

The kingdom of Il Paraonde is the largest city on the western coast. The capital city resides directly at the mouth of the river Kykr Vatn that springs from beneath the Cradled Mountains of Alfheimr. From there it stretches for almost a hundred miles north and south of the river Kykr Vatn with the over 12 fleets of ships varying from trade ships, fishing ships, a naval fleet, and ships for diplomatic convoys. The main port also has a dock specifically for the White Cloud Republic. This dock is where the ships headed to the new world are, and where those who are traveling to the new frontier will gather before setting sail.

The Kingdom itself is run by a council of wealthy merchants whose main concern is the health, wealth, and safety of the kingdom and its citizens. The wealth and prosperity of the city has birthed some of the most accomplished and respected schools on the continent. These schools range from music and the arts to diplomacy and business; As such, many travel from around the world to learn at these schools and to enjoy the rich and diverse cultural atmosphere the port kingdom attracts. It is the city where dreams come true. Where a person can come with nothing and become rich.

Costuming:

Citizen’s dress in bright flowing garments. Many of the cultural dress from different kingdoms can be found here but with the flair and bright coloring that Il Paraonde is known for.

PHEIA

Pheia is a nation that rests on the ocean floor inside of a large, magic bubble that serves to filter air in and out whilst keeping the ocean from rushing in. There are no smaller cities or towns within the Kingdom as Pheia itself is on the smaller side and is comprised of one large city. The King’s castle, while large, is only the second largest structure next to Pheia’s library where ancient books and tombs are kept that date back further than the existence of the Kingdom itself. Admittance to the library is limited to only the King and his Advisors unless the King himself approves it. While there is no one religion that is commonly practiced in Pheia, most citizens adore the god Pith who saved them from destruction long, long ago.

Many people travel to this place to see it's wonder, and astounding underwater vistas. To ensure safe travel to and from the Kingdom, a shuttle system was created to transport people to and from Pheia. The carts themselves are pulled by a variety of sea creatures, which, to Pheia’s benefit are loved by many of the travelers. Pheia is well known for being very welcoming of all visitors. They have many crafts and foods that people come from miles around to obtain. One thing they specialize in is the ability to craft a potion that allows anyone to breath underwater for extended periods of time.

Costuming:

Ancient Greek/Byzantine Empire era clothing such as the Stola.

Sultanate of

SAHIR

The Sultanate of Sahir is located in a vast oasis amidst large swaths of desert. The people who live there are hard working yet enjoy a variety of music, art and science. Walking through the streets, one could find music filling their ears and smells of a variety of foods. Due to the well run magical schools, access to large gem mines and a spot sitting astride the only trade routes through the desert, the Sultanate is known for it’s magical creations, including a family that is the only known family in the world that can create magical carpets that can fly. The rumor is that the original Sultan of Sahir found a magic lamp in which the freed being from it granted the Sultan wishes, transforming portions of the harsh desert into the beautiful oasis it is now. However, the Sultanate is vastly protective of it’s trade, and any trade to go into the main city must go through only the first rung of the city, and they are equally protective of their magical secrets. Despite all this, they are a fun loving, generous and wise culture.

Costuming:

Arabic style dress, flowing white fabric mixed with a variety of colors, clothes that fit desert life such as loose, billowy fitting silk or linen clothing and head coverings.

THERIAN TRIBES

In a vast territory spanning the entire Grey Wood and the Namarin Plains , the Therian Tribes claims dominance. Shamanistic tribes of predatory animals melded with humanoid form created three ancient tribes that work together to protect their homeland. The land is primarily inhabited by Therians and any non-therian race that lives there would have to assimilate to the culture.These three clans were once at war, each tribe claiming dominance of the same territory, each confident in the supremacy of their totemic devotions. Only through the intervention of the wise mystics of the wereowl clan, who had thus far removed themselves from the conflict, was an accord reached. Each tribe would claim an equal section of land, to safeguard at each other’s benefit. For through the divination of the wise mystics, was it discovered that the greatest threat, one that would sweep away all tribes, had yet to show itself.

The three clans are as follows:

Tulsharad:

Skirting the southern border of the Grey Wood, the werebear clan watch the borders.

Heraack:

Centered in the Namarin Plains, along the east of the Grey Wood, the werewolf clan stands watch, ever vigilant and untrusting of nearby Durgheim.

Wurian:

Deep within the thick canopy of the Grey Wood, the wereowl clan remain elusive and wary.

Costuming:

Tribal style garb that reflect the temperament of the clan (ie. scholarly for Wurian, hunter and combat garb for Heraack and Tulsharad) in mostly neutral colored furs and leathers. Their attire is usually simple but functional. For ceremonies, bright colored feathers and dyes are used.

Magocracy of

VALSAN

Massive spires jut into the sky all over the small kingdom of Valsan along with an arcane barrier that protects it from direct attacks. Magic is a normal part of life of the kingdom; from lighting homes to assisting them to farm, the kingdom is rife with arcane arts. Founded as a small wizard’s guild, locals soon congregated near the guild for protection and eventually a large city was born. Six large and famous wizard houses tend to rule the nation.

The ruler is decided by the Arcane Joust, in which the six major wizarding families and others compete in a to-the-death duel to decide the most powerful wizard. As deadly as it is, most of the time there are no Arcane Jousts at all, as no one is willing to risk their lives. Valsan is known for it’s wide variety of magic schools, arcane workshops and more. The people of Valsan come from all varieties of  life.

Costuming:

Wide varieties of deep colored, beautiful robes, and enchanted looking jewelry.

WHITE CLOUD REPUBLIC

The White Cloud Republic consists of a fleet of reformed pirate admirals now in contracted service to Il Paraonde. They hail from a cluster of islands not far off the coast from Il Paraonde. Some of the best sailors and shipbuilders come from White Cloud. The population of the isles is predominantly human, having originated as pirates from local villages and Il Paraonde.  Though the Admirals and their subordinate Captains may take on crew as they see fit, making each ship’s individual populations quite unique. Each ship contains its own set of codes or morals with which it honors and lives by.

Costuming:

Similar to Il Paraonde but with a bit more flare in the form of buttons, medals, trinkets etc. Feathered hats and heavily buttoned coats and vests. Fabric color and material should be suitable for life at sea.

YOMI

The empire of Yomi is a lush, mountainous land brimming with beautiful flowers and small bodies of fresh water. In the center of the empire is the Palace of Tsujin, an ornate building which towers over every other structure in Yoshino, the capital of Yomi. This stunningly beautiful kingdom is continuously shrouded in a glowing mist that seems almost magical.

The people of Yomi have a strong connection to nature and believe that their Emperor Tsujin is the voice of the Goddess Solace, whom they hold festivals for many times throughout the year. Many people travel to Yomi to experience the fine clothing, exotic foods and breath-taking landscapes; but all those who travel there remark that the general atmosphere is very sophisticated and traditional which can be stifling for some.

Beyond the empire lies the vast amount of Daimyo, or Lords, that rule over certain portions of the nation. They pay taxes to the emperor in both coin and goods, as well as spending half their time in Yoshino. In order to protect their land from bandits and roving monsters, they have hired out samurai in order to serve them. Warriors trained from birth in all forms of weapons and armor. Some of these samurais choose to not serve lords, and wander the lands fighting monsters and being adventurers.

Costuming:

Traditional Japanese Garb; (Kimono such as: Furisode, Kosode, Yukata or a 2 piece with Hakama pants/skirts)

ZENITH

If there was a capital city of decadence it resides within Zenith. Zenith’s is ruled by its rich upper class while the poor live on the outskirts of the major city. Every year they host the Grand Melee where the poor are given a chance to change their status to earn the title of Zeni and are rewarded with riches fit for the status. Some of the most skilled blade masters hail from Zenith because of the rewards from winning the Grand Melee. Due to the the decadence of their lifestyles and the almost impossible means required to sustain them, much of the rich rely on thieves and assassins to procure wealth and secure power weeding out potential competition.

Costuming:

Baroque style clothing reminiscent of 1800’s Spain/France. Long coats or capes. Lots of patterns in rich dark colors with ornate jewelry and feathered hats.

SKILLS

Kingdom Skills

Kingdom

Skill

Description

Alfheimr

Mesmerize Flash

Once per day, Target is Captivated to you for 10 seconds while in or out of combat

Azarak

Dwarven Engineering

Once per day, Requires 1 minute appropriate RP, repair Armor AP

Barrleybuck

Gift of the Hearth

Once per day you may recuperate by any campfire/fireplace, it takes 15 minutes.

Boreal-Lurin Bazaar

1001 Nights

Once per day, RP 1 minute to put a target under a compulsion as long as you continue the RP for up to 1 minute

Draioch

Eye of Druth

Once per day, sense a hidden unnatural target or object is near, weapons distance, you see the target

Durgheim

Iron Dominance

Once per day, strike, target is affected by Fear, 10 seconds, counts as a mind attack

Eternalwoad

Child of the Forest

Once per day, channel 5 while in contact with a tree. You remain melded with that tree for 5 minutes or until the tree takes damage.

When you are melded you are hidden and can only be detected by magical detection

Grand Caravan of Bhutaar

Animal Friend

Once per day, you may make one natural animal (non-monster) an ally, counts as a mind attack

Harshhorne

Jury-rigged

Once per day, can upgrade a weapon to do +1 base damage for a period or upgrade a tool for 2x gathering bonus between 1 event action, the item is considered broken afterwards and needs to be reforged, an item can only have 1 upgrade at a time

Il Paraonde

Merchant Persuasion

Once per day, 10 second RP, Compulsion, Target is inclined to sell item for 20% less than its asking price

Pheia

Barrier Magic

Once per day, Defend against 2 damage from a body attack, counts as a Defense

Sahir

Eye for Detail

Once per day, sense that an item has latent magical abilities or properties

Therian Tribes

Hunting Instinct

Once per day, you can determine what animal or being left tracks, and follow that instance of tracks.

