UTAH LARP 

Fantasy RulebooK

Introduction

Welcome to Utah LARP! Within this document you will find the rules and guidelines needed for participating in combat and building a character mechanically for the Utah LARP fantasy campaigns. To find the setting information for our campaigns, please visit our website at UtahLARP.com.

Throughout this book, many words will appear bolded. Bolded terms are defined and used within the rulebook.

Introduction

1

Players vs Characters

2

Combat During Events

3

Gameplay and Combat

5

Breaths

5

Health and Injury

5

Talent use

6

Recovering

6

Endurance and Fatigue

6

Incapacitation and Dying

7

Evade

7

Coup de Grace

8

Armor and Garb

8

Weapons and Shields

9

Character Creation and Growth

10

Styles

11

Weapon Styles

11

Combat Styles

11

Magical Styles

11

Medical Styles

13

Infiltration Styles

15

Educations

15

Talents

15

Weapon Talents

15

Spell Talents

17

Styles And Talents of the Peerless

20

Monsters

21

Character Sheet

22

Players vs Characters

On an event the actions a player takes are assumed to be the action of the character that they play. A player is expected to act out the persona of their character while actively participating in the worlds presented by Utah Larp. (Note: Both the character’s and player’s actions must abide by the Etiquette Requirements established by Utah LARP.)

A character consists of the player’s choices. A character’s educations, styles, and talents are all based upon the out of game choices of the player.

While a player may know of health totals, NPCs, and more, the character is instead aware of how injured they may be, the people that they meet, and so on. It is by acting within the perspective of the character that we role play.

Collaborative Role Play

The events put on by Utah LARP will involve copious amounts of role play. All player characters engaging within the world should have a name, a background, goals, quirks, and other facets that will assist in portraying the character as a believable entity within the world.

It is important that all players role play only with the knowledge and perspective of their character.

Whenever role play is mentioned within these rules, it is assumed that the role play is done collaboratively between all players involved. This means all players involved have the responsibility to translate their intent in game to relay the desired effect of the role play, with the goal of creating the most enjoyable scene possible. A character performing a coup de grace should indicate their intent in game to their target (eg. “I can’t let you live another day, I’m so sorry”). A character performing first aid should ensure the target knows what is occurring (eg. “Let me get this cut taken care of. Where else are you hurt?”) and the target of first aid should react accordingly, and so on. This will assist all players in feeling like a part of the story as it unfolds, and reduce the need to break game or halt the suspension of disbelief necessary for play.

This also means every player has the responsibility to be considerate of other players’ experiences. One player should never knowingly place another player in a situation that would remove them from the game or place them in real harm - physical or otherwise, and everyone should strive to ensure every player is comfortable with the scenes that play out.

Confidence in Role Play: Checking In

Character-to-character role play can become very intense and emotional. On rare occasion, this role play can become uncomfortable for involved players. Being aware of the difference between an emotionally distressed character and an emotionally distressed player is vital to maintaining healthy play. Bleed is a powerful side effect of vivid role play that can readily contribute to or detract from a player’s enjoyment of the game.
Checking in and Responding to Check in
If worried about another player, it is encouraged to check in on their state with an OK hand signal. This should be done in a subtle way that does not take away from the ongoing scene but should be evident enough that the other player can notice. When this signal has been received, they should respond as follows:

Proactive feedback

Instead of needing another player to check in, it is possible to give feedback about current levels of enjoyment proactively, allowing for control over the role play experience before it reaches uncomfortable levels - or encouraging the discourse to higher levels. When appropriate or necessary, the following words can be used:

A Negative Check-in
Whether from a thumbs down or a “red”, if a player needs to depart from a scene, there is never an in game reason important enough to keep them there. Other players are free to continue the scene with their characters and should take in stride the departure of the other player’s character. No ill consequences should/will befall the character of a player who needs to depart in this way.
For the Player, Not the Character
In LARP, players sign up for having their characters put into difficult and compromising situations. The check-in and response safety exists to help keep players in healthy states of mind and free from in game consequence over taking care of themselves. These player-to-player tools are never to be used to protect a character from undesirable outcomes of choices or circumstances.

Combat During Events

A summary of combat

Combat, a sometimes unavoidable occurrence during events, is resolved through the exchange of attacks and talents and suffering of injuries and insults. The following section outlines the necessary understandings of the statistics of combat, and may be redundant with other sections in this book.

Losing health in combat:


Protecting oneself in combat:

Using talents in combat:

Being incapacitated or dying:

Gameplay and Combat

Combat is an integral part of adventure based LARP and is designed to facilitate and encourage roleplay, not replace it. Below is a guide on the expectations and definitions of gameplay mechanics for the events hosted by Utah LARP.

Breaths

Many effects last for an extended period of time, or take an amount of time before they can be used.

Breathing as a Timer

During play, many effects last for a duration of time. Rather than seconds or minutes, this is tracked by breaths. When an action indicates it requires 20 breaths, this means that the player must take 20 literal breaths to meet that time requirement. The only exceptions to this ‘resting’ and ‘surgery’, covered in more detail later, which are measured in minutes.

