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Sundering LARP

The Tome of the Realms

The Offical Gamebook of Sundering LARP


Version: 0.9

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Tome of Life

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Introduction

Hello, and welcome to Sundering LARP. A LARP is a Live action Roleplaying (LARP) Game. As a Sandbox, players have a major role in the overall progression.

In this book, there are various tomes. Each tome (chapter) breaks up the system. They are as following:

Tomes

Tome of Life

The Tome of Life which is the current tome you are reading. It goes into details of the game from character creation to decorum. What is not covered in this tome may be found in the code of conduct and other related documents.

Tome of Blood

The Tome of Blood is a document that describes the various bloods that a player can play. As we attempt to eliminate the concept of race and more focus on backgrounds, this tome also goes into detail the societies from which a character may play.

Tome of Lore

The Tome of Lore is a document that describes the crafting and non-combat related skills of the game.

Tome of War

The Tome of War is a document that describes the physical side of combat. Skills in this tome describe are typically used in the Boffer events.

Tome of Magic

The Tome of Magic is a document that describes the arcane side of combat. Skills in this tome are typically used in the Boffer events.

Tome of Labor

The Tome of Labor is a document that describes the downtime/crafting execution. This document helps guide players on understanding how players can execute between game actions for lore, crafting, commerce.

Tome of Armor

The Tome of Armor is a document that describes the equipment mechanics of the game. This document also helps the player understand a bit of the corruption system. In short, players can utilize multiple magical items however too much reliance on magical items, may “corrupt” them.

Tome of Creation and Items

The Tome of Creation and Items is a document that supplements the Tome of Labor, with regard to crafting regents and types of items. While Tome of Lore goes into the system of executing the crafting, this tome helps to give a more in- depth explanation of the crafting/gathering such as tables and materials.

Tome of Cheese Cake

The Tome of Cheese Cake is a document that describes the incentive reward system of the game. As LARPs require community support, we needed a system of rewarding players for their contribution. As direct XP rewards would make the game imbalance, we introduced a system for players to get their cheese. This Tome goes into detail on how to earn and spend cheese points as well as to describe the XP system and earning caps.

Types of Events

The game has three event types: Parlor, Boffer, and Training Events

Parlor

Focused on Roleplaying and costuming, a Parlor event consists of non-mechanics “soft” roleplaying where the participants would be given more intrigue and story advancing situations. While there may be some cases of boffering, those are by case by case for a scene with Game Runner’s approval.

Boffer

Boffer Events are the main events of the game. These events are full-day events and may involve camping out overnight. Unlike the Parlor Games, these events are light touch boffer games where Player Characters are facing the perils of Terra. Costuming requirements are required and those not in costume would not be considered in-game and are ignored.

Training Events

Unlike Boffer and Parlor LARP events, Training events do not yield “XP” or allow a player to spend “CP” to purchase character advancements. These are player socials where players are taught weapon safety and mechanics, such as casting a spell. We also use this time to spar and practice weapon usage. There may be exercises such as capturing the flag, team battles, or one on one spars. We establish these Events primarily to reduce the need at the game to have game mechanics lectures. These Events also allow Staff to review players’ armor and weapons for safety. Typically, these are held in a park or individual’s backyard. These events do not require any costuming and are free.

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Attributes

A new character starts with all attributes at 1. At character creation, you have the choice to upgrade three of the attributes to 2; or to upgrade one of the stats to a 3 and another state to a 2. Choosing three 2s will give you a free EV Point to be used later. EV points are further explained in the “Increasing your Attributes” section.

Strength (STR)

Strength, measuring physical power. STR adds Damage to some melee or strength attacks. Throwing weapons and Power Attacks are affected by STR. Some skills may require higher STR in order to purchase multiple abilities. May also be required for non-combat related feats of strength. For example, “”Forcing the Door open bidding Strength 3.” (10 count). Giving the oppertunity for others to bid against it by “Holding the door”. Bidding can be cumative total of more then one participates.

Dexterity (DEX)

Dexterity, measuring agility and speed. This attribute influences the power of DEX related skills. In some cases, DEX could be used to outrun opponents for the purpose of fair escape. It can also be used to counter such escapes if the target has a lesser DEX. In case of running away, only those running away can bid it. If the pursuer bids more, you must slow down else you gain fair escape.