Valsan

Hand of Valsan

Once per day, out of combat, point to an object within 10 feet of you and interact with it, must have line of sight, can move an object up to 5 pounds

White Cloud Republic

Hiding the Goods

Once per day, Hide a small item up to 12” on self

Yomi

Courtly Graces

Once percentr day, 5 second RP, Target under a rage regards you as an ally

Zenith

Hubris

Once per day, RP 5 sec monologue, Target is affected by Taunt for 30 seconds

PROFESSIONS

“A person’s worth is measured by their pursuits and contribution to the good of the town....are you writing this down?” - Nigel Wanderfoot

An integral part to the overall well being of the town, the people, and their ability to prosper, The Professions outline at game as well as in-between game actions. Players can use Professions and Crafting to establish roles and add flavor to their character while interacting within the world of Frontier Dawn.

THE QUARTERMASTER

“Welcome to your new home away from home, please line up orderly so that we can get you to your posts as quickly as possible…” - Quartermaster

The Quartermaster will be an at event NPC that runs the logistical aspects of the Professions in order to track and log all player actions between games. They will make sure your character earns resources accurately and properly between events as well as track player movement on the Frontier Map.

Players can interact with The Quartermaster in a variety of different ways at event to learn about what is going on in and around the town as well as receive orders that can be filled by players. Each profession and crafting class has their own unique interactions which will be outlined individually in their perspective professions and crafting classes.

PLAYER BANKS

Each player is given a bank upon creating a character and choosing a profession or crafting class. The Player Bank has limited storage at first but can be upgraded by players via in game means. Player Banks are used to keep track of all the items and resources a player's character owns as well as allowing players to protect their items from being stolen at event. Items that require item cards and stored in the bank can not be used unless removed from the bank and carried on the player as an item card. Resources earned between events are the only items that supercede this rule as they are logged and used in an out of game way and require no item card. When you use resources for crafting you do not have to log resources out of your bank, they will be deducted from your bank when you use them to craft items and exchange them for item cards.

THE FRONTIER MAP

The Hex Map

Between game actions in Frontier Dawn utilize a Hex map by selecting where a player wishes to spend their time collecting or interacting with the world. Whether you are exploring, mining, or just trying to grow some crops between events, each hex location on the map offers its own variety based on what region it is on the map. At the start of the game only the town and a small surrounding area are available to interact with between games. In order to unlock more areas the players must work together forming traveling parties in order to meet the cumulative player and insight requirements for a hex to be unlocked. While most of these areas will offer more varied resources there are some that will have interactions and events that will trigger at the next game or subsequent games. These actions allow you as players to build a town from the ground up in the manner you see fit.

Gathering Resources

A character automatically starts each game in large hex A-1. Every player may spend their in-between game action in any unlocked hex (ex: H-16) to gather resources. Certain hex’s will have better types of resources than others. Random modifiers like droughts, infestations, bountiful harvest, etc. may be added which will affect the outcome of the players haul. Surplus resources will be gathered as well.

In order to unlock a blocked out hex (J-4 for example), you need an explorer and a number of players equaling the total ECL (effective character level) needed to unlock the hex.

You can only unlock a hex that is adjacent to an already unlocked hex.

The ECL needed to unlock each hex will change from month to month. This information will be available at logistics.

In this instance the ECL to unlock J-4 is 20. If explorer X is ECL 5, and they get their explorer bonus of 5, they need help from players totaling ECL 10 to help them explore. This can be any number of players so long as the ECL requirement is met.

If player X is in fact ECL 15 on their own, using their explorer bonus, they could unlock the hex by themselves. But exploring is a dangerous business even more so when you are alone.

Once the ECL is met, those players spend their whole in-between game action unlocking the hex. That means everyone may not gather resources in another unlocked hex this month.

Storyteller Hex Map

The Storyteller Hex Map is a Plot and Logistical map that has potential encounters a player or group of players may trigger while exploring the hex map. This map is hidden to players and changes from time to time based on the plot for the month and players actions in previous games. Between games logistics will refer to the storyteller hex map to see IF any special encounters occur. This could be anything from simple narration, lore drops, special item finds and even mods that will occur immediately Friday night.

A player taking the action to explore a hex should be prepared for the possibility of a Friday night mod. These mods will take place in the past, and all players will be considered out of continuity until the mod is resolved. If a player is unable to attend this mod, it will happen none the less, but benefits or consequences will affect your character either way.

After the hex is explored, the fog of war will be lifted and the map will be updated. Players will now be able to gather resources from this hex.

Surplus Resources

Surplus resources are resources gathered by NPC “companions” that accompany players on their excursions to collect resources. They are referenced as surplus and can only be used at events to upgrade the settlement and its buildings.

PROFESSIONS

“We work together for the benefit of all, so that no one travails alone”

Professions are picked at character creation and determine which role a player has in collecting resources between events. Choosing a profession does not cost build or Insight  and you are not required to have one. Each profession has its own specific tools which can be upgraded in order to increase the amount of resources gained and add modifiers, bonuses and rare resources.

Please note: Professions are a semi-permanent fixture to your character and can only be changed via special means. You do not need a phys rep for Profession tools.

The following professions are available to players:

Miner

Forager

Woodsmen

Explorer

Townsfolk

MINER

“When all else fails, hit it harder…” - Heinrich Ironsable

Miners gather resources that benefit Smiths(Outfitters) and Ritualists

Gatherable Resources

Tools

The Tools of the Miner help you gather specific resources associated with mining and are determined by the tool you decide to use between event. You start off with a basic Pick Axe and will be able to upgrade this tool and craft more advanced tools using blueprints. Some resources can only be gathered with specific tools.

FORAGER

“All manner of useful things to muddle muddle muddle…” - Rosalind Epplebottom

Gatherable Resources

Tools

The Tools of the Forager help you gather specific resources associated with foraging and are determined by the tool you decide to use between event. You start off with a basic Gloves and will be able to upgrade this tool and craft more advanced tools using blueprints. Some resources can only be gathered with specific tools.

WOODSMEN

“The best way to get to someone’s heart....is an incision below the ribcage…” - Iancaidus Apexblade

Gatherable Resources

Tools

The Tools of the Woodsmen help you gather specific resources associated with a woodsmen and are determined by the tool you decide to use between event. You start off with a basic Axe and will be able to upgrade this tool and craft more advanced tools using blueprints. Some resources can only be gathered with specific tools.

EXPLORER

“I have no idea what direction we’re going, but we should definitely keep going....” - Yuri Madskiff

Gatherable Resources and Actions

Tools

The Tools of the Explorer help you gather nonspecific resources as any resources that are gathered are determined by the hex itself and what it contains. You start off with a basic Cartography Paper and will be able to upgrade this tool and craft more advanced tools using blueprints. Some resources can only be gathered with specific tools.

TOWNSFOLK

“Money earned is money to spend on drinks…” - Draioch Proverb

The civil servant to the town proper, the Townsfolk reports directly to the Quartermaster for different jobs that need to be done within the town itself.

Gatherable Resources and Actions

Tools

Unlike crafting toolkits you do not need a phys rep for your professions tools. You start off with a basic Hammer and will be able to upgrade this tool and craft more advanced tools using blueprints. Some resources can only be gathered with specific tools.

PATHS/CRAFTING

The following crafting paths are available for players.  You  may only choose one.

Alchemist:

The alchemist harnesses the innate abilities of natural ingredients such as plants and insects; crafting them into potions, poisons and drugs.   With the exploration of a new land comes the opportunity to discover new and alien ingredients.

Ritualist:

The ritualist has attuned themselves to the powers and elements around them, channeling the supernatural into natural items: whether it's a magical gem or stone, enchanted weapon or an intricate summoning.  Surrounded by the unknown, the ritualist can prepare for all manner of unnatural threats and challenges.

Polymath:

The polymath focuses on academic pursuits and uses their thirst for knowledge and political connections to ensure the stability of the colonists. They can research languages and relics, negotiate fair trade and overall seek to maintain economic prosperity and political order in the new continent.

Outfitters:

The Outfitters focus on crafting armours, weapons, traps as well as many other unique items. Outfitters are the backbone crafters for defense and offense in the New Frontier.

ALCHEMY

Pathways/Sources

Alchemists can specialize in 3 different crafting styles:

Tools of your Trade

Every alchemist starts off with a mortar and pestle as well as a field journal to keep track of their research.  Crafters are responsible for maintaining and bringing these tools to game and will not be able to craft at event without it.

Mortar & Pestle

Your mortar has 6 slots but only the first is available to you at insight 1.  You can unlock additional slots for more advanced crafting by investing in your crafting tree.  Slots unlock an ingredients additional effects.

To use your mortar & pestle place an item in the slot that corresponds to the ingredients desired effect.  You can add up to 5 portions of a single ingredient per slot to enhance its effect x1. (Ie. 5 portions of healing aloe = 5 healing.) Repeat for additional slots to create effect combinations or to further enhance a single effect. The amount of Ingredients put into consecutive slots must be equal to the amount of ingredients in the first slot. Likewise when creating potions with multiple effects each slot must be equal to one another and the individual  effects must occupy equal slots as well. The only exception to this is enhancements. The amount of which must be equal to half of the total ingredients in the potion you wish to enhance for the first and second level of enhancement. This is because enhancements and enhancement skills alter the potion itself and not the type of effects a potion can have. There are 2 levels to every enhancement the level of which is determined by how many slots it takes up. You can think of the Mortar and Pestle as a scale that must be equaled. First by the ingredients and secondly by the enhancements layered across the scale.