Counting Breaths

A nearly full inhale followed by a nearly full exhale without holding breath is considered one breath. While deeper breaths may be taken by the player to lengthen the duration of an effect - such as incapacitation - they should strive to not shorten breaths beyond what is a natural rhythm.

Health and Injury

A character’s health total is an indication of how much injury they can take before they become incapacitated.

Losing Health

Striking a character with a melee weapon removes 1 health. Striking a character with an arrow from a bow removes 2 health. Weapon attacks that are accompanied by a verbal component are talents, which often cause effects different than health loss.

Regaining Health

Characters begin events with all of their health. When lost, health can be most commonly restored by a healer administering First Aid or by the spell talent, Heal. A few other effects, rarer than either first aid or heal, can also restore health.

When All Health Is Lost

If a character’s remaining health reaches 0, they are incapacitated. Incapacitation, covered in more detail later, is a near-unconscious state that lasts for 30 breaths worth of time. After those 30 breaths, the character will either awaken or start dying  - depending on how tired they were when they became incapacitated, also covered in more detail later.

A character’s remaining health can’t fall below 0.

Talents

Talents are effects characters can access that go beyond simple sword play. Talents come in two variety: spell and weapon, and using a talent requires recovery before another can be used.

Using Weapon Talents

Each weapon talent has a requisite action that must be performed before the talent can be used. These actions are usually swift and are easy to perform. Once that action is finished, the talent is used by clearly declaring the talent by name at the same time that a weapon attack is delivered. As an example: to use critical, the character must shout aloud before attacking while also saying “Critical”. If the character’s attack strikes their target, the target character suffers a the effect of the critical talent and loses 2 health.

Using Spell Talents

Each spell talent has an incantation that must be recited before the spell can be used. Once the incantation has been completed, the character casting the spell throws a spell packet at their intended target while also clearly declaring the spell talent by name. If the spell packet strikes another character, the target suffers the spell.

Suggested incantations can be found alongside the spell definition, but players may submit their own incantations  to Utah LARP’s world runner for approval and use.

Recovering From Talents

Recovering allows a character to use another talent or to remove a lasting talent effect from themselves.

Recovering

Recovering is the specific a process of role playing rest while not participating in direct combat and not running or walking quickly. If a recovering character participates in combat - being struck by another character, dodging or defending against another character, using a talent, or striking another character - all time spent recovering is lost and the recovering character must begin again.

Recovering for the purpose of being able to use another talent takes 20 breaths of time.

Recovering from a suffered effect takes 60 breaths of time.

Endurance and Fatigue - becoming Tired or Exhausted

A character’s endurance represents how resilient to physical strain they are, and fatigue measures how much they’ve exerted themselves.

Endurance

All player characters have an endurance score, which is used to determine how rested or tired a character is during an event. A heavily fatigued character has less access to talents and is more vulnerable to death.

Gaining Fatigue

Characters can fatigue themselves in a few ways: using powerful talents, being the target of draining talents, using an evade - one way to avoid an attack - and waking up from incapacitation. Evading an attack causes 1 fatigue; waking up from being incapacitated causes 2 fatigue. Talents can have a variety of effects on fatigue, and the event runner may assign degrees of fatigue for actions attempted during the event.

A character can never gain more fatigue than their endurance.

Lowering Fatigue, Resting

Lowering fatigue can be done most readily by resting, though a few spells can reduce a character’s fatigue as well.

Resting for 15 minutes, in a safe, non-threatened environment without moving any meaningful distance will reduce fatigue by 1. The consumptions of water, snacks, and food during this time will reduce fatigue by an additional count (reduced by 2 instead of 1). Some styles are also affected by Resting.

A character’s fatigue can never be reduced below 0.


Being Tired

When a character’s level of fatigue is half or more of their endurance, they are tired. Tired characters can not use talents.

Being Exhausted

When a character’s level of fatigue matches their endurance, they are exhausted. Exhausted characters can not use talents and will start dying the after incapacitation if they aren’t revived.

Incapacitation and Dying

Suffering enough injury can lead to incapacitation, whereas enough incapacitation and exertion can lead to death.

Incapacitation

Characters are incapacitated if their health drops to 0. Incapacitated characters are disabled and are unable to move or function. They can not remain standing under their own power, hold anything in their hands, use talents, evades, or styles, or participate in combat. Incapacitation may be role played as either complete unconsciousness or as a state of pained delirium.

Incapacitation lasts for the space of 30 breaths. After that time, a rested or tired character regains full consciousness with 1 health restored, whereas an exhausted character begins dying.

Whether a character’s incapacitation ends on its own or is ended early, the character gains 2 fatigue.

Dealing With the Incapacitated

Helping incapacitated characters requires either spells or medical styles. Awaken, Rejuvenate, and Revive will safely end a character’s incapacitation. The stabilization effect of the First Aid style can help prevent an incapacitated character from dying.