Constitution (CON)

Constitution, measuring endurance. For every 1 point of CON your Character possesses, they gain 1 Health Points (HP). For each point of CON, once per day you may choose to recover your HP to full after a 5 minute Rest, or resist a poison equal or lesser to your CON (Call: Poison X Resist).

Intelligence (INT)

Intelligence, measuring reasoning and memory. INT determines how many questions you may ask Staff during a Lore Bid. INT also determines how much Mana you have in your Mana Pool: 2 additional Mana per Point of INT you possess. It may also influence the damage of the spells. May be used in Non-Combat games of strategy such as Chess.

Willpower (WILL)

Willpower, measuring the force of personality. WILL determines Augment slots. Your Character has 1 Augment Slot per Point of WILL they possess. WILL also grants you 2 Corruption Tolerance Points per Point of WILL. Finally, some combat trees use WILL as a requirement for accessing the tree’s abilities.

Stats

Some Bloodlines and abilities may influence these base stats.

HP              =  Constitution + 3
Mana            =  Intelligence x 2
Augment Slots	=  Willpower + 1

Bloodlines

In this game, we do not use “race”. Instead we have chosen to use the terms “bloodlines” or “blood”. Like most high fantasy settings we have our Dwarves, Elves, and Humans. However, things are not as static and are up to personal interpretation. For example: your character is a Blood of the Old Ones, raised in the Tribe of Blood of K’Thu. This is an open world, and the story is more important than mechanics. For more details on the Bloodlines, see Tome of Blood.

Blood Description
Blood of the Toraliyan Humans
Blood of the K’thu Northern Tribal Humans
Blood of the Cypressians Nomadic Monklike Humans
Blood of the Old Ones Elvenkind
Blood of the Wisp Wild Elvenkind
Blood of Steel and Mountain Dwarvenkind
Blood of Moon Ether Human/Elven Animal Hybrid
Blood of the Weavers Toraliyan/Old Ones hybrid
Blood of the Gundabadz Goblin-kind

Skills and Abilities

New Characters start with 4 Experience Points (XP) & 2 Profession Points (PP)

Combat Skills

Combat Skills are bought with XP, and used in Boffer Events. They are skills such as Shield/Weapon Use, Parry, other combat related skills.

Tome of War Skills related to Physical combat.

Tome of Magic Skills related to Magical combat. *Note that a player can convert XP to PP, however the same in reverse does not exist. The Skill “Skilled” which costs 2 XP will yield 1 PP to be spent. In the Tome of Lore, this is the only skill listed there that costs XP for the nature of it being able to convert XP to PP.

Professions Skills

Professions are non-combat skills such as Lores and crafting. Players are not awarded PP like XP, instead PP is your half your XP rounded down.

Tome of Lore Describes the mechanics of these skills.

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Character creation explination to come

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Playing your Character

Increasing your Attributes

After the initial assignment, the only way to increase Attributes is through Evolution Points (EV). EV represents milestones where you can evolve your character. A character earns 1 EV for every 10 XP earned. IE: a player has 4 starting XP, and earns 6 XP for a total of 10 XP. they now have 1 EV. Every 10 XP after that is an EV.

The cost to increase your Attribute by one is the number of EV of that level. For example, to increase an Attribute from 1 to 2 requires 2 EV. From 2 to 3 would be 3 EV and so forth.

Evolution Point (EV) Table
XP Milestone Total Earned EV
10xp 1
20xp 2
30xp 3
40xp 4
50xp 5
Increasing your Attributes Table
Attribute Increase EV Cost
1 to 2 2
2 to 3 3
3 to 4 4
4 to 5 5

Bloodline Points (BP)

Bloodline Points, are points that players can use to invest in bloodline related trees. Each bloodline found within the Tome of Blood has various advantages and disadvantages. Note: We have listed common Blood Feats in this book, however there are others that are locked or undiscovered.

The progression of Bloodline Points are awarded when you exceed your cap for the year (not counting overcap). You are only able to gain 1 BP per year, as it is thanks for playing many games to achieve overcap.