Slot 3 and 4 can hold ingredients or enhancements.  Slot 1 and 2 can only hold ingredients.  Slot 5 can only be used for enhancements and certain rare ingredients

Field Journal

As you gather ingredients and learn their hidden effects you log them in your journal.  You must unlock the effects in sequential order. This knowledge can be shared with other crafters or kept to yourself.  There are 3 ways to discover the hidden potential of an ingredient:

Crafting:

After placing ingredients in the appropriate slots on your mortar & pestle you must RP crafting for 4 minutes.  Show your recipe to a martial.  They will take your expended resources and give you an item card with the effects of your crafted item. Potions last up to 3 events.

Effects:

Ingredients have a primary effect as well as hidden effects.  An ingredients effects can only be used by a crafter and all crafters have access to an ingredients primary effect.  A single ingredient can have a maximum of five different effects. X per crafting slot to multiply its effect.  

Healing:

 +1 health

Poison:

 -1 health

Numb:

disables limb for x duration

Sleep:

 Unconscious for x duration

Compulsion:

-1 resistance to mind effects

Blind:

effect for +1 second  duration

Slow:

effect for +1 second  duration

Pain:

effect for +1 second duration

Silence:

effect for +1 second duration

Stun:

effect for +1 second duration

Rage:

effect for +1 second duration

Fear:

effect for +1 second duration

Invisible:

effect for +5 second duration

Strength:

0.2 damage with next attack rounded down

Weaken:

-0.2 damage with next attack

Fortify Compulsion:

+1 resistance to mind effects

Migraine:  

target cannot be affected by verbal skills +1 second

Detect life:

sense nearby living creatures for +1 second

Cleanser:

removes effect from oils and other “things”

Itch:

Must RP itching for +1 second

Enhancements:

Some ingredients do not have an effect but instead enhance or change the effect or property of another ingredient when combined.  Adding these to your crafting can drastically change how the item works.

Oils

Allows you to coat a weapon with a poison

Preserve

Extends the life of a potion

Dust

Allows you to turn a potion into an up close airborne

Mask

Allows you to mask the effects of a poison in a drink

Ingredients

The following ingredients are known to most alchemists from Erolan.  There are more...much much more to discover as you explore the New Continent

Skills

Gain a use of Mitigate

Insight 1

Cost

Name

Type

1

Double portions

Passive

Gain the ability to use 2 portions while crafting

3

Down the Hatch

Passive

Gain the ability to ingest 5 potions per recoup

1

Once for good measure

Skill

Can add another poison to a blade without cleaning it

1

Mints my words

Skill

RP burping to a target within weapons distance they take a stagger

2

Empty bottles

Skill

Packet strike, target takes a stun

Insight 2

Cost

Name

Type

2

Constitution I

Passive

Gain +2 Health

2

Alchemist’s Shovel

Passive

Gain +1 specialization type Small blunt weapon

2

Slots

Passive

Gain the use of a second slot while crafting in your mortar and pestle

2

Delectable Effect Knowledge

Passive

Gain the ability to learn Secondary Effects

1

Novice Alchemy Teacher

Passive

Teach Alchemist Skills Insight 1-2

Gain a use of Mitigate

Insight 3

Cost

Name

Type

3

Back for Thirds

Passive

Gain the ability to use 3 portions while crafting

4

Down the Hatch II

Passive

Gain the ability to ingest 7 potions per recoup

1

Climb

Skill

RP 15 seconds at base of object,  climb up/rappel down up to 10 feet

2

The Natural

Skill

Able to enhance a potion into an oil in combat

2

Smashing

Skill

Packet throw to ground, create a smoke bomb effect

Insight 4

Tier

Name

Type

3

Constitution II

Passive

Gain +2 Health

2

Alchemist’s Shovel I

Passive

Gain +1 specialization type Small blunt weapon

3

Third Time’s the Charm

Passive

Gain the use of a Third slot while crafting in your mortar and pestle

3

Delectable Effects Knowledge II

Passive

Gain the ability to learn Tertiary Effects

2

Apprentice Alchemy Teacher

Passive

Teach Alchemist Skills Insight 3-4

Gain a use of Mitigate

Insight 5

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

High Tolerance

Passive

Once per recoup, negate a pain

5

Down the Hatch III

Passive

Gain the ability to ingest 9 potions per recoup

5

Tasted the Samplings

Passive

Able to determine how many effects an ingredient has

3

Preserves

Skill

Able to enhance a potion to last 4 events

2

Stink Bomb

Skill

Packet strike, target RPs gagging, takes pain

3

Dirty Bottles

Skill

Packet Strike, target takes Blind

RITUALIST

Ritualists make a supernatural request from the elemental forces around them.  Striking a bargain with it/them requires an offering of themselves equivalent to the request.  Flame Atronachs, Wind spirits, spirits of great creatures etc.  At lower Insight s the ritualist is not aware of who is granting their request.

When investing the 1st Insight into the Ritualist path you must choose a Pathway and a Source. You gain your first Circle of Power, the ability to use 5 Crystals and the Word for your source as well as the basic Ritualist language.

Pathways/Sources

Pathways

Sources

Tools of your Trade

Ritualist Tapestry

The Tapestry

(temporary diagram)

First

Minor

Second

Greater

Third

Major

Fourth

Exalted

Items

Starting

 Circle of power

Source Power / Lesser Crystals

Items

Crafting

An example of a common ritual is the ability to enchant a weapon, To perform this ritual one must first lay out their tapestry and place their source Gem in the center as shown in the diagram. Next place the weapon next to your source gem, the ritualist may then begin to gather the energy stored within the gem. Once the energy is gathered the ritualist uses the words of the ancients to control this energy and channel it into their weapon, creating an enchantment.

Skills

Gain a use of Mitigate

First Words of the Ancient

Knowledge

Know the word for your chosen Source and lesser language of the ritualist

Gain Circle of Power

Can use 5 Crystals within your Circle of Power that give 1 charge

Insight 1

Cost

Name

Type

1

Taste of Power

Passive

Perform the ritual “Circle of Power.” Gain a Source Gem that can be fully charged repeatedly through this method, 5mins of RP

2

Channel

Passive

Perform Ritual of Enchantment, 1min Enchant weapons with your Source or an effect

2

Can you dig it, yes I can

Passive

Gain the Profession of Explorer as a secondary profession (Only 1 Profession can be used at a time between games)

1

Path of the Enchanter

Skill

Invoke, weapon strike, +1 weapon damage with source

1

Path of the Summoner

Skill

Invoke, Packet strike, +1 damage with source

2

Clouded Diffusion

Skil

Invoke, Packet strike, target takes knockback

Insight 2

Cost

Name

Type

4

Constitution I

Passive

Gain +2 Health

2

Lesser Invocation

Passive

Gain Insight 2 invocation, allows you to do  +2 damage with your chosen source,  and enchant weapons with 2 charges/uses

2

Chiseled Looker

Miner

Gain a base Chisel for Explorer

2

Path of the Syphon

Enchanter

When using your Source Gem you have 2 charges to invoke a weapon cast based on your Invocation Level

2

Path of the Summoned

Summoner

When using your Source Gem you can cast the ritual of a Lesser Summon using a recipe, This skill increases with your Circles of Power

Gain a use of Mitigate

Insight 3

Cost

Name

Type

1

Severance

Skill

Invoke, Packet strike, target takes a disarm

2

Not just another rock

Passive

Gain the ability to sense the Source of Crystals

3

Dispel

Passive

Learn the Ritual to Dispel enchantments, Your ability to dispel an enchantment is based on your level of Invocation or Circles or Power

3

Keen Eye of The Ritualist

Passive

Gain the ability to gather 5 lesser crystals overnight (Friday to Saturday must go to Quartermaster to call this skill)

3

Minor Circle

Passive

Gain a Minor Circle of Power

2

Interruption

Skill

Invoke, Packet Strike target takes Silence

2

Beyond your comprehension

Skill

Spell, Packet Strike target takes fear

Insight  4

Cost

Name

Type

4

Constitution II

Passive

Gain +2 Health

4

Minor Invocation

Passive

Gain level 3 invocation, allows you to do  +3 damage and enchant weapons with 3 charges with your source

3

Perilous Pathways

Enchanter

Invoking Path of the Syphon can be cast to create traps through a sword strike on the ground, 30 second RP, must leave Trap Phys Rep

3

Illuminated Pathways

Summoner

Invoking Path of the Summoner now creates an Illuminated Packet that pulls energy from your Source gem that can be held to light the way or thrown to deal  damage based on invocation level

Gain a use of Mitigate

Insight  5

Cost

Name

Type

3

Greater Dispel

Passive

Learn the Ritual to Dispel wards(traps), your ability to dispel a ward is based on your level of Invocation or Circles or Power

3

Is this Permanent?

Passive

Gain the ability to create Sigils imbuing them with words of power, the level of your Invocation and/or Circles of Power *(it’s not permanent)

3

Attuned

Passive

Gain another Source Gem

3

Greater Circle

Passive

Gain a Greater Circle of Power

3

Mishap

Skill

Buff, reflect effect of a mind attack, you still take the effect

2

Bad Break

Skill

Invoke, Packet Strike, target takes break limb

3

Renegade Minds

Skill

Buff, Strike, target can defend against a compulsion 

POLYMATH

Unless otherwise stated, all skills are to be used out of combat, during role play situations. Polymaths earn renown between events through letters or location. They have quick minds capable of learning languages at higher speeds than other people.

