Welcome to Utah LARP! Within this document you will find the rules and guidelines needed for participating in combat and building a character statistically 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.
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 injury 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.
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.
Combat is an integral part of and adventure based LARP and is designed to facilitate and encourage roleplay, not replace it. Below is a brief guide on the expectations and definitions of gameplay mechanics for the events hosted by Utah Larp.
Many effects last for an extended period of time, or take an amount of time before they can be used. This time is tracked by breaths. A nearly full inhale followed by a nearly full exhale without holding breath is considered one breath. Deeper breaths may be taken by the play if they desire, but they should strive to not shorten breaths beyond what is a natural rhythm.
A character suffers at least 1 injury whenever their body is struck with a weapon. Likewise some spells will cause 1 injury or more, and arrows/bolts loosed from a bow/crossbow will cause 2 injuries. If a character suffers enough injury to equal their injury limit, they become incapacitated. A character’s total injuries never exceeds their injury limit, even if they are struck with injury inducing attacks or talents while at their injury limit.
Once a character learns a talent, be it a spell to repair an ally’s sanity or a trick of the sword to render opponents easier to strike, the character has access to and may utilize that talent freely, although each attempt to apply a talent - for ill or for good - increases the character’s strain. If a character’s strain equals their strain limit, the character may not use any talents (unless otherwise specified in the talent’s description) until they spend time recovering from the strain of talent use.
Recovering - a process of not participating in direct combat for 20 breaths without taking any steps - reduces the character’s strain by 1. If a character attempting to recover from strain participates in combat (unwilling or otherwise) by striking another character, being struck by another character (on body or wielded equipment), dodging or defending themselves physically, the time they spent recovering is wasted and they must begin again. Tired characters require twice as many breaths to recover. Breaths while incapacitated or while removing negative talent effects do not count toward recovering from strain. Recovering may only benefit a character in this way once before they have accrued strain again.
As a character completes complicated tasks or actions, they become fatigued. As a character fatigues themself, they become worn-out. The more worn-out they are, the less readily they can utilize their talents. A character can fatigue themselves multiple ways, such as using more advanced talents and styles or by evading attacks. Characters can never be fatigued beyond their limit and they may not willingly try to do so (ie I have a fatigue limit of 1. I can never try to use assassinate, as it increases fatigue by 2 and doing so would cause me to exceed my limit. I CAN however be dropped into incapacitation and revived, which normally increases fatigue by 2, because I didn’t cause the fatigue myself).
If a character’s level of fatigue is less than half of their limit, they are considered rested. They recover from strain in 20 breaths and will awaken from incapacitation in 30 breaths with 1 injury removed (in most cases leaving them in a state where another injury would return them to incapacitation).
If a character’s level of fatigue reaches half of their limit, they are considered tired. Tired characters require twice as many breaths to recover or remove negative effects from talents, and will die if they remain incapacitated for 30 breaths. A Revive (from style or spell), or a Rejuvenate will safely end a tired incapacitation, whereas the First Aid Style can delay the incapacitation’s end, buying time for the dying character.
A character whose fatigue equals their limit is exhausted. Exhausted characters may not may not use talents, take twice as many breaths to remove negative effects from talents, and will die if they remain incapacitated for 30 breaths. More lethal than becoming incapacitated while tired, exhausted characters become unaffected by Revives (from Style or spell) after remaining incapacitated for 15 breaths.
Circumstances that will fatigue the character:
Resting for 15 minutes in a safe, non-threatened environment without moving any meaningful distance will reduce fatigue by 1 and completely remove all strain. The consumptions of water, snacks, and food during this time will reduce fatigue by an additional count (reduced by 2 instead of 1).
A character becomes incapacitated when they have reached their injury limit. Incapacitation lasts for 30 breaths, after which the character will either awaken or perish - depending on how fatigued they are. As enduring incapacitation is physically traumatic, anyone who survives incapacitation will gain 2 fatigue.
While a character is incapacitated, they are not able to participate in combat, use styles or talents, or make any significant actions as they are no longer fully aware of their surroundings. They should role play near-total loss of motor control, being unable to move themselves any meaningful distance, and not being able to speak above a quiet whisper. While in this state, the character is prone to grossly misinterpreting what is transpiring around them. Fortunately, only talents that specifically indicate such have any effect on incapacitated characters.