Actions and Downtimes

All players start each month with 20 Labor Points (LP). This is a limited resource that cannot be increased or augmented. The premise of the LP system was to limit characters; from mass-producing items, as well as to limit players from taking up game runners’ attention. It is also to encourage players’ collaboration with other players (i.e., asking other players to spend their LP when your pool is expended.)

Note: Further information can be found in the Tome of Labor.

Death and Resurrection

During the game, every character will at some point experience Death. Fortunately, the ties of the spirit and fate that bind your soul to this world are strong: There are ways to come back. This is expressed in a resource called Anima. All characters start with 2 Anima. When your Character dies and is turned to dust (See Fatal Wounds and Death), you are to report to the Hive Mind (also called Ops, NPC camp, Fear Factory or Monster Shack) until a Staff member can be available to run your “Death Mod”. Unfortunately, this may take some time, so we highly encourage you to use the time to do an NPC shift. We even reward players with an extra CP for such.

The outcome of the “Death Mod” is unique to each character and the cost will typically be 1 Anima. However, depending on your character’s choices there may be other costs. Are they willing to pay the price to come back?…

Death and Retirement

If a character is unable to pay the necessary cost to come back, they are retired as a Playable Character. Players can elect to retire their character at any time as well. When a character is retired, 75% of the XP earned is converted to CP and total unspent CP is transferred to the new character.

Refreshing Anima

A player can refresh their character’s Anima Point by expanding 20 labor points. This can only be done once every 3 events in which you played. There are also high-risk mods that may reward players with an Anima point. Finally, doing something groundbreaking that adds a significant positive story development may sometimes warrant an Anima Point.

Fatal wounds and death

When you fall to zero (0) HP, you are fatally wounded. During this time, you are in your Bleed Out Count and are under effect Weakness. You can crawl at a three (3) count and scream for help as your character is in an incredible amount of pain. “Remember, Die Loudly!”

While in your Bleed Out Count, you may be targeted by a Death Blow. To call a Death Blow, stand over the target for five (5) seconds and call “Death Blow” with a description. Ex: Death Blow, I slit your neck.

IF SOMEONE HEALS YOU

Any healing will stop the Bleed Out Count. First Aid stops the count and gains 1 HP. However, you are under effect Weakness for another minute after you are healed. You may drink potions when in a weak state, just not in a Bleed Out/fatal wounds state.

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Weakness

When you are cured of Bleed Out, you are still under the effects of Weakness. Weakness lasts a minute unless cured. While under the effect Weakness, the character cannot use any abilities and can only walk at a three count, unless carried.

IF NO ONE HEALS YOU

After 1 minute in the Bleed Out Count or if someone Death Blows you, your character dies. You then have a 5-minute timer before you “dust” to spirit and head to the Hive Mind. While in the Death timer, your character can be affected by a life spell or raise undead spell. After 5 minutes with no effect, you will dust to your character’s spirit. Note: there are some skills that are able to affect your spirit traveling to the hive mind. Someone may sacrifice themselves to take your character’s place, and you end up back in the world of the living. When you get to the Hive Mind, staff will assist you from there with the Death Mod. Please bear with us if we cannot assist right away. If you want to, you can NPC or play a 2nd character. Just make sure to sign the death book in the Hive Mind so we can find you when ready.

Looting

Once you kill a monster or character, you may spend 10-seconds looking around their body and looting all the items on a target. Do not touch the player without permission, instead just mime looking over them and state “I search your corpse!” The NPC may state what skills or tools you need to get loot off them. Ex: Skinning, Mining, Strength X, an Axe, or even Labor Points. If you meet the rquirements needed to the loot, you will always get something (unless the target is already looted). This is a policy of our game. If they don’t have any loot, please note the player, what kind of monster you killed, then send it as an email to staff members or find the GM. Please do not break character to do so. It will be handled and corrected.

Looting a player charater may be harder. There are bags and items that can become soul bound and stick to a target character. Just there are tricky ways to break even bound items. Find out in-game :).

Maximum Stats and Cap

Max Health Pool is 20
Max Armor Pool is 20
Max Magic Armor Pool is 20
Max Damage per attack/strike is 10
Max Condition of an Item is 10

Armor

Untagged starting armor has 3 conditions and can not be enchanted.