Pathways/Sources

Tools of your Trade

Their crafting tools are a personal seal from their starting kingdom to close letters with wax, and paper.

Personal Seal

This can be as complex as an actual wax seal or as simple as a stamp.  It should be unique to your character, easily identifiable, and have an in-game aesthetic.

Paper

Polymaths will trade in renown for paper as their main resource.  However, having actual paper phys rep will help with the RP requirements for many of the skills.

Crafting

Polymaths are capable of teaching any skill, from any attribute or path, as long as they have the appropriate teaching passive. They do not have to personally have the skill in order to teach it, but rather help their student understand the theory behind it, and let them figure it out for themselves. The student may use the skill after the next period and can only learn a skill in a path they have unlocked.

Skills

Insight  1

Gain a use of Mitigate

Cost

Name

Type

0

Keen Eyes

Passive

Determine the Tier of an object

1

Paper Trade

Passive

Can exchange renown for paper 

2

Create lesser blueprint

Passive

Study a Lesser Object for 10 minutes and gain the ability to create a blueprint from it

2

Tidbit

Scholar

Call on a Marshal to gain basic information about a place or object, information is determined by the Marshal

2

Cold Read

Diplomat

Call on a Marshal to gain basic information about an NPC you have RP with for 1 minute, information is determined by the NPC or Marshal

1

Blend In

Skill

RP 30 seconds, if reasonable, people will not question your presence

2

Appraise

Skill

RP 30 seconds, appraise the rough value in gold of an item

Insight  2

Cost

Name

Type

4

Constitution

Gain +2 Health

2

Linguist I

Passive

Able to learn through role play to read, write, and speak, and any Tier I languages.

2

Novice Teacher

Passive

Teach Skills and Passives at Insight 1-2 to allow for players to use them after next period

2

Decipher Script

Scholar

Gain knowledge behind the meanings of  old runes and hieroglyphs.

1

Letter of Inquiry

(Lesser Favor)

Diplomat

Passive

Once per event, spend 1 paper resource per tier, RP 5 minutes writing a Letter of Inquiry to an available contact of their choice from the Quartermaster. At this Tier you can write to one contact and ask 3 questions of the contact. The detail and relevance of the answers will scale with the insight you have spent within diplomat. You will receive answers the following month.

1

Book of Inquiry

(Lesser Research)

Scholar

Passive

Once per event, spend 1 paper resource per tier, RP 5 minutes researching an available topic of your choice acquired from a Quartermaster. You may ask three questions on that topic. The detail and relevance of the answers will scale with the insight you have spent within scholar. You will receive answers the following month

Insight  3

Gain a use of Mitigate

Cost

Name

Type

2

Sense hidden

Skill

RP 10 seconds, detect hidden objects or passageways

2

Mesmerize

Skill

RP 10 seconds, packet strike, target takes Stun

2

Trust Me

Skill

RP 30 second , if reasonable, people believe your next statement to be true

4

Linguist II

Passive

Able to learn through RP to read, write, and speak  any  Tier II languages.

2

Create Minor Blueprint.

Passive

RP studying a Minor Object for 10 minutes and gain the ability to create a blueprint from it.

2

Craft Simple Tags

Scholar

RP 1 minute, fold paper into origami or other simple papercraft. Create an item that counts as a trinket, one time use of one Tier 1 tag. Polymath must know the skill tag or roleplay with another PC who does.  

4

Enscribe Lesser Manual

Scholar

The scholar can create a manual to teach other players  a specific skill (Insight 1 -3). The scholar must RP 1 minute and spend 1 paper per insight of the skill, creating this manual. Lesser manual-Player must have spent their build on this skill. Player will RP 1 minute  reading manual, able to use skill/ language next period.

2

Census

Diplomat

The Polymath should keep a census of the town. Talk to up to 5 PC’s per period, RP 1 minute talking with another PC, write down name, kingdom, and any other information PC is willing to share, Polymath and other PC decrease next recoup time by 1 minute. (Recoup can only be brought down to 5 minutes)The Polymath will give a stamped card with their personal stamp or seal to the PC. The card should be ripped at the end of recuperation.

4

Cipher

Diplomat

The Diplomat can create a manual to teach other players a specific language,

Insight  4

Tier

Name

Type

4

Constitution II

Gain +2 Health

4

Apprentice Teacher

Passive

Teach Skills and Passives at insight 3-4 to allow for players to use them after next period (pre req Novice)

3

Book of Inquiry Minor Research

Scholar

Once per event, spend 1 paper resource per tier, RP 5 minutes researching an available topic of your choice acquired from a Quartermaster. You may ask three questions on that topic. The detail and relevance of the answers will scale with the insight you have spent within scholar. You will receive answers the following month

3

Letter Of Inquiry Minor Favor

Diplomat

Once per event, The diplomat will spend renown, and 10 minutes RP writing a Letter of Inquiry to a contact of their choice. They may ask three questions of their contact. The detail and relevance of their answers will scale with the insight  of the diplomat writing the letter. They will receive their answers the following month.

Insight  5

Gain a use of Mitigate

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

5

Share A Drink

Diplomat

Once per recoup, RP 5 minutes with target in peaceful situation. Gain the ability to speak the targets language until next recoup.

5

Filibuster

Diplomat

Once per recoup, RP 1 minutes, target takes compulsion, which lasts as long as the polymath continues the roleplay up to 10 minutes

3

Caucus

Diplomat

Once per recoup, RP 1 minutes,  caster and 3 targets converse and gain a defense against a taunt or compulsion

5

CodeBreaker

Scholar

Once per recoup, ask for plot help on one puzzle or code.  

5

Perfect Recall

Scholar

RP situations, recall a single event or fact perfectly

3

Craft Complex Tags

Scholar Passive

Once per recoup, RP 1 minute, fold paper into origami. Create an item that counts as a trinket, one time use of one Tier 2 tag. Polymath must know the skill tag or roleplay with another PC who does.  

5

Create Greater Blue Blueprint

Passive

RP Study a Major Object for 10 minutes and gain the ability to create a blueprint from it.

6

Linguist III

Passive

Able to learn through RP to read, write, and speak any Tier III languages.

OUTFITTER

Pathways/Sources

Tools of your Trade

Every  Outfitter starts off with a kit.  Crafters are responsible for maintaining and bringing these tools to game and will not be able to craft at event without one.

Outfitter’s Kit

Using a Kit, an outfitter may craft Cloth, Leather or Metal objects.  Your kit must represent your pathway.  For example: A tailor would carry a sewing kit or use a loom.  A smith would need a hammer or anvil.  A tanner would need an awl or a tanning rack. You may choose one source material for free, and buy additional source materials with build.

Crafting

After gathering the appropriate materials to match the object you wish to craft, you must roleplay working with your Kit for 5 minutes per Tier of the object you wish to create.  If you are interrupted during this time, the materials are not wasted, but you must begin the process anew once you return to your crafting.  Once you are finished, you may show your expended materials to the quartermaster or other martial, who will subtract the resources for you, and give you a signed item card for the new item.

Skills

Insight 1

Gain a use of Mitigate

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

2

Fibrous Knowledge

Tailor

Gain the Ability to craft and repair Tier 1 Fibers

2

Hide

Knowledge

Tanner

Gain the Ability to craft and repair Tier 1 Hides

2

Ore

Knowledge

Smith

Gain the Ability to craft and repair Tier 1 Ore

1

Throw Net

Skill

Packet Strike, target takes a slow.

1

Hammer Down

Skill

Weapon Strike, Numb

1

Between the Seams

Skill

Weapon Strike, Stun

1

Strong Hands

Skill

Protect against disarm

Insight  2

Tiert

Name

Type

Delivery/Description/Effect/Range/Duration

2

Constitution I

Passive

Gain +2 Health

2

Familiar Materials

Passive

Gain additional 1AP based on material you craft with

*Note: weapon proficiencies do not stack across Body and Outfitter*

2

Tailor’s Tools

Tailor

Plus 1 damage with small weapons

2

Tanner’s Arrow

Tanner

Plus 1 damage with ranged weapons

2

Smith’s Hammer

Smith

Plus 1 damage with one handed blunt weapons

Insight  3

Gain a use of Mitigate

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

3

Fibrous Knowledge II

Tailor

Pre-req: Weave Tier 1 Fibers.  Gain the ability to craft and repair Tier 2 source materials

3

Hide

Knowledge II

Tanner

Pre-req: Work Tier 1 Leather.  Gain the ability to craft and repair Tier 2 source materials

4

Ore

Knowledge II

Smith

Pre-req: Weave Tier 1 Fibers.  Gain the ability to craft and repair Tier 2 source materials

1

Appraisal

Passive

30 Second RP, tell the base market value of an item of your craft and any effects it has

1

Pins and Needles

Skill

Packet Strike, Slow

2

Your holding it wrong

skill

Strike, target takes disarm 

2

Deeper Pockets

Skill

Conceal an item up to 24” on you

Insight  4

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

3

Constitution II

Gain +2 Health

3

Familiar Materials II

Passive

Gain additional 1AP based on material you craft with

4

Tailor’s Tools II

Tailor

Plus 1 damage with small weapons

4

Tanner’s Arrow II

Tanner

Plus 1 damage with ranged weapons

4

Smith’s Hammer II

Smith

Plus 1 damage with one handed blunt weapons

Insight  5

Gain a use of Mitigate

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Fibrous Knowledge II

Passive

Pre-Req: Weave Tier 2 Cloth.  Gain the ability to craft and repair Tier 3 cloth objects

4

Hide

Knowledge II

Passive

Pre-req: Work Tier 2 Leather.  Gain the ability to craft and repair Tier 3 leather objects.