If the character was rested when they became incapacitated, they recover from incapacitation after the 30 breaths and have 1 injury removed. A character who has recently recovered is encouraged to role play having a headache or other malady at the player’s choice.
If the character was tired when they became incapacitated, they die after the 30 breaths. Characters trained in the medic style and characters capable of casting revive or rejuvenate can prevent death from tired incapacitation.
Exhausted characters are at high risk of succumbing to death during incapacitation. After the first 15 breaths, the incapacitated character can not benefit from revive. Instead, only the difficult-to-cast rejuvenation spell or an intensive surgical process can prevent death beyond that point. After 30 breaths, if the character was not successfully tended to, the character has died.
If a character dies, their fate has ended - unless an exceptionally good reason can prove otherwise.
Evades can be optionally used in response to getting hit with most attacks or talents, and doing so allows the character to continue as though that attack or talent did not strike them. Utilizing an evade requires the player to verbally call “Evade” along with role play of some defensive action. While all characters may evade, the act inflicts 1 fatigue. A few talents cannot be evaded: execute, assassinate, devastate.
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.
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.
A character who suffers a coup de grace will die when their incapacitation ends, regardless of fatigue level, and is unaffeted by the first revive attempt applied through spell or style. Rejuvenate and First Aid will work irrespective of a coup de grace.
Beginning the process of a coup de grace is mentally taxing and adds 1 fatigue to the murdering character unless they possess the style cold blooded.
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.
If an attack that would normally cause injury lands on an armored location of a character, they may respond verbally with “armor.” Using this reply negates as many injuries as the attack would have caused, and removes that number of armor points; if the attack would cause more injuries than the armor has points remaining, the excess injuries carry through to the character. If all armor points have been expended, the armor reply may not be used.
Rayed and radiated spells are considered to have struck the chest of the targeted character.
Each armor point may be recovered by spending 20 breaths to role play repairing and maintaining the armor with appropriate tools - needle and thread for leather, hammer and pliers for metals, and so on.
A worn shield - such as strapped across the back instead of held in hand - may be considered covered by armor, but will not contribute to determining the number of armor points available for use.
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 injury limit 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 injury limit.
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. Shields are separated into 2 categories based on their surface area: small and large. Any armament larger than the maximum 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 florentine 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 florentine 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 at least 48 inches and less than 78 inches. Use of a great weapon requires that both hands be gripping the appropriate handle for the weapon and prohibits talents and evades use without the reach weapon style. Great weapons may be paired with a small shield strapped to the arm, but talent use will require both shield use and reach weapon styles.
Small Shield: a shield that has a silhouette that is 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 less than 6 square feet, or 864 square inches.
Bows: A bow or crossbow with a draw strength of 30 lbs or less. Arrows and bolts deal 2 injuries when they strike, but talents and evades may not be used without the style, archery. Compound bows aren’t allowed.
Combat, a sometimes unavoidable occurrence during events, is resolved through the exchange of attacks and talents and suffering of injuries and insults. It ensues until either all hostile characters and creatures are incapacitated or are otherwise convinced to cease violence. The following section outlines the necessary understandings of the flow of combat, and may be redundant with other sections in this book.
Suffering injury in combat:
Protecting oneself in combat:
Using talents in combat:
Incapacitation, revival, and coup de grace:
Players who wish to create a character should review this brief section, as it outlines the beginnings of where a character’s strengths unfold.
Characters grow by accumulating and spending intuition. Intuition is representative of hours of practice, training, natural knack for growth, and numerous other reasons that allow someone to develop and master a new abilities. Each point of intuition may be spent to learn a new talent, increase strain limit by 1, become educated in a new field, or develop a new style. Two points of intuition can be spent to increase injury limit by 1.
A beginning character begins with the following:
Characters gain 2 intuition whenever their fatigue limit increases by 1. An increase in this limit will be awarded by the world runner whenever they feel is appropriate and the player will be notified of the increase. While not required, submission of a character history before a character is played may award educations, styles, or points of intuition based on the depth and quality of the history.
Additionally, all characters may utilize the evade reply.
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 an the encounter or plot. Examples of fields of educations are history, military, and regional cultures. The information gained from educations is generally given out at the beginning of an event.
Martial styles open new ways for a character to engage in combat by allowing talent use with weapon combinations or creating other melee opportunities.
Archery: Allows the use of talents and evades while using a hand-drawn bows or crossbows to shoot arrows/bolts.