Instead of helping an incapacitated character, a foe can administer a coup de grace, which is covered in more detail later.

Nothing else will statistically affect an incapacitated character.

Dying

Exhausted characters that reach the end of their incapacitation start dying. Dying characters must be role played as unconscious for an additional 30 breaths. Unless saved by powerful healer, dying characters are dead after that time is up. If a dying character is saved, they have a health maximum of 1 and are exhausted until the next day.

The stabilize effect of First Aid can add additional time to the dying character’s life, and a successful surgery or a rejuvenate spell can fully save a dying character.

If a character dies, their fate has ended.

 

Evade

Whenever a character is struck by an attack, be it spell or weapon, the character can choose to ignore the effects of the attack by using an evade.

Using an Evade

To use an evade, the defending character must say “Evade” out loud, informing the other players that their character dodged the attack. This reply must come immediately after being subject to an unwanted attack.

Every time a character uses an evade, they gain 1 fatigue.

As long as a character isn’t exhausted, they may use an evade.

The Unavoidable

A few talents that will be encountered are so swift or so powerful that they cannot be evaded. Execute, assassinate, and devastate can not be negated with an evade. A few other, very rare effects, can also not be avoided via evade; some examples of these are given in the final pages of this book.

Coup de Grace

(coo - day - grahs)

There will be times where a character does not want a foe to recover from incapacitation, and instead wants to see to it that they will perish instead. This can be encouraged by performing a coup de grace.

Performing a Coup de Grace

To begin a coup de grace, a character must take 3 breaths and then deliver an exaggerated strike to the incapacitated character while making clear the the intent of the coup de grace to the target. Finishing the coup de grace requires repeating this process 2 more times, for a total of three strikes, and each strike must land on the character’s body. One character can not finish another’s coup de grace

Beginning the process of a coup de grace on another humanoid is mentally taxing and adds 1 fatigue to the murderer unless they possess the style, cold blooded.

Suffering from a Coup de Grace

A character who suffers a coup de grace will begin dying when their incapacitation ends, regardless of fatigue level. Additionally, they are unaffected by the first revive or awaken attempt applied through spell or style, and should reply “Resist” to indicate that it has not taken effect.

Armor and Garb

From a simple leather jerkin to full suit or armor, anyone can wear any type of armor. But a well crafted costume can be just as important to a character’s feel and survival.

The Benefit of Armor

If an attack that would normally cause health loss lands on an armored location of a character, that character may respond verbally with “Armor.” Using this reply negates the health loss that the attack would have caused and removes that number of armor points instead; if the health loss would exceed the remaining armor points, the excess health loss carries through to the character. If all armor points have been expended, the armor reply may not be used.

If a bleed talent lands on an armored location, the talent may be negated in the same was as one point of health loss.

Effects that are delivered without either weapon or spell packet are considered to have struck the chest of the targeted character and may be armored appropriately.

A worn shield - such as strapped across the back instead of held in hand - may be considered as armor covering, but will not contribute to determining the number of armor points available for use.

Gaining Armor

For worn armor to be protective, the armor must first pass the standards for appearance and protection appropriate to the game. Afterward, the armor may be awarded between 1 and 5 armor points. Materials that offer light protection (thin leathers or metals) begin at 1, moderately protective materials (10+oz leather and most metals) begin at 2, and heavily protective materials (thick metals) begin at 3. Up to 2 additional points may be awarded for the amount of the body protected by the armor - minimal coverage offers no additional benefit, medium coverage awards 1 additional point, and near full coverage awards 2 additional points.

Repairing Armor

Spent armor points may be recovered by spending 20 breaths of role play repairing and maintaining the armor with appropriate tools - needle and thread for leather, hammer and pliers for metals, and so on.

The spell mend also restores an expended point of armor.

Costuming Bonus

In addition to armor, the outfit worn by a player can also be beneficial for the character. Wearing garb for a character that perpetuates the cultural appearance encouraged by the setting may increase the character’s health total by 1, as a reward to the player for contributing to the appearance of the game as a whole. As such, the benefit will apply only when that garb is worn with that character. Players should inquire of the world runner if the garb is sufficient for the bonus to a character’s health. If the outfit receives any updates - wearing more, wearing less, wearing something different - approval will be necessary to receive the health benefit.

Weapons and Shields

Any character can pick up and use any weapon or shield, the only restrictions being if a character can use talents and evades while using them. All weapons should be used in a way that does not risk causing harm to other players.

Melee Weapons

Melee weapons are separated into 4 categories based on their length: short, medium, long, and great. Weapon lengths are measured in their entirety, including contact surface, grip, and safety padding. Any armament larger than the maximum Great Weapon length listed is not considered legal for play.

Short Weapon

Any weapon that is less than 24 inches. Short weapons would be most frequently used with another weapon in conjunction with the dual weapon style.

Medium Weapon

Any weapon that is at least 24 inches and less than 36 inches. Medium weapons pair well with a short weapon or a large shield when the shield use or dual weapon style is learned.