5

Ore

Knowledge II

Pre-req: Weave Tier 2 Fibers.  Gain the ability to craft and repair Tier 3 source materials

3

Fiber Blend

Passive

While crafting, Outfitter may choose to make an object out of 2 different materials of the appropriate type, granting the object the special abilities of both materials.  However, now the object requires both of the materials to be used in full to repair it, as well as lowering the overall maximum durability of the object by one.

2

Field Splint

Skill

Buff, 10 second RP, apply splint, lasts 5 minutes

2

Needlepoint

Skill

Strike, pain, roleplay striking between armor folds

3

Weak Point

Skill

Weapon Strike, Sunder 

3

Apply Patch

Skill

Buff, Strike, RP 5 seconds, target restores 1 AP.

ATTRIBUTES/COMBAT

BODY

“Every hammer is great to a dwarf” - Dwarven Proverb

Choose one of the following Focuses:

Dexterity:

Small and ranged weapons and small bows/ wrist crossbows specialization.


Endurance:

“Sword and Board,” and two-handed weapon and Longbow specialization.


Alacrity:

One-handed, and Fist/claws and dual-wielding and Medium Bows specialization.

At Insight 1 you gain a use of Block

Insight 1

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

1

Bash

Skill

Shield only, when shield is struck with a regular attack, attacker affected by Knockback 

1

Vital Strike

Skill

Weapon Strike or Ranged Strike, deal base damage +1

2

Retain

Skill

Defend against a Disarm

2

Stagger

Skill

Strike, target takes Stagger, 10 seconds

1

Backstab

Dexterity

Back strike, deal +2 base weapon damage

2

Nail Down

Dexterity

Weapon Strike limb, target limb takes Pin. Cannot be delivered with a blunt weapon.

2

Numb

Endurance

Weapon Strike shield, Numb, target lowers shield to side, 5 seconds

1

Push

Endurance

Weapon Strike, target takes Knockback 

1

Bypass

Alacrity

Weapon Strike, connect with weapon or shield, deal base weapon damage

2

Hamstring

Alacrity

Weapon Strike, target takes a Slow

At Insight 1 gain an extra use of Block

Insight 2

Cost

Name

Type

Description

4

Break In/Out

Dexterity Passive

Once per recoup, enter/exit a building instantly if you can see a way in/out within arms distance

4

Surefooted

Endurance Passive

Once per recoup, Stance,  can defend against Movement effects while standing with feet apart, moving your feet breaks this stance

4

Strong-arm

Alacrity Passive

Out of combat, once per recoup, RP 30 seconds with hand on your weapon, target takes Captivate, target gives information or object,

3

Sound Body I

Passive

+3 Health

2

Practice

Passive

+1 damage with specialization weapon type, this insight only, if your specialization is with a two handed weapon gain + 2 damage instead

1

Novice Body Teacher

Passive

Teach Body Skills Insight 1-2

Insight 3

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

2

Crit Strike

Skill

Weapon Strike or Ranged Strike, deal +2 base weapon damage

1

Disarm

Skill

Weapon Strike, strike on targets weapon, target takes a Disarm 

2

Pursue

Skill

Select a target that has called a movement skill and move an equal number of feet towards the target

2

Detect Hidden

Skill

While RPing searching for 30 seconds, detect a Hidden person/object within 5ft, can move normally while using this skill

2

Stun

Skill

Weapon Strike, target takes a Stun

1

Cheap Shot

Dexterity

Back Strike, deal +1 base weapon damage, target takes Stagger forward

2

Quick Shot

Dexterity

Ranged Strike, without aim count, deal base weapon damage

1

Intercept

Endurance

Become the target of a body attack that has hit a target, within weapon distance

2

Charge

Endurance

Weapon strike, target takes, Knockback, Stagger

1

Got your back

Alacrity

Strike, target within weapons distance, become the target of  a Ranged Strike or Packet Strike on that target

2

Lead the way

Alacrity

From hidden, placing your sword on targets shoulder, target takes Compulsion, 10 sec.

At Insight 3 gain an extra use of Block

Insight 4

Cost

Name

Type

Description

4

Sound Body II

Passive

+3 Health

4

Practice 2

Passive

+1 damage with specialization weapon type,

4

Lockpick

Dexterity

RP 30 seconds per rank to open a lock or disarm a trap

5

Tally ho

Alacrity

Once per recoup, Movement,  you can throw a packet and move as if swinging through the air for up to 20 ft, considered 10ft in the air

4

Thick Skinned

Endurance

Once per recoup, Stance, defend against Pain, must stand with feet apart, moving your feet breaks the stance.

2

Apprentice Body Teacher

Passive

Teach Body Skills Insight 3-4 (pre req Novice)

Insight 5

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

3

Acrobatics

Skill

Movement 10’, taking damage does not break this effect

(Medium and Light armor only)

3

Riposte

Skill

Reflect a basic melee attack

3

Feint

Skill

May use a fighting style fist  skill for free after it was defended against within 2 seconds

3

Dire Strike

Skill

Weapon Strike or Ranged Strike, +3 base damage

2

Throat Shot

Dexterity

Weapon Strike or Ranged Strike, target takes Silence, 10 seconds

3

Back Sap

Dexterity

Back strike, deal +4 base weapon damage

3

Focused Rage

Endurance

Invoke, Rage, can only attack and defend from one target, considered Taunted to that target until the target  or caster is dead.

3

Break Limb

Endurance

Weapon Strike, target takes a Break Limb

3

Recovery

Alacrity

Invoke, When user takes Stagger or Knockback,  Weapon Strike, 3 damage, target takes a Knockback, Defend the Stagger or Knockback   

2

Flurry

Alacrity

Buff, next 3 basic attacks do +1 base damage if made within 2 seconds of each other

Path of the Sojourner

If you have reached insight 5 in this tree but have spent a total of 10 insight spread among other trees you may buy the following skill

10

Rally Allies

Skill

Battlecry, You and 2 targets deal +2 base weapon damage for 3  Weapon Strikes

At Insight 5 gain an extra use of Block

Insight 6

Cost

Name

Type

Description

5

Sound Body III

Passive

+3 Health

6

Practice 3

Passive

+1 damage with specialization weapon type

5

Expert Grip

Passive

Once per recoup, immune to Disarm with a weapon type within your specialization, 1 minute

5

Montage

Ceremony

Roleplay required, see marshal for details. Choose a second source from the Body source list .User may now pick and use skills from an additional Spirit source.

5

Rage

Passive

Once per recoup, can go into a Rage, 1 min, +2 base weapon damage

5

Honed Senses

Dexterity

Once per recoup, can defend while Blind

4

Push on

Alacrity

Once per recoup, Can fight with a Broken Limb, for 1 min

4

Pump You Up

Endurance

Once per recoup, Stance, you and up to 2 allies within weapons distance do +1 base damage. Must stand with feet apart, moving your feet breaks the stance. Allies must stay within weapons distance.

3

Journeyman Body Teacher

Passive

Teach Body Skills Insight 5-6 (pre req Apprentice)

At Insight 7 gain an extra use of Block

Insight 7

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Agility

Skill

Movement 20’ in any direction (Medium and Light armor only)

3

Concuss

Skill

Weapon Strike, target takes base weapon damage and Numb, 10 seconds

4

Power Strike

Skill

Weapon or Ranged strike, +4 base damage

4

Point Blank

Skill

Ranged Strike without aim count, +3 base damage

3

Eye Gouge

Dexterity

Strike, deal base damage, target takes Blind, 5 seconds

4

Piercing Blow

Dexterity

Back strike, +8 base damage

4

Waylay

Dexterity

Back strike, deal 3 damage, target is Unconscious

4

Intimidating

Endurance

RP 5 seconds, Fear, 3 target  AOE

4

Slice

Endurance

Bladed Weapon Strike, target takes a Sever Limb

4

Charge

Endurance

Battle Cry, Movement, You and 2 allies move 10’ toward an enemy and gain +1 base damage on the next attack,

3

Itami

Alacrity

Fist Weapon Strike, +2 base damage, target takes Pain, 10 seconds

3

Quick Strike

Alacrity

Weapon Strike, Movement 5’, 2 consecutive targets take 9 damage each

4

Broadside

Alacrity

Weapon Strike, deal +2 base damage, target takes Stun

Insight 8

Cost

Name

Type

Description

6

Sound Body IV

Passive

+3 Health

8

Practice 4

Passive

+1 damage with specialization weapon type

5

Tenacious

Endurance

+1 minute to death count

5

One-Liner

Alacrity

 6 syllable verbal, target within 5’ in death count takes instant Killing Blow

5

Mobility

Dexterity

While wearing light armor or less, +5’ to Movement skills

3

Adept Body Teacher

Passive

Teach Body Skills Insight 7-8 (pre req Journeyman)

At Insight 9 gain an extra use of Block

Insight 9

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

5

Sized up

Skill

10 seconds rp searching target within 10’  for weakness, next strike on target delivered by user requires 2 defenses from that target

4

Deadly Strike

Skill

Weapon Strike or Ranged strike, +5 base damage

4

Vendetta

Skill

After you hit zero health, select another skill, target that dropped you to 0 health takes effects from that skill, this requires 2 defenses to block.