Starting Armor Value Table
Starting Material Manual Material Calculation Total Protection Pool
Padded Cloth or Layered Cloth .2 1
Light Leather or Gambeson .4 2
Thick Leather .6 3
Chain Mail .8 4
Scale Mail 1 5
Plate 1.2 6
Manual Armor Value Calculation Table
Location Protection Value
Head 0.2 to 4
Arms and Shoulders 0.2 to 4
Chest 0.2 to 4
Back 0.2 to 4
Legs/Feet 0.2 to 4

Ex: A mix of chain and plate would give you a 5 armor. A mix of leather and chain will give you 3 armor.

In the game, tagged armor may grant you more armor to the max pool of 20. Protection bonus (Armor Pool) is counted as Temporary HP in combat. Typically, when damage is dealt it is taken from your Armor pool before it is taken from your health pool. When an armor pool reaches zero (0), it no longer functions providing protection.

All armor have a Condition value associated with it. Items without tags may have a lower condition value than tagged items. Once the armor is reduced to 0 Armor Points the armor loses a Condition. It can be refitted to give the Armor Points again if it still has more conditions. Once the armor reaches -1 Condition, it is broken and the tag is ripped up or turned in to a member of Sundering staff.

Example of an Armor
Tag Item: Leather Suit of armor
Location: Head, Chest, Legs, Arms, Back
Total Armor Value: 2    [] []
Condition: 2            [] []
Special Properties: None

This armor can be refitted 2 times before it’s broken for good. This means you have 2 armor. Once at 0, you can subtract the conditions down by 1 to refit the armor back to 2 armor points. When the condition reaches -1, the armor is broken and can not be refit and is only good as leather armor scrap for a crafter.

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Appropriate crafters can repair all conditions to a piece of armor, but only before its condition reaches -1. Staff relies on an honor system but may be subject to change if there are any cheating issues.

How do you Refit Armor?

A Character can Refit their Armor only with skill in Armor Smithing, Banneret skill, or during a Rest. 30 seconds for every Point of Armor. Please use this time to mark the new reduced Condition value on the Armor’s Item Tag.

Magical Armor

This pool is similar to the Armor pool, and is earned by magical talisman or by spells. Magical Armor is used up before the Armor pool.

Attack and Defense Matrix

Unfortunately, due to the complexity of how many types of attack/defense abilities in the game, it could not be simply loaded in this document. As such if you want to identify what effects go through what, you would have to make reference to the Attack/Defense Tree

Training to Gaining New Skills or Lores

To learn anything in this system, someone who already has the skill must train you in the skill you wish to learn. Acquiring skills in this way requires 5 minutes of roleplay. Both the person teaching and the person learning must sign off on both character sheets as being trained. Once staff updates the sheet you will have access to the skills or lore you were taught. All players should have a Lore book to keep notes on the abilities they gain.

Question: But what if there is no one with this skill?

Some skills are learnable via plot items such as lost tomes from ancient ruins. Additionally, traveling merchants often know many people, and they can oftentimes arrange for a teacher to visit the town to teach, for a price. Also, NPCs may have the skill or lore you are looking for so trading knowledge for money or other things is a potential strategy.

You can train in something before you have the points to gain the skill, but you cannot use the skill until you have spent the experience points to purchase it on your Character sheet. Staff intend on having someone available to update sheets from Noon until 3 pm on Saturday “when the forge is hot”, crafting may also be done during this time.

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Setting and what do I know walking in-game as my character (To Be Expanded)

As of now, The Kingdom of Elysium is paying adventurers to settle in a new town at the northern border. This border is along the ruins of another settlement of unknown bloodline or origin, called the K’thu Empire. The Kingdom sent settlers to build a location for trade and help with keeping a peace that is already so drawn out with the K’thu. With time and careful planning, this settlement can become a great boon to both the Kingdom and Empire.

Some guards were sent ahead to make the ruins into an outpost, but few updates were sent back. All that was found was a letter about strange undead and a few goblins being sighted around the area. Some underground tunnels were found as well, but they are holding out to try and keep any settlers safe to set up.

Welcome to the yet un-named settlement; you are a settler/adventurer who carves the path forward in this Dark Fantasy. Challenges and risks will have to be taken. Good luck.

Based on which bloodline you are, staff may give you more information to take with you. Remember, it is up to you to come up with a reason to come to this settlement . All backstories will be read and storytellers will help make sure it fits in our world.