Long Weapon

Any weapon that is at least 36 inches and less than 48 inches. Long weapons are generally used on their own or with a small shield through the shield use style.

Great Weapon

Any weapon that is at least 48 inches and less than 78 inches. Use of a great weapon prohibits usage of talents and evades without the great weapon style. Great weapons may be paired with a small shield strapped to the arm, but talent/evade usage will require both shield use and great weapon styles.

Ranged Weapons

A bow or with a draw weight 30 lbs. Arrows shot from a bow cause the target to lose 2 health when they strike. Bows and may not be used as melee weapons and can’t be used to deflect attacks. Crossbows/bolts, also available,  have a different calculation on their draw weight and must have a draw poundage equivalent to a 30 lb bow. Ranged weapons with a draw weight of any higher are not legal for play and should not be used.

Compound bows and other ranged weapons are also not considered legal for play.

Bows

Talents and evades may not be used while holding a bow without the archery style.

Shields

Shields come in two types, separated based on their surface area: small and large.

Small Shield

A shield that has a silhouette that is equal to or less than 2 square feet, or 288 square inches.

Large Shield

A shield that has a silhouette that is greater than 2 square feet and is equal to or less than 6 square feet, or 864 square inches.


Character Creation and Growth

A new character begins with the following:

Getting Stronger

Characters grow by being awarded additional Endurance - making them more resilient in combat - and Intuition - allowing them to purchase more talents, health, etc. The world runner will give out these increases when:

Usable Weapons

All characters can pick up and use any weapon without a related style. All characters can pick up and use any shield without a related style. The styles come into play when a character wants to use talents or defend themselves with an evade.

Until the appropriate weapon style is learned, a character can not use a talent or use an evade while using a great weapon, a bow, two weapons, or a shield.

Talent Use Frequency

After a character uses a talent that they know, they must recover before they can use another. There’s no limit on how often a character can use talents, as long as they spend time to recover in between talents - unless tired or exhausted. Also, some talents or styles may have exceptions to this general rule.


Styles

Styles introduce a variety of new effects, role play opportunities, and can change the way characters interact with the standard rules.

Weapon Styles

Weapon styles open new ways for a character to engage in combat by allowing talent use with weapon combination.

Archery

Allows the use of talents and evades while using a hand-drawn bows or crossbows to shoot arrows/bolts.

Dual Weapon

Allows the use of talents and evades while a medium and short weapon, or two short weapons, are wielded.

Great Weapon

Allows the use of talents and evades while wielding a great weapon.

Shield Use

Allows the use of talents and evades while wielding a large or small shield and a medium or short weapon, or while wielding a small shield and long or great weapon.

Combat Styles
Combat styles allow characters to create different opportunities for themselves in combat.

Cold Blooded

May coup de grace humanoid targets without gaining fatigue.

Relentless

When selecting Relentless, the character chooses a known weapon talent to which the style will apply. That weapon talent may be used even when tired. Relentless may be learned more than once, each time being applied to a different weapon talent. Characters won’t be able to benefit from relentless until they have accrued 2 or more endurance.

Savage Attacker

Once after resting, a character may use any combination of 3 known weapon talents consecutively before needing to recover. This style may be purchased numerous times, each time allowing another set of attacks before recovering each rest.

Whirlwind

After communicating via role play that a flurry of strikes are oncoming, the character may choose one weapon talent that they know. While the character’s non-dominant foot remains in place, the character may use the chosen talent an unlimited number of times without needing to recover or observe the talent’s requisite action. The whirlwind effect ends if the character suffers health loss, becomes unable to use the affected talent, or moves their non-dominant foot from its place on the ground. Beginning a whirlwind is fatiguing to varying degrees depending on the talent chosen to whirlwind: execute causes 4, maim causes 2, other weapon talents cause 1 fatigue.
Magical Styles

Magical styles provide the character with alternate ways to cast spells outside the normal restrictions of talents.

Conduit of Magic

When selecting Conduit of Magic, the character also chooses a known spell talent to which the style will apply. That spell talent may be used even when tired. For each Conduit of Magic spell learned, a different role play based magical focus is required, which must be held or used while casting the chosen spell if tired. Characters won’t be able to benefit from Conduit of Magic until they have accrued 2 or more endurance.

Fountain of Mending

To learn Fountain of Mending, the spell mend must be known. With Fountain of Mending, the mend spell may be cast when either tired or exhausted. Fountain of mending requires a role play based magical focus which must be held or used while casting mend if tired or exhausted.

Fountain of Suffering

To learn Fountain of Suffering, the spell wound must be known. With Fountain of Suffering, the wound spell may be cast when either tired or exhausted. Fountain of suffering requires a role play based magical focus which must be held while casting wound if tired or exhausted.

Ray Spell

Allows the character to deliver a spell talent without the need of a spell packet or touch. After completing the incantation for the spell talent, the character indicates the use of a rayed spell and the target of the spell by saying “ray”, the name of the spell talent, and the name of target (eg. “I ray wound you, Cara”), and directing their magical focus at the target. Spells that benefit from ray spell cause 1 fatigue.