4

Garrote

Dexterity

Back Strike, deal +6 base damage, target takes Silence, 30 seconds

4

Parkour

Dexterity

Instant at base of object, climb/rappel up to 20 feet

4

Hold the Line

Endurance

Battlecry, Buff, You and up to 2 allies reflect 1 Knockback each,

4

Mighty Strike

Endurance

Strike the ground, 3 targets take 6 damage, AOE Knockback

4

Impale

Alacrity

Bladed Weapon Strike, target takes Pain and Pin 5 secs, target is pinned to your weapon until you remove your weapon, target takes base weapon damage, or until 5 seconds have passed 1 damage as per the pin and self removal - outlined in terminology

4

Swift Strike

Alacrity

Movement, up to 15’, Weapon Strike, up to 3 targets take 6 damage and Stagger

4

Tendon Strike

Skill

Weapon Strike limb, target takes a Break Limb, target takes Pain 10 seconds

Insight 10

Cost

Name

Type

Description

7

Sound Body V

Passive

+3 Health

Last Stand

Specialization: Endurance

Once per recoup you may continue to fight at 0 health for 1 minute this skill replaces your death count, and you drop to zero

Wall of Steel

Specialization: Alacrity

Once per recoup Reflect all basic attacks for 1 minute, must RP for duration of skill

Assassination

Specialization: Dexterity

Once per recoup, Back strike, +20 damage

Master skills

5

Get’ em!

Alacrity

Select target, you and up to 2 allies deal +2 base damage against a single target, 1 minute

5

Take Down

Dexterity

Back strike, target takes Stun, 30 seconds, then Unconscious

5

Devastate

Endurance

Weapon Strike, +10 base damage

5

Fists of Death

Skill

Brandish fist/claw, next 3 weapon strikes do 6 damage and Pain, single to multiple targets

5

Indomitable

Skill

Brandish weapon/fist, Reflect one body attack per target, up to 3 targets.  Each target takes Stun.

5

Master Body Teacher

Passive

Teach Body Skills Insight 9-10 (pre req Adept)

MIND

“Magic is neutral, neither good nor evil. It is what you choose to do with the forces of creation itself that defines it.” - Alfus Grimbolt’s Treatise on Practical and Respectable Magic

When spending 1st Insight in Mind, choose two of the sources below and gain:

Cost

Name

Type

Description

0

Mystic Focus

Passive

Invoke, packet strike, deal 1 mystic/source damage

Sources:

Fire:

More than just destruction, the manipulation of fire comes from the heart. Passion and inner fire burn within. One’s soul feels alight with the rage and intensity of the heat

Ice:

The control over water and the destructive chilling force of ice. Water flows and adapts.

Earth:

You harness the power of the earth itself to be the mountain, becoming the rock that never moves but is always moving others.

Lightning:

The wind and air flow all around everyone. It is essential to life; it can give it but it can also take it with the terrifying force of electricity

Shadow:

Being able to wield the shadows that wrap around all the living and even unliving. Those who tap into this power may walk a strange path.

Blood:

Blood is the life essence of all it flows through. While it can bring and restore life, it can also end life.

At insight 1 gain a use of Ward

Insight 1

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

1

Charm

Skill

RP 10 seconds, target regards you as Ally, 1 minute

1

Demoralize

Skill

Point to target, target may not attack you as long as you are pointing, LOS, up to 10 seconds

1

Magic Missile

Skill

Spell, packet strike, deal +2  mystic/source focus damage

1

Illuminate

Skill

Invoke, removes shadows within weapons distance of caster, 5 minutes

1

Knock

Skill

Spell, instantly break open rank 1 locks

2

Mage Hand

Skill

RP point to object in LOS that weighs no more than 5 lbs, Telekinesis

2

Jeer

Skill

RP 5 seconds, target takes Taunt, 10 seconds

2

Hoodwink

Skill

Spell, throw packet, target must look towards packet for 5 seconds, breaks LOS

Insight 2

Cost

Name

Type

Description

2

Sound Mind I

Passive

+2 Health

2

Focus Increase

Passive

+1 Focus Damage

2

Riddle of Confusion

Passive

Once per recoup, RP telling a riddle for 5 seconds, packet strike, target must fight their ally, 30 seconds

3

Sense Magic

Passive

Once per recoup, caster knows if an object or area is magical

4

Mystic Ward

Passive

Once per recoup, caster conjures ward of their source type and can block base focus damage and one spell of their source type before dissipating.

1

Novice Mind Teacher

Passive

Teach Mind Skills Insight 1-2

At insight 3 gain an extra use of Ward

Insight 3

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

2

Suggestion

Skill

Spell, target follows a single command for up to 1 minute may not be commanded to attack someone or hurt themselves

2

Mystic Blast

Skill

Spell, packet strike, +4  mystic/source focus damage

1

Fire Burst

Fire

Invoke, packet strike, target takes Stagger

2

Burninate

Fire

Spell, Stance, caster becomes engulfed in fire and takes Pain effect, targets that strike caster’s weapon or body take 1 fire damage, up to 1 minute

1

Frostbite*

Ice

Invoke, packet strike, target takes Numb in the hand of caster’s choice

2

Ice Block

Ice

Spell, packet strike, target is encased in ice for 30 seconds, cannot move, attack or defend, does not take damage for duration

1

Earth Hammer

Earth

Invoke, packet strike, target takes knockback

2

Boulder

Earth

Spell, Movement 10’, caster moves in straight line, up to 3 targets within weapons distance take Knockback 5 

2

Conducting Rod

Lightning

Invoke, become the target of a single Mind attack that has successfully hit a target within weapons distance, this attack is considered defended

1

Static Shock

Lightning

Spell, packet strike, target take Disarm on limb of casters choice

2

Syphon Strike

Blood

Invoke, packet strike, deal + 2 blood focus damage, heal half

1

Blood Pressure

Blood

RP 10 Seconds, Packet Strike,  target takes Captivate, 30 seconds

1

Throw Shade

Shadow

Spell, You may conceal a small weapon or an item up to 12” from a search attempt for 30 seconds

2

Shadow Vanish

Shadow

Invoke, become invisible, Movement 5’, reappear

Insight 4

Cost

Name

Type

Description

3

Sound Mind II

Passive

+2 Health

4

Focus Increase

Passive

+1 focus damage

5

Scepter of Power

Passive

Casters may use a wand (small blunt weapon), to deliver packet strikes, must still use verbals

5

Soulgaze

Passive

Once per recoup, RP 1 minute, determine targets Mind source

5

Detect Magic

Passive

Once per recoup, caster knows if an object or area is magical and the skill/source

2

Apprentice Mind Teacher

Passive

Teach Mind Skills Insight 3-4 (pre req Novice)

At insight 5 gain an extra use of Ward

Insight 5

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

2

Silence

Skill

Spell, packet strike, target takes Silence

3

Eye for Magic

Skill

Invoke, detect a magically Invisible target within weapons distance, 10 seconds, walking

3

Ethereal Blast

Skill

Spell, packet strike, target takes Knockback 10’ in direction caster chooses

3

Overload

Skill

Spell, packet strike, deal +6 mystic/source focus damage

3

Melt

Fire

Invoke, packet strike, weapon/shield, target item takes Sunder

3

Icy Fang

Ice

Invoke, packet strike, 3 Ice damage, target takes pain

3

Cement

Earth

Invoke, packet strike, 3 Earth damage, Pin, 10 seconds

3

Surge Lance

Lightning

Invoke, packet strike, 3 Lightning damage, Stun

3

Blood bite

Blood

Invoke, packet strike, Disable Limb, caster can heal their own Disabled Limb if possible

3

Shadow Cloak

Shadow

Invoke, packet strike, 3 shadow damage, target and caster bound in shadow, can not be seen, attacking other targets breaks this, 10 seconds

Path of the Sojourner

Tier 5 skill

If you have reached insight 5 in this tree but have ECL 10 insight spread out among other trees you may buy the following skill

10

Mystic Explosion

Skill

Invoke, packet strike, up to 3* targets take 5 mystic/source damage, AOE

Insight 6

Cost

Name

Type

Description

4

Sound Mind III

Passive

+2 health

6

Focus Increase II

Passive

+1 focus source damage

5

Concentration

Passive

May continue casting a spell even when struck

5

Attunement

Passive

Roleplay required, see marshal for details. Choose a second source from the Mind source list. User may now pick and use skills from an additional Mind source.