Cold Blooded: May coup de grace incapacitated targets without gaining fatigue.
Florentine: Allows the use of talents and evades while a medium and short weapon, or two short weapons, are wielded.
Reach 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.
Whirlwind: Allows a character to use a known weapon talent 5 times consecutively without meeting the requirements of talent-specific delivery and without suffering strain. To do so the character must assume a character-specific martial stance for 3 breaths, and the talent used in combination with whirlwind may not ever cause fatigue. The user may not take more than 5 steps while completing the five consecutive uses of the talent. Using whirlwind increases the user’s fatigue by 1.
Magical styles provide the character with alternate ways to cast spells outside the normal restrictions of talents. Each style requires the use of a different magical focus wielded by the magician, such as a staff, a wand, or a spell book.
Channel Spell, Healing: Allows the heal spell talent to be cast regardless of fatigue. The ability to cast heal is required before this style offers any benefit.
Channel Spell, Wounding: Allows the wound spell talent to be cast regardless of fatigue. The ability to cast wound is required before this style offers any benefit.
Ray Spell: Allows the character to deliver a spell talent without the need of a touch or spell packet delivery. 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: Allows a character to attempt to cast any helpful ritual for which the character possesses a scroll - instructions on how to complete the ritual, specifics on the effects of the ritual, and any fatigue suffered from the ritual’s casting - and potentially allows them to determine the effect of helpful rituals encountered on events. Unlike other styles, rituals cannot be cast if the user is exhausted. Characters who learn to cast helpful rituals will be able to choose 2 common ritual scrolls supplied for them by the world runner. Other ritual scrolls must be pursued and found after character creation.
Common Helpful Rituals:
Ritual Learning, Harmful: Allows a character to attempt to cast any harmful ritual for which the character possesses a scroll - instructions on how to complete the ritual, specifics on the effects of the ritual, and any fatigue suffered from the ritual’s casting - and potentially allows them to determine the effect of helpful rituals encountered on events. Unlike other styles, rituals cannot be cast if the user is exhausted. Characters who learn to cast helpful rituals will be able to choose 2 common ritual scrolls supplied for them by the world runner. Other ritual scrolls must be pursued and found after character creation.
Common Harmful Rituals:
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. Typical radiation rituals will cause 3 fatigue upon completion and cause the radiated spell to cause no strain.
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 or straining as a single casting of that spell (eg. after performing the incantation for Awaken twice, the caster may then throw the awaken talent twice). Signature spell may not be combined with other spell styles. Refresh and devastate may not become signature spells.
Silent Spell: Removes the need for a spell talent to be preceded by an incantation. Spells that benefit from Silent Spell cause fatigue instead of strain. (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 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. The user of a medical style will suffer 1 strain anytime they benefit from their own medical style.
First Aid: Allows a character to do the following at any time:
Medic: Allows a character to do the following at any time:
Surgeon: Allows a character to perform feats of surgery through intensive role play (an act that is guided by the surgeon’s player and is more rules instensive than other aspects of the rules):
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.
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. All ill talent effects may be removed by the sufferer by taking 60 breaths as though they were recovering.
Using a talents causes 1 strain on the wielder unless otherwise specified by talent or style.
Assassinate – Must be delivered from behind within arms reach after the user spends 10 breaths, during which the user must maintain clear sight of both of the target’s shoulder blades. Assassinate instantly deals 10 injuries to the target. If the target is incapacitated 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 subesequent uses cause 2 fatigue.
Critical – Must be delivered following a battle cry and an exaggerated swing. Target suffers 2 injuries.
Delay Attack – Delivered by a stab to the torso or weapon arm. The sufferer must breath 5 times between every attack or weapon talent use.
Execute – 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. Execute instantly deals 5 injuries to the target. If the target is incapacitated 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 subesequent uses cause 1 fatigue.
Feint – Requires at least 2 consecutive attacks strike the defender’s weapon or shield prior to its use. The target may not reply evade or armor the next 2 attacks or harmful talents with which they are struck.
Fortify - Increases injury limit 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 suffers 4 injuries and their injury limit 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 – Must be delivered from behind within arms reach after the user spends 5 breaths, during which the user must maintain clear sight of both of the target’s shoulder blades. Delivered by a light hand tap on the back of the head, the target is immediately knocked into an incapacitation-like state and safely regains coherence in 30 breaths, regardless of how fatigued they were when hit with no fatigue gain upon awakening. Characters that are wearing rigid helmets are not affected by knockout.