Ritual Learning, Helpful

Grants characters access to knowledge of rituals that are intended to help or heal another, as well as the ability to cast any helpful rituals for which they have a scroll, components, and endurance. The ritual scrolls themselves will contain additional definition, such as how to complete the ritual, how much fatigue is gained by completing the ritual, and so on. While other rituals may be found during play, beginning characters may select two of the following ritual scrolls..

Ritual Learning, Harmful

Grants characters access to knowledge of rituals that are intended to harm or hinder another, as well as the ability to cast any harmful rituals for which they have a scroll, components, and endurance. The ritual scrolls themselves will contain additional definition, such as how to complete the ritual, how much fatigue is gained by completing the ritual, and so on. While other rituals may be found during play, beginning characters may select two of the following ritual scrolls:

Ritual Learning, Radiation

Allows a character to attempt to radiate a known spell talent out from themselves, striking all characters who hear the talent name as though the caster struck them in the chest with a spell packet. All radiating rituals will include with the verbal call “radiate,” followed by the name of the spell talent (eg. “I radiate wound you!”). Characters who learn to cast radiating rituals will be supplied with a scroll detailing common castings of the ritual by the world runner. The fatigue cost for radiated spells will be listed individually on the ritual scroll.

Signature Spell

When signature spell is learned, the character selects a known spell to which the style applies. Signature spell allows the character to cast the chosen spell talent differently than normal spells: by repeating the incantation twice, the spell talent may be used twice consecutively and is only as fatiguing as a single casting of that spell (eg. after performing the incantation for revive twice, the caster may then throw the revive talent twice while only suffering 1 fatigue). Signature spell may not be combined with other spell styles. Refresh and Devastate may not benefit from signature spell.

Silent Spell

Removes the need for a spell talent to be preceded by an incantation or prompt the need for recovery. Silently casting a spell causes 1 fatigue. (eg. Casting a silent Revive spell would be done by stating “I revive you” and throwing the spell packet, instead of reciting the incantation first).
Medical Styles
Medical styles allow a character to support others in ways outside the realm of direct combat. All medical styles require the role play use of medical supplies, such as bandages and salves. If a medical style is used on oneself, the user must spend 20 breaths recovering before they may use the style again.

First Aid

Allows a character to do the following at any time:

Medic

Allows a character to do the following at any time:

Surgeon

Surgery is capable of jumpstarting recovery of wounds that should cripple and kill, wounds from which the body may not recover normally or with magic. A surgeon can potentially perform feats healing through intensive role play. It is the responsibility of the surgeon to involve other players in the surgery through provocative and inventive role play of events with the use of dialogue or props:
Infiltration Styles
There comes a time in every adventurer’s life when they wish they could pick a locked door or disarm a complex trap mechanism. The infiltration style allows them to do just that.

Burglary

Allows a character to attempt to unlock a locked door or potentially disarm a trap. Whenever encountered, the event runner will have a small hand puzzle ready for the disarming or unlocking. As soon as the puzzle is solved, the action is complete.

Educations

An education is a field in which a character is knowledgeable and studied. Being studied in a field may allow the character to gain information from the event runner relevant to the encounter or plot.The information gained from educations is generally given out at the beginning of an event, but there may be exceptions Below are some example educations. Players should avoid selecting educations that have little to do with the in game world (Such as ‘mathematics’).

History

Player receives snippets of historical information related to the area their character has most recently spent time in.

Military

Player receives snippets of military information related to the area their character has most recently spent time in.

Cultures

Player receives snippets of cultural information related to the area their character has most recently spent time in.

Talents

Effects called in tandem with an attack delivered by a weapon or magic. Lasting effects of weapon delivered talents may be removed from the sufferer by first aid or a remove affliction spell. Lasting effects of magic delivered talents may be removed from the sufferer by a dispel. Some talents will include methods of ending their effects early. All ill talent effects may be removed by the sufferer by taking 60 breaths as though they were recovering - if the character is themselves aware of the effect.
Weapon Talents

Each weapon talent has a requisite action that must be performed before the talent can be used. These actions are usually swift and are easy to perform. Once that action is finished, the talent is used by clearly declaring the talent by name at the same time that a weapon attack is delivered.

Assassinate

Requisite Action: Spend 10 breaths of time behind the target, maintaining clear sight of the target’s shoulder blades. Must be delivered within arms reach of the target.
Effect: Assassinate causes the target to lose 10 health. If the target is reduced to 0 health by the attack, they are also afflicted by a coup de grace. Assassinate may not be negated with evade but may be reduced by armor if the attack lands on an armored area. The first assassinate used after a rest causes 1 fatigue while subsequent uses cause 2 fatigue.

Bleed

Requisite Action: Must be delivered as a stab to the chest or a draw cut across a limb or after verbally declaring intent to deliver a hemorrhaging attack.
Effect: The target loses 1 health whenever they attack or use a talent. If the target loses 5 health while bleeding, the bleed ends. If the target has remaining armor points and is struck on an armored location, they may reply “armor” to negate the bleed as though it caused one point of health loss.