5

Shield of Magic

Passive

Once per recoup, Invoke, caster gains a shield of their source type, 6 AP, can block any damage, Phys Rep required *(Max Size 18”x18”)

3

Journeyman Mind Teacher

Passive

Teach Mind Skills Insight 5-6 (pre req Apprentice)

Insight 7

At Insight 7 gain an extra use of Ward

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

3

Iaijutsu Focus

Skill

RP 5 seconds, you may Weapon Strike your next Mind attack

4

Arcane Unity

Skill

Spell, Buff, negate source damage from the next attack that match your source, self only

4

Destructive Orb

Skill

Spell, packet strike, AOE up to 3 targets take +3 Mystic/Source focus damage

4

Coerce

Skill

RP 30 seconds, target becomes Captivated for 10 seconds

3

Fired up

Fire

Invoke, Packet strike, consecutively* throw 3 packets dealing 3 Fire damage each

4

Scorched Limb

Fire

Invoke, packet strike limb, target takes Sever Limb and Pain

3

On thin Ice

Ice

Invoke, packet strike, deals 6 Ice damage and target takes Slow

4

Frosted Glass

Ice

Invoke, Reflect one base Mind attack

3

Encase in Earth

Earth

Stance, Caster encases self in a wall of earth for 1 min, during this state they do not take damage, they can not cast any spells or take any actions

4

Fist of Stone

Earth

Invoke, packet strike, deals 6 earth damage, knockback 10

3

Lightning Surge

Lightning

Invoke, Buff, target can defend 1 projectile attack of any type, lasts until recoup

4

Chain Lightning

Lightning

Spell, packet strike, Movement, choose up to 3 targets within weapons distance of packet target,  move through them while you deal 9 lightning damage to first target, 6 to the 2nd target and 3 to the 3rd target

3

Transfusion

Blood

Invoke, packet strike, caster takes 4* damage, target heals 10* and takes Pain

4

Blood Thrall

Blood

Invoke, packet strike, target becomes Ally, 1 minute

3

Move in Shadow

Shadow

Invoke, become Invisible, may throw packet to jump to next shadow or move heel-toe pace between shadows without breaking effect

4

Into the Shadow

Shadow

Invoke, while hidden or Invisible can pull target into shadow and they are knocked unconscious

Insight 8

Cost

Name

Type

Description

5

Sound Mind IV

Passive

+2 Health

8

Focus Increase III

Passive

+1 focus source damage

5

Hypnotic Polymorph

Passive

Once per recoup, Person believes they are a small animal of casters choice, 1 minute, Compulsion, damage breaks this effect

5

Shape Spell

Passive

Once per recoup, Give up a Tier 3 use to deliver a Tier 1 spell as an AOE up to 3 targets

10

Acumen

Passive

Once per recoup, Double the damage or duration of one* skill up to Tier 3

3

Adept Mind Teacher

Passive

Teach Mind Skills Insight 7-8 (pre req Journeyman)

At Insight 9 gain an extra use of Ward

Insight 9

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Mystic Shard

Skill

Spell, packet strike, deal +8  mystic/source focus damage

4

Mystic Bind

Skill

Spell, packet strike, target takes Stun, 1 minute

4

Turnabout

Skill

Invoke, reflect a Compulsion

4

True Sight

Skill

Invoke, see Invisible or Hidden within 10’, 30 seconds, heel toe

4

Floor is Lava

Fire

Invoke, 3 target AOE Pain, Targets must RP feet on fire for 30 seconds

4

Ice Beam

Ice

Spell, packet strike, target takes Sever Limb

4

Earth Crush

Earth

Spell, Packet strike, targets armor AP reduced to zero, target takes a stagger

4

Vortex

Lightning

Spell, packet strike, targets take Stagger, 3 target AOE, 10 seconds

4

Embolism

Blood

Invoke, point to target takes Pain and Stagger for up to 30 seconds

4

Enshroud

Shadow

Spell, packet strike, 3 target AOE from packet, Blind

Insight 10

Cost

Name

Type

Description

6

Sound Mind V

Passive

+2 Health

5

Somatic Aura

Passive

While not wearing armor, gain 6 AP per recoup, can be sundered

Influential

Specialization

Once per recoup, choose up to 1 additional target for any Mind affect up to Tier 4, ability must not affect more than a single target

Prodigy

Specialization

Once per recoup, cast three Mind skill within 2 seconds of each other without saying a verbal, up to Tier 4

Master Skills

5

Mystic Explosion

Skill

Invoke, packet strike, AOE up to 3 targets take +6 mystic/source focus damage

5

Counterspell

Skill

Invoke, Reflect a known spell

5

Will O'Wisp

Fire

Spell, Buff, attacks and spells deal fire damage instead of their normal damage type, while this spell is active any physical attacks to the caster even if they’re are defended deal 5 fire to the attacker, 30sec

5

Deep Freeze

Ice

Invoke, up to 3 targets take Stun and 5 Ice damage, AOE, than take Slow, 1 minute

5

Earthbound

Earth

Invoke, Buff, caster is Immune to all effects and damage, up to 1 minute, move at walking pace

5

Thunderstruck

Lightning

Invoke, throw packet, teleport to packet and deal 5 lightning damage to up to 3 targets, targets take a stagger, Battlecry (10ft)

5

Absorb Essence

Blood

Invoke, packet strike, target takes Pain, RP 5 seconds, then deal 15 Mystic/source damage, heal +15 to self

5

Shadow Form

Shadow

Spell, Attacks and spells deal shadow damage instead of their normal damage type.  While this spell is active, you may Channel 3 to call  a Invisible, Movement 5’ effect, 5 minutes

5

Master of Mind Teacher

Passive

Teach Mind Skills Insight 9-10 (pre req Adept)

SPIRIT

“The world is becoming a dangerous place. I can feel it in my bones. It will need great leaders of spirit to steer the world in the direction it must go” - Unknown

Hallowed: 

The power one receives from a deity in return for service can be deadly to the deity’s foes or beneficial to the Anointed allies. Maintaining the facets and beliefs of that deity is integral. Every deity’s service is different.  Hallowed skills are delivered through praying or other roleplay of a sacred nature.

Sonus: 

Certain people can feel the latent power and thrum of a song,  dance or poem. Some are able to manifest this power to aid themselves and their allies. The devastating powers of a trained bard have been known to shatter mountains and inspire armies to win against overwhelming odds. Sonus skills are delivered through song or performance.  

Primal: 

The forces of the natural world, and those of the spirits of one’s ancestors and deceased animals. Those blessed by the primal forces feel a call to protect all that is natural and verdant. One who disrupts the sanctity of nature or the spirits, has to contend with those blessed with the power of the Primal. Primal skills are delivered by channeling.

When spending 1st Insight in Spirit, choose to be Anointed as one of three sources listed above

(when choosing Hallowed, must choose one god) and gain:

Hallowed

Primal

Sonus

Healing Focus

Passive

RP Praying, 10 seconds,

strike, target heals 1 health

Primal Focus

Passive

RP Channel 10 seconds,

strike, target heals 1 health

Healing Focus

Passive

RP Perform 10 seconds,

strike, target heals 1 health

At Insight 1 gain a use of Willpower

Insight 1

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

1

Sense Life

Skill

Invoke, caster knows health and status effects of target

1

Cure Minor Wound

Skill

Invoke, strike, packet strike, target heals focus +2

1

Cure Minor Disease

Skill

Invoke, strike, remove minor disease effect

2

Spirit Wave

Skill

Spell, packet strike, target takes Knockback

2

Grasping Winds

Skill

Spell, packet strike, target takes Movement, pulled towards you up to 5’

2

Guiding LIght

Hallowed

Invoke, creates a small light that can be extinguished with a packet throw, deal 3 Hallowed damage with packet strike

2

Verdant Blast

Primal

Spell, packet strike, deal 3 primal damage

2

Inspire Healing

Sonus

RP 15* seconds, you and 2 targets within 5 ft heal source + 1

Insight 2

Cost

Name

Type

Description

1

Sound Spirit I

Passive

+1 Health

2

Focus Increase

Passive

+1 focus Increase

3

Sense Vile

Hallowed

Once per recoup, can detect a vile target within 25’.

3

Detect Heartbeat

Sonus

Once per recoup, RP 30 seconds, can detect targets that are hidden within 10ft

3

Nature’s Eyes

Primal

Once per recoup, Can sense the presence of natural beasts within 25’.

1

Novice Spirit Teacher

Passive

Teach Spirit Skills Insight 1-2

At Insight 3 gain an extra use of Willpower

Insight 3

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

1

Quake

Skill

Spell, packet strike, 2 targets take Stagger

1

Cleanse

Skill

Invoke, remove a Spirit skill effect on target

1

Voice of Truth

Skill

Invoke, others can tell if the caster is trying to deceive them in any way, 1 minute

2

Cure Light Wound

Skill

Invoke,  strike,  packet strike, target heals focus +3  health

1

Smite

Hallowed

Invoke, weapon strike, deal Hallowed base weapon damage

1

Repel the Wicked

Hallowed

Spell, Packet strike, Knockback, vile targets take Fear

2

Radiant Smite

Hallowed

Invoke, Weapon Strike, deal +3 Hallowed damage

1

Interlude

Sonus

Spell, Packet strike, Silence, 5 seconds  

1

Sour Note

Sonus

Spell, packet strike, 3 sonus damage

2

Horrific Visage

Sonus

RP 10 seconds, packet strike, target* takes Fear, 5 seconds

1

Entangling Root

Primal

Spell, packet strike, target takes Pin

1

Thorns

Primal

Invoke, packet strike, target takes Slow

2

Shillelagh

Primal

Invoke, weapon strike, deal +3 Primal damage

Insight 4

Cost

Name

Type

Description

2

Sound Spirit II

Passive

+1 Health

4

Focus Increase

Passive

+1 focus Increase

5

Concentration

Passive

May continue to cast spell or RP performance even when struck.

3

Blessed Circle

Hallowed

Once per recoup, RP 30 seconds, draw a 5’ circle. If a target with the Vile subtype crosses the circle, they must yell “ALARM” as loud as they can for 10 seconds. Functions as a trap. Expires at the end of the period.  

3

Germinate

Primal

Once per recoup, RP 30 seconds, draw a 5’ circle. If a target with the unnatural subtype crosses the circle target is slowed while in the circle. Expires at the end of the period

3

Cacophony

Sonus

Once per recoup, reflect a Battlecry, for 1 minute while performing

2

Apprentice Spirit Teacher

Passive

Teach Spirit Skills Insight 3-4 (pre req Novice)

Insight 5

At Insight 5 gain an extra use of Willpower

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

2

Ethereal Countenance

Skill

RP 10 seconds, packet strike 2 targets, targets must remain 10’ away from you for as long as you perform, channel or pray

3

Consecrate Limb

Skill

Invoke, heal a target's Disabled or Broken Limb

3

Keeping the Peace

Skill

Invoke, Strike, target cured of Rage effect

3

Healing Arc

Skill

Spell, strike, packet strike, up to two targets heal focus +2

2

Turn Vile

Hallowed

Invoke, select 2 vile targets within 5’ of caster, targets take Fear: Flight

3

Righteous Stand

Hallowed

Stance, you and up to 2 allies within weapons distance do hallowed damage with base weapon. Must stand with feet apart, moving your feet breaks the stance. Allies must stay within weapons distance.