Some Roleplaying Language Suggestions
Thou - singular informal, subject (Thou art here. = You are here.)
Thee - singular informal, object (He gave it to thee.)
Ye - plural or formal, subject
You - plural or formal, object
Nay- no
Aye- yes
Dreck / Drack- to curse the dragons on something (replace from saying F word or other curse words) It is an Adult and all curse words are allowed but this word is more in game.
Hither. - to or toward a place
Watch- an hour or time don't ask what time it is, ask what watch it is.
Moon- don't ask what month as to which moon. Moon of October. 

Numbers in Terra

Numbers in Terra

Time In Terra

Real Life Unit of Time Game’s unit of Time
Minute Moment
5 Minutes Rest
Hour Watch
Noon Zenith
Midnight Zero Watch
Month Moon
Year Cycle

Calendar

The Cycle is divided up into 4 Seasons: Water, Earth, Fire, and Air.

Real Month(s) Season
December(1), January (2), February (3) Water/Winter
March (1), April (2), May (3) Earth/Spring
June (1), July (2), August (3) Fire/Summer
September (1), October (2), November (3) Air/Autumn

The method of of conversion from Real Life to the game would be. The Month based on the chart above (1,2,3), the Day of the month, the Season, and then the last two calendar year.

As examples:
December 4th, 2021 = 
     1.4.Water.21 or 1.4.W.21
February 4th, 2022  =
     3.4.Water.22 or 3.4.W.22

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Terms Defined

Effects last one (1) minute unless stated otherwise

Activate- Keyword required to activate a magical item

Augment - Spell or Effect that is persistant until used up or dispelled. Cannot stack with similar effects. Ex: you can’t have a Life augment 3 with a Life Augment 4. The greater version will override the lesser.

Befriend - the target is now your best friend, this does not mean they will not attack you. Target does not recall you casting this spell on them after it ends.

Berserk- Lesser form of Rage, where one can use “Friend from Foe” ability.

Blind - Target cannot see for 1 minute or until cured. Do not close your eyes, instead stare at your feet.

Breath- a greater spell that can only be stopped by a defense that has the word Breath in it. Costs 6 mana or more to cast.

Bleed Out - Alternative term for Fatally Wounded. Target is at zero (0) HP and will die after one (1) minute. Target can role play crawling at a 3 count and may not use any skill or abilities or drink potions. When Healed, character is still under effect Weakness.

Blood- damage that ignores armor

Caster- The person who activated a spell effect.

Cleave- Ability that has to be the first ability used or its lost. Typically can be refreshed by rest.

Critical - A way to modify an attack so it goes through a weapon or shield but can still be countered with using a defense (Dodge, Critical Resist/block armor block, and so on)

Cursed - No healing from magical means. Has to be cured by potion or a ritual.

Combo attacks - target gets attacked with a chain of attacks but can still use defenses on the ones they chose.

Command - the target can be told 1 word and they try to do that one thing as best as they can. Examples: sit, stay, sleep, run, flee, fight, kill

Confusion- target stands dazed and confused. The target can also choose to run away in stress. Every third attack must attack an ally. They still can protect themselves and get away from danger.

Cure - Removes a negative effect from a target.

Dead - Target can no longer be healed, unless with a life spell. After five (5) minutes, target’s body turns to dust, becomes a spirit, and must find staff to run a death or permanent death mod.

Death Blow- stand over the target for five (5) seconds and call “Death Blow” with a description. Ex: Death Blow, I slit your neck.

Disease- No healing can be taken until Disease is cured.

Disarm - Target weapon is unusable for five (5) seconds. You may drop or put the weapon behind your back for the duration.

Dominate- Target is under your full control for 1 min. If the caster tells you to do something that breaches the Code of Conduct, find staff immediately. If you are found abusing this ability, access will be revoked without refund.

Dust - The instant when your body dissolves. To be hit with this, your death count is immediately to zero, body dissolves.

Fatally Wounded - Alternative term for Bleed Out. Target is at zero (0) HP and will die after one (1) minute. Target can role play crawling at a 3 count and may not use any skill or abilities or drink potions. When Healed, character is still under effect Weakness.