Critical

Requisite Action: Must be delivered with an exaggerated swing or after a loud battle cry.
Effect: Target loses 2 health.

Delay Attack

Requisite Action: Delivered by a stab to the torso or weapon arm or after verbally declaring intent to strain or slow the target.
Effect: Target must breathe 5 times between every attack or weapon talent use.

Execute

Requisite Action: Must be delivered following a verbalization of the user’s intent to enact a decisive strike on the target and must be delivered with a dramatic attack.
Effect: Target loses 5 health. If the target is reduced to 0 health by the attack, they are also afflicted by a coup de grace. Execute may not be negated with evade but may be reduced by armor if the attack lands on an armored area. The first execute used after a rest causes no fatigue while subsequent uses cause 1 fatigue.

Feint

Requisite Action: Requires at least 2 consecutive attacks strike the defender’s weapon or shield prior to its use or by verbally declaring intent to deceive the target via weapon-play.
Effect: The target may not reply evade or armor the next 2 attacks or harmful talents with which they are struck.

Fortify

Requisite Action: Must be preceded by an adrenaline filled cry or exclamation.
Effect: Increases health total by 3 and removes the effects of lingering weapon talents. After all visible foes have been subdued, or if the user recovers, the user immediately loses 4 health and their health total returns to pre-fortify levels. While under the effect of a fortify, a character may not benefit from another fortify. The first fortify used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Knockout

Requisite Action: Spend 5 breaths of time behind the target, maintaining clear sight of the target’s shoulder blades. Must be delivered within arms reach of the target.
Effect: The target must role play being unconscious for 30 breaths. Characters that are wearing rigid helmets may reply “no effect” to knockout and subsequently ignore it. Knockout is removed early by any health loss, by an awaken spell, by a revive spell, or by a rejuvenate spell.

Maim

Requisite Action: Delivered as a draw cut or an exaggerated swing or after verbally declaring intent to disable the target in some way.
Effect: The area of the target’s body that is struck by the maim may not be used to meaningfully affect combat. Maimed arms may not be used to attack with weapon or spell. Maimed legs may not bear significant weight. A character with a maimed torso may not breathe deeply, rendering them incapable of recovering talent uses or from talent effects. The first maim used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Mangle

Requisite Action: Delivered as a strong attack while holding the weapon’s grip in both hands.
Effect: A talent that specifically affects shields. A mangled shield will not deflect the next 2 attacks or talents directed at it. Mangle may be removed from the shield with 20 breaths of role play hammering out the mangled sections of the shield.

Pin

Requisite Action: Must be aimed at the target’s leg and may only be delivered with a bow or crossbow.
Effect: One of the target’s feet may not be pulled from the ground. Pin may be ended early with 5 breaths of role play freeing the afflicted leg, though doing so also causes the character to lose 2 health.

Push

Requisite Action: Must follow a step toward the target and must be delivered either with a shield or as a strong attack while holding the weapon’s grip in both hands.
Effect: Effective even if it lands on a shield or a weapon, the pushed target must take 10 steps in the direction of the applied force, though whenever the next step would force them into dangerous in game terrain, they may choose to trip themselves to end the push early.

Taunt

Requisite Action: Delivered in tandem with a goading insult or statement.
Effect:The target should role play some level of distraction or outrage directed at the taunter and should focus their attention at them. For the duration of the taunt, the target is incapable of attacking anyone but the taunter. Taunt may be removed early by causing the taunter health loss, striking the taunter with a harmful talent, or by replying with a counter insult after suffering health loss.

Trip

Requisite Action: Must be delivered to the target’s leg.
Effect: The target falls to somewhere between a knee and completely prone. Trip may be removed either by rolling, being helped to standing by two other characters, or spending 5 breaths regaining balance while not directly participating in combat.
Spell Talents
Each spell talent has an incantation that must be recited before the spell can be used. Once the incantation has been completed, the character casting the spell throws a spell packet at their intended target while also clearly declaring the spell talent by name. If the spell packet strikes another character, the target suffers the spell. After completing the incantation, the caster has 5 breaths to deliver the full effect of the spell. Even if the caster does not throw the spell after reciting the spell’s incantation, the caster has used the spell talent and must recover before using another.

Awaken

Incantation: “This spell I cast in desperation. Come now for the time is at hand. This last resort must be taken. Your body and mind will understand. I awaken you.”

Effect: Usable only on characters that are incapacitated, awaken ends the incapacitation if they would wake up safely on their own - otherwise the spell would have no effect.

Banish

Incantation: “Essence from beyond - release your grip,  I’ll not allow you to hold fast. This [being/object]’s one that form you I’ll rip and have them no longer be harassed. I banish you.

Effect: Attempts to remove whatever magic is possessing the targeted creature or object. While effective against Undead, Golems, and Elementals - either destroying or temporarily disabling them in most cases - banish may also expel foreign spirits inhabiting a creature or character.