2

Charm Animal

Primal

RP 30 seconds, target animal regards you as an ally, 1 minute

3

Black Widow’s Bite

Primal

Invoke, weapon strike, deal base Primal damage, target takes Pain

2

Inspire Fleetness

Sonus

RP 10 seconds, Buff, you and 2 allies within 5’ gain one use of Pursue

3

Outperform

Sonus

Spell, packet strike, performance, target or wards current effect is negated for as long as you perform*

Path of the Sojourner

Tier 5

If you have reached insight 5 in this tree but have spent a total of 10 insight spread among other trees you may buy the following skill

10

Divine Resplendence

Skill

Invoke, up to 3 targets within weapons distance heal focus +5

Insight 6

Cost

Name

Type

Description

3

Sound Spirit III

Passive

+1 Health

6

Focus Increase

Passive

+1 focus Increase

5

Excommunicate

Hallowed

Once per recoup, Invoke, up to 2 targets within weapons distance take Knockback

5

Vine grasp

Primal

Once per recoup, Invoke a Packet Strike, Pull a Target 10 ft towards you

5

Metronome

Sonus

Once per recoup, Can calm fear or rage effects while touching an ally can not take any other action

3

Journeyman Spirit Teacher

Passive

Teach Spirit Skills Insight 5-6 (pre req Apprentice)

5

Second Confirmation

Ceremony

Roleplay required, see marshal for details. Choose a second source from the Spirit source list. User may now pick and use skills from an additional Spirit source.

At Insight 7 gain an extra use of Willpower

Insight 7

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Purge

Skill

Invoke, strike, removes all effects from target (excluding severed/broken Limb, and potions), caster takes Stagger

4

Cure Major Wound

Skill

Spell*, strike, packet strike, target heals focus +6

3

Judgement

Hallowed

Invoke, weapon strike, target takes Stun

3

Hunt the Damned

Hallowed

Invoke, Movement 10’, deal +5 source damage on next strike, 5 seconds

3

Expurgate

Hallowed

Spell, packet strike, deal 6 hallowed damage

4

Retribution’s Blade

Hallowed

Invoke, weapon strike, deal +6 hallowed damage.

3

Barkskin

Primal

Invoke, Buff, gain 4 AP, that cannot be restored, till end of recoup

3

Wolf’s Rend

Primal

Invoke, weapon strike, deal +4 primal damage, target takes Slow

4

Animal Nature

Primal

RP 30 seconds, target animal is Tame

4

Regenerate Limb

Primal

Invoke, remove Severed Limb effect from targets limb, targets limb is useable after 1 minute for broken limb and 5 minutes for severed limb

3

Disrupt

Sonus

Spell, packet strike, target immune to non-damaging Sonus skills, 1 minute

4

Shatter

Sonus

Spell, packet strike, target limb takes Broken Limb

4

Invoke Courage

Sonus

Invoke, you and up to 2* allies within 5 feet may negate 1 Fear effect each

4

Eldritch Visage

Sonus

RP 10 seconds, packet strike 2 targets, targets take 6 Sonus damage

Insight 8

Cost

Name

Type

Description

4

Sound Spirit IV

Passive

+1 health

8

Focus Increase

Passive

+1 focus Increase

10

Acumen

Passive

Once per recoup, Double the damage, healing or duration of one* skill up to Tier 3

5

Radiant Beacon

Hallowed

Once per recoup, AOE 5 targets, Vile targets take taunt

5

Choir

Sonus

Once per recoup, the player may gather two other players with Spirit Insight to form a Choir.  The Choir may perform (sing, chant, otherwise RP in unison, within 5 feet of each other) up to 5 minutes.  During this time, lesser "Vile" tainted creatures cannot come within 5 feet of any of the three Choir members.

5

Lizard's Tail

Primal

At the end of a period may regrow a limb

3

Adept Spirit Teacher

Passive

Teach Spirit Skills Insight 7-8 (pre req Journeyman)

At Insight 9 gain an extra use of Willpower

Insight 9

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Blinding Light

Skill

Invoke, caster is filled with radiance, targets within weapons distance, you and targets take Blind

4

Esper

Skill

Invoke, Movement, you and 2 allies within 10’ move 10’ away from enemy

4

Inspire Heroism

Skill

Invoke, Movement, you and 2 allies within 5’ deal +2 damage

4

Anointment  

Hallowed

RP 10 min, Buff, give a mass, 2 allies who hear the entire mass get +5 Health, Non-healable.

4

Righteous Fury

Hallowed

Invoke, Caster takes a Rage effect, gain +2 hallowed base damage, one minute

4

Primal Instinct

Primal

Invoke, Strike 3 targets, Buff,  Targets  immune to Fear for 1 minute

4

Manifest Beast

Primal

Invoke, 3 targets within 10’ take Fear

4

Stern Visage

Sonus

RP 10 seconds, up to 3 targets take Disarm, AOE

3

Sound waves

Sonus

RP 5 Seconds, you can detect hidden targets or objects within 10ft

Insight 10

Cost

Name

Type

Description

5

Sound Spirit V

Passive

+1 Health

Shapeshift

Specialization: Primal

Once per recup you may shapeshift into any animal and gain a single benefit and the use of claws for 5 minutes. Benefits: Fly, Hide, Climb, Strength

Encore

Specialization: Sonus

Once per recoup you gain another use of 1 Sonus performance(RP) ability

Empyrial Focus

Specialization: Hallowed

Once per recoup, deal +1 Hallowed damage, 5 minutes

5

Divine Beacon

Skill

Each target who touches you can heal amount based on your Focus Increase once, for 5 min.  In addition, they can also choose to heal a broken limb.  At the end of Skill you drop to 0 HP.

5

Miraculous  Resplendence

Skill

Invoke, up to 3* targets within 5’ heal up to max hitpoints

5

Rebuke

Hallowed

Invoke, up to 3* targets take 5 hallowed damage and Knockback, AOE

5

Sound Nova

Sonus

Invoke, up to 3* targets take 5 Sonus damage and Stun, AOE

5

Manifest Wilds

Primal

Invoke, you and 3* allies swing +1 primal damage, AOE, 1 minute

5

Master Spirit Teacher

Passive

Teach Spirit Skills Insight 9-10 (pre req Adept)

COMMON

ECL Insight 1

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

1

Hide

Skill

Target is Hidden, self only, lasts until broken

1

Alert

Skill

Brandish weapon, target affected by Captivate, LOS, up to 5 seconds or break LOS

1

Taunt

Skill

Taunt, 5 seconds

2

Palm Object

Skill

You may take a palm sized object within 6” of your torso without detection.

2

Close Wound

Skill

RP 10 seconds, target heals 4

Insight 2

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

1

Distract

Skill

Packet throw, target must look towards directed packet location for 5 seconds, Out of Combat

1

Retreat

Skill

Combat use only, Movement, 10 feet away from combat

1

Climb

Skill

RP 10 seconds at base of object,  climb up/rappel down up to 10 feet for up to a minute

4

Strength

Passive

RP 10 seconds per rank to perform a feat of strength, can only be performed on objects

Insight 4

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

2

Headbutt

Skill

Weapon Strike, target and user affected by unconscious

2

Smuggle

Skill

You may conceal a small weapon or an item up to 12” from a search attempt

(Requires Palm object)

2

Carry

Skil

Move a willing or unconscious target at normal walking pace up to 10’, cannot attack (Requires Strength)

2

Tumble

Skill

While Hidden, may move to a shadow or cover within ’5 and remain Hidden

(Medium and Light armor only) (Requires Hide skill)

3

Set Limb

Skill

RP 10 seconds on Broken Limb, target limb is usable after 1 minute (Requires Close Wound skill)

Insight 6

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Smash

Skill

Pre-reg: Strength, Weapon strike, break Rank 1 lock. Does not bypass traps (Requires Strength)

3

Intimidate

Skill

RP 10 seconds, target is affected by Intimidate

2

Ambush

Skill

From Hidden, Battlecry, Taunt targets to you breaks hide. (Requires Hide)

4

Leave no one behind

Skill

5 sec rp in order to lift willing target to their feet, can be carried with their arm around your shoulder while running up to 20’, target can defend if conscious but not attack, Caster can attack but not defend (Requires Carry skill)

Insight 8

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Forced Entry

Skill

Roleplay looking for weak spots in door/gate for 10 seconds, Strike, door/gate breaks inward. (Requires Smash)

5

Pocket Sand

Skill

Packet strike, target takes Blind

2

Tit for tat

Skill

From hidden, Weapon or Ranged strike, target takes base weapon damage and attacks closest Ally within weapons distance (Requires Ambush)

4

Replantation

Skill

RP 1 minute, undo Sever Limb, limb is usable after 5 minutes.(Requires Set Limb)

STARSIGNS

Each god is represented by an astrological sign.  You will be given the option to pick from a deck of cards and whichever one you pull determines your star sign and grants you a unique Star Sign Skill. If you do not wish to use the first one you pick you have the option to draw a second time but must take the second drawn card. This is not necessarily the god you worship, but it represents which god has taken an interest in you.