Fear- Target runs away but can attack and defend from attacks just needs to get away from that who cast this upon them. Can be broken when line of sight is broken

Hex- Lesser form of Curse. Last for 1 minute. Can be Dispelled.

Heal/Healing - Recovers target’s HP.

Impaled- No Healing can occur unless Impaled can be regenerated or by medical procedure.

Inspired- may remake an attack that failed to hit a target by adding the word Inspired to the front of the call. Ex: A: Critical Fatal Wounds. B: Dodge. A = Inspired Critical Fatal Wounds. B: AAAAAAA I’m dying noo.

Invoke- a type of damage with no known way to stop…

Incinerate - Upon being hit with this effect, target is under the effect Pain and shouldroleplay being on fire. Target cannot take any action or skill. If not dispelled before one (1) minute, target takes take the effects “Sunder All 10” and “Death Dust”. While under this effect you can not drop any items.

Knocked out - Target is put to sleep and is considered prone.

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Leach- target has resources taken from them and given to the caster.

Locked - Some items in this player’s guide will be denoted that it is Locked. This means it is known to legend but no one has seen such skills or abilities used. Players can discover ways to unlock the ability, but it isn’t something that can be done overnight. In some cases, the skill is locked for game balancing reasons.

Massive - Repel with Significant Damage. Can only be Dodged.

Magic Circle of X- A magical circle that takes no damage, and needs to be taken down or dispelled to pass through.

Meditation state - Target is meditating and is prone. Target can not break meditation until the 5 minutes has passed. Skills can gained to allow target to break meditation or be otherwise protected.

MIND - All effect that target mind. Command,charm,dominate,fear,terror,taunt,

Paralyze - the target is stuck and can not take any actions and does not take any damage. This can be dispelled by the caster.

Pain- Roleplaying being in massive amounts of pain and you can not do anything else but scream.

Phased - Similar to Spirit State. In a state that physical and magical attacks cannot hit. Only Spirit attacks can affect those who are Phased.

Pin Foot - Target’s foot is stuck to the ground and cannot be moved.

Poisoned - Take Level X every minute till cured, where X is part of the poison (Damage/Effects)

Prone - Target may take no actions and is able to be targeted by a Death Blow.

Rage- Attack closest targets even friends or foes Blood. This can not be mitigated with the ability of “Friend from Foe”.

Reaction- If something happens, something else does as well because you met the requirements. Requirement can only be Melee initiated.

Rebuy - How many times a skill can be bought.

Reflect X - a defense call that sends back whatever attacker sent out.

Regenerate- Regrow target leg or arm. Also fixes broken bones or withered limbs.

Repel - Target moves 10 steps back away from one that hit them with this ability. Target is stun unless they have acrobatics.

Rot - Target can not be healed from non magical means. cure Rot Also ROT LIMB the Limb will not to be able to be used intill it is been removed and regenerated. It can be removed with a skill to destory or server limb or doing a RP to have it cut off 15sec (at rest) or can be done faster with Sergery.

Slow- move and attack at a 3 count (example: 1 Mississippi 2 Mississippi 3 Mississippi ATTACK or STEP repeat 20 times then affect drops)

Spirit (State) - Similar to Phased. In a state that physical and magical attacks can not hit. Only Spirit(call) attacks can affect those who are in Spirit State.

Spirit (Call) - An attack that will not be able to be blocked by Phase defence also this attack will interuped a Teleport and harm mosters from beyond the grave.

Stealth - damage that also ignores armor but can not be parried unless the defense with the word Stealth in it. Can only be performed from the rear flank.

Storm - An attack that keeps going after the word strom is call and does not end untill caster is done with spell or choses to break it early.

Stun- target stands still and takes no action role-plays holding the head. The very next thing hits them it breaks the stun They are able to use defenses on the very next thing. 5 Seconds.

Taunt- Target must attack the person who hit them with the taunt skill. They are allowed to defend themselves but can only swing or attack the person who taunted them for the minute.

Target- the person you are targeting for a ability

Terror - Greater aspect of Fear, you will do what is necessary including fighting your own allies just to get away. Does not break from Line of Sight nor can you attack the caster.

Wall of X- A magical wall that takes no damage, and needs to be taken down or dispelled to pass through. Depending on the element used, this wall may be see through.