Cantrip

Incantation: “A quick trick to please the mind, a ruse for imagination’s unwind. I [describe cantrip action].

Effect: A small spell that causes a sensory change in the target object, adjusting its flavor, color, texture, or smell, or causing it to emit a small noise. Cantrip may also be used to clean, dirty, heat, cool, or create small objects (supplied by the caster) and possibly other minor effects with the approval of the event runner. As such a minor spell, Cantrip does not require recovery. A Dispel will remove the effects of a cantrip.

Charm

Incantation: “From my mind this bequest does come, a task that you shall soon have done. Sourced from my unyielding determination. Overwhelming your conscience's regulations. I charm you to [statement].

Effect: The caster of the charm may deliver one of the listed instructions in tandem with the charm. The target must follow the instructions to the best of their ability, but becomes free of the charm if either the caster attacks them (verbally, physically, or magically), or if the they spend 60 breaths of role play clearing their mind of the enchantment. If targeted by successive charms with conflicting instructions, the most recent charm takes precedent,  and a dispel will remove the effects of any suffered charms.
  • “Calm yourself”
  • “Keep away from me”
  • ”Be silent”
  • ”Answer my questions”
  • “Fear me”

Devastate

Incantation: “As you walk the path of the brazened - keeping to thoughts so insolent - those around you, we watch and wonder:  will you notice the imminent? Look beyond disillusioned ego: approaching is a broken stride. There’s not time for you to find solace, any you seek will be denied. Embrace gathered power, it is your bane. Your callous demeanor will prove inane. Do you hear it, that rush of weight? The time's come, you I devastate.

Effect: The target loses 5 health. Devastate may not be negated with evade but may be reduced by armor if the attack lands on an armored area. Devastate cannot be learned through Intuition and must instead be accessed through the Devastation ritual.

Dispel

Incantation: “What webs were weaved must now unwind, as their presence will now be spurned. Mind's mental paths, now realigned, what shadows left are now adjourned. I dispel you.

Effect: Removes the lingering effects of spell talents and rituals. The first dispel used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Heal

Incantation: “I am of the [light/night/etc], I seek to mend. Comfort the spirit, bestow my prosperity. I heal you.
Effect: Restores one health to the target. Casting heal allows the caster to deliver three heals in any way they choose, but they may not heal themselves with these packets. If the caster chooses, they may cast a single use heal on themselves, and casting in this way does not require recovery. Heal cannot be learned through Intuition and must instead be accessed through the Mend Flesh ritual.

Mend

Incantation: “I am of the [light/night/etc], I seek to mend. Comfort the spirit, bestow my prosperity. I mend armor.
Effect: Restores an Armor call to the target’s worn armor. Casting mend allows the caster to deliver three mends in any way they choose, but they may not mend their own armor themselves with these packets. If the caster chooses, they may cast a single use mend on themselves, and casting in this way does not cause require recovery.

Protect

Incantation: “In this place and in this hour, I call upon by the guardians of the [light/night/etc]. From the core of my power, As a scourge against this blight, I protect you.

Effect: Prevents the next point of health loss the target would suffer. A character may only benefit from one protect at a time. Suffering a Dispel will remove the benefits of a protect.

Pull

Incantation: “Respond to my call, forces from behind. Bring to me my foe, whether willing or resigned. I pull you.

Effect: The target must take 10 steps directly toward the caster, though whenever the next step would force them into dangerous terrain, they may choose to trip themselves to end the Pull early.

Remove Affliction

Incantation: “The strains that left the body worn will all be sent away.  As long as mind's resolve, not torn, will last yet one more day. I remove affliction.

Effect: Removes the lingering effects of weapon talents and the spell, trauma. The first remove affliction used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Radiate Turn

Incantation: “Take note, vile creatures before me, your un-welcomed presence has caused concern. A simple warning to you: now flee. If you desire peril, only then return. With what sight I can foresee, I call upon [power] in my turn. This smite will fall upon thee for you will face this spurn. Radiate turn away, I repel [Creature type]!

Effect: When the spell talent is learned, the caster chooses one of the following magically sourced creature types: elemental, golems, undead, or other classifications of creatures as approved by the world runner. All creatures of the matching type who hear the loudly spoken words, “radiate turn (their type)”, are targeted by a magical pulse that forces them to immediately seek to break line of sight from the caster by an object other than other players or carried equipment. If they are completely unable to break line of sight, they lose 5 health. The player of the affected creature must look toward the caster when determining if they have broken line of sight. The first radiate turn used after resting causes 1 fatigue, while subsequent uses cause 2 fatigue.

Refresh

Incantation: “Strength wanes, flounders, and finds reason to egress. Persistence falters, halts, and isn’t faultless. Do not stall, do not drawl, do not crawl, do not fall. Beyond these moments, renew sans reluctance. Endurance wash through with renewed abundance. I refresh you.