Maim – Delivered as a draw cut or an exaggerated swing, the area of the body 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 from strain or talent effects. The first maim used after resting causes no fatigue, while subsequent uses cause 1 fatigue.
Mangle – A talent that specifically affects shields, mangle is delivered as a strong attack while holding the weapon’s grip in both hands. A mangled shield will not deflect the next 2 attacks or talents directed at it. Injury dealing attacks that strike a mangled shield may be negated worn armor. Mangle may be removed from the shield with 10 breaths of role play hammering out the mangled sections of the shield.
Pin – Must be aimed at the target’s leg and may only be delivered with a bow or crossbow. The pinned character’s leg may not be pulled from the ground. With 5 breaths of role play freeing the afflicted leg, the character may remove the effects of pin, though doing so causes 2 injuries.
Push – A Push must follow a step toward the target must be delivered as a strong attack while holding the weapon’s grip in both hands or with a shield. A push is 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 – Delivered in tandem with a goading insult or statement, a taunt forces the target’s attention toward the taunter and renders them incapable of using talents on any target other than the taunter. The target is taunted until they either cause the taunter injury, strike the taunter with a harmful talent, or until they reply with a counter insult after gaining strain attacking the taunter.
Trip – Must be delivered to the target’s leg. A tripped 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.
Winded – Must be delivered as a stab to the chest or a draw cut. The sufferer must breath 20 times between talent use.
The casting of direct spells require specific incantations. Once the incantation is complete, the caster has 5 breaths to deliver the full effect of the spell. As a packet is thrown or touch delivered, the spell name is called and the spell packet is thrown at the intended target. The thrown spell packet must connect with the target’s body otherwise the spell is deflected.
Awaken – Immediately ends the incapacitation of a target who is enduring a rested incapacitation, a knockout induced incapacitation, or role play induced unconsciousness. A character who benefits from an awaken has all injuries removed. Awaken does not cause strain and ignores strain limit.
Banish - 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.
Cantrips – 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. Should a cantrip’s effects attempt to affect the in game world in statistically meaningful fashion, the spell will have no effect. Cantrip does not cause strain and ignores strain limit.
Charm – 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.
Devastate – The target suffers 5 injuries. Devastate may not be negated with evade but may be reduced by armor if the attack lands on an armored area.
Dispel – Removes the lingering effects of spell talents. The first dispel used after resting causes no fatigue, while subsequent uses cause 1 fatigue.
Heal – Removes 1 injury from 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 cause strain.
Protect – Protects the target from the next injury they suffer. Protect does not cause strain but requires 20 breaths as though recovering to use again.
Pull – 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 – 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 – 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 suffer 5 injuries. 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 – Lowers the target’s fatigue and strain count by 1. The first refresh used after resting causes no fatigue, while subsequent uses cause 1 fatigue.
Rejuvenate – The target of a rejuvenate is immediately awakened from incapacitation, has all lingering talent effects removed from them, has all injuries and strain removed, and has their fatigue reduced by 1. The first rejuvenate used after resting causes 2 fatigue, while subsequent uses cause 3 fatigue.
Revive – The target’s incapacitation is safely ended and they are placed 1 injury shy of their limit. Revive will not affect characters beyond 15 breaths in an exhausted incapcitation. The first revive used after resting causes no fatigue, while subsequent uses cause 1 fatigue.
Tire - The target suffers 1 fatigue and strain. The first tire used after resting causes no fatigue, while subsequent uses cause 1 fatigue.
Trauma – Causes the target to be unaffected by to all attempts to directly remove injuries (eg First Aid, Heal). Trauma may be removed by both dispel and incapacitation.
Wound – Causes the target 1 injury. Casting Wound does not cause strain. If Wound is chosen as a Signature Spell, the spell may be incanted up to 5 times in advance instead of 2.
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 time previous sent others to their graves. Whether insurmountable takes the shape of enormous injury, strain and fatigue limits, or a more unique effect, beings with this style will not fall easily.
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, injuring them to their limit. Anyone, struck by an annihilate is dropped into incapacitation harshly enough that they act as though they had already taken 20 breaths and were exhausted, leaving them with only 10 ragged breaths worth of time before they are dead.
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 unevadable siphoning of vigor, Energy Drain strains the target to their limits, 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.
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.