Weakness- Not able to use any skills or abilities. You can not defend but you are able to use potions. You are limited to a move at a 3-count. Last 1 minute.

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Game Policies

We will grow with the game/LARP. Policies are reviewed with players and staff every 3 months at a players meeting.

Policy on Weapons

  • “LARP SAFE Foam” weapons have no wood, metal, or solid cores

  • Latex tips for thrusting must be approved by staff; some are just too hard and still hurt.

  • There have been issues with some games where people get punched with daggers. If you are not being safe using daggers, you will be asked to no longer use them. Medium Length weapons can be used like daggers for Dagger abilities so we can keep everyone safe.

  • Punching weapons are unsafe (the force can hurt someone) however each of these may have been designed differently. We will review each weapon and give a case-by-case ruling based on a demonstration of safety.

  • Players with fast spins of a staff (weapon), please make sure there i no hand contact, just foam area contact.

  • No aiming for the head, hands, or private parts

  • Please do not use your fingers/hands to put yourself in the way of a hit to negate a hit to count. This would be considered cheating

  • Shields must be padded or made wholly from foam

    • This does not permit kicking someone’s Shield or to Shield Bash
    • Please do not bash Shields against Shields
    • Other players should not body slam into people’s shield
    • Avoid getting very close to people to prevent them from attacking this may be considered charging
  • No Charging - this means do not run at another player and body check them. You must stop before hitting them, and should only be making contact with LARP safe weapons. Do not run over other players or run at a player and swing a weapon while running. You are adding more force to the blow on that weapon and can hurt someone. If you want to run at a player and attack just hold weapons or weapons out and tap them lightly. No stepping towards moving people to block them from swinging. Be safe, and please help everyone be safe.

  • No exploiting no-hit zone to get an advantage. This is especially the face and hands. No throwing a face in front of a shield to max no-hit area. This is also called shield face: using your face to block hits or give an advantage. Do not step into someone to call charging on them to avoid the hit.

  • No chain gunning. All hits must hit a different surface area than the one you previously hit. Avoid hitting so fast that prevents players from counting for damage or responding. After swinging 3 times take a step back.

  • (45% Rule) Which means move the word 45 degree before swinging to stop what we call chain gunning and hitting the same stop softly over and over is not allowed.

  • Push-in Attacks are not considered valid attacks. Push-in Attacks is hitting someone’s sword and pushing/wrapping around to hit the person. This attack does not count as damage. You must pull back the weapon and then atempt a second strike in a legal zone.

  • If you find ways to break policies or systems and use them for an advantage to win, this is also breaking Policies. No one should just be larping to win and taking advantage of the game and rules. However, if you see something that can be made breaking or to cheat, report it to staff. Such reports will be rewarded. Help us make this a great game and have great policies to assist everyone.

  • Game Runners (GR) and Lead Storytellers (LST) have the final say on rulings and all rules may be added or removed as needed.

Policy on Staff

  • Staff is here first and foremost to make sure players are having fun and staying safe at LARP, and running mods, as well as help with rules and all questions.

  • Staff can not write plots for friends, family, or people they have notable connections with unless approved by the GR and run by another staff member. Players can also summit plot to have staff run, or to request to run a mod. At that point they would become a guest storyteller and assist staff with the mod they wrote for other players.

  • Staff must be professional and try not to show favoritism toward players!

  • If you are not getting along with the staff or players don’t argue with staff or players just go to a GR, Especially the GR-Community or the LST and put yourself in a time out. Staff can be asked to leave just like players can.

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  • Staff and players must follow the rules of the gamebook and policies. Breaking rules will be met with a warning and/or banning to Sundering LARP.

Packets, throwing objects, and bows

  • Spell packets or spell components must be filled with biodegradable bbs or airsoft pellets. They should be be colored in bright colors so they can easily be found and removed from woods. Do not aim for heads or private parts, and do not throw as hard as you can. Do not try to injure other players.

    • Color will be important as it must match the element of the spell
    • Must contain player’s # to be permitted in-game
  • All LARP weapons (must be approved by staff before used at check-in)

Policies General

  • Children under the age of 15 must be accompanied by an adult guardian at all times. This does not mean that the guardian is on the sidelines