Effect: Lowers the target’s fatigue by 1 and allows them to immediately use another talent as though they had recovered. The first refresh used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Rejuvenate

Incantation: “Come knowledge, power, we must conduct; [power], help to fan these flames. This broken body we reconstruct to see that it is no longer lame. Remove all that which is corrupt and see that it is whole again. While yet this healing is abrupt, this vessel is yours to now reclaim. I rejuvenate you.

Effect: The target of a rejuvenate is immediately restored to full health, has all lingering talent effects removed from them, and has their fatigue reduced by 1. If the target was incapacitated, the incapacitation is ended safely. If the target was dying, they are restored to life. The first rejuvenate used after resting causes 2 fatigue, while subsequent uses cause 3 fatigue. The caster of rejuvenate may not target themselves.

Revive

Incantation: “Oh fallen spirit come to me. Live once again, anew roam free. This is not your time to rest. This fall is not your final test. I revive you.

Effect: The target’s incapacitation is safely ended, restoring 1 health to them. The first revive used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Tire

Incantation: “Strength wanes, flounders, and finds reason to egress. Persistence falters, halts, and isn’t faultless. You will stall, you will drawl, you will crawl, you will fall. Beyond this moment, suffer new reluctance. Endurance wash away with renewed scarcity. I tire you.

Effect: The target suffers 1 fatigue and must recover before they can use a talent. The first tire used after resting causes no fatigue, while subsequent uses cause 1 fatigue.

Trauma

Incantation: “Anguish become forefront. Fear and strain alight upon, offering no repose. Misery accost sense. While fear and strain beset upon, injuries will not close. Suffer trauma.

Effect: Induces a panic in the target that is role played out as the target player chooses. While enduring this panic, the target is immune to any effect that restores health. Trauma may be removed by dispel, remove affliction and incapacitation, and by the character spending 60 breaths to calm themselves.

Wound

Incantation: “From within your blood, a knowledge of the past. Emanate my will, return what once has passed. I wound you.

Effect: Causes the target to lose 1 health. Casting Wound is trivial enough that it never causes a need for recovery. If Wound is chosen as a Signature Spell, the spell may be incanted up to 5 times in advance instead of 2.

Styles of the Peerless

Some creatures and characters have ascended far beyond the capacity of the rules listed above. The following is to give some idea of what that means.

Unbound Spell Casting

Magic cast by those who know this style exists beyond the defined spells. Practitioners of unbound spell casting have the capacity to evoke spells previously unheard of. As the players who are targets of unbound spells won’t know what the effect of the spell is, the casters of unbound spells are responsible to translate the effect of the spell with provocative and descriptive role play and an intuitive spell name. Targets struck with an unbound spell are free to fill in the gaps of their understanding of effect of the spell.

Talent Mastery

The listed methods of performing talents are effective, but often inhibiting. Those who have unlocked talent mastery have developed their own methods of using talents: Removing restrictions, adding effects, or otherwise alter the talent as the rest of the world knows it. Any benefits from talent mastery will not change the effect on the target of the talent - instead causing it to be easier to use or adding some benefit for having used it.

Weapon Mastery

The weapon master has transcended the normal limitations of using weapon styles, and may use weapons in uncommon combinations, such as a large shield and a long weapon.

Resilient

Creatures of stone may not be easily pulled or pushed. Characters of exceptional will power may be difficult to charm. Any time a resilient creature or character is struck with a talent against which they are resilient may reply verbally with “resist”, indicating they have not been affected by the talent. Such resistances are rare, and are rarely unlimited.

Insurmountable

Whether from valor or pride, oath or adrenaline, or something more supernatural, some creatures and characters have become capable of enduring punishment that would have a long since sent others to their graves. Whether insurmountable takes the shape of enormous health totals, seemingly limitless endurance, or a more unique effects, beings with this style will not fall easily.

Talents of the Peerless

Powerful talents wielded by those to whom the rest of the world is naught but chaff.

Annihilate

Wreaks havoc on the body and mind of the target. Anyone, struck by an annihilate is dropped beyond incapacitation into dying.

Destroy

Destroy affects anything it touches, be it flesh, armor, or armament. A destroy that strikes armor immediately eradicates any remaining armor points. Destroyed appendages become useless to the target indefinitely (see Maim for effect, Surgery for repair). Destroyed equipment, weapon or shield, can not be used to deflect attacks until repaired (see Mangle for effect and method of repair). Destroyed doors or walls cease to keep denizens out (see... run).

Energy Drain

An un-evade-able siphoning of vigor, Energy Drain fatigues a rested target enough that they become tired and a tired target enough that they become exhausted.

Resurrect

A myth of an act that has spawned legends. Resurrect restores to life someone who has been claimed by death.

Monsters

Some creatures encountered during play have such power that a mere human couldn’t hope to stand against it. These are monsters, represented by a white sash tied in a visible location on the NPC playing the monster.
The unique physiology of monsters - uncommonly thick hides, ethereal forms, unnatural biology - renders them resistant to common combat tricks.
Whether through physical size or might, through skill or mysticism, a normal person has no shelter against their blows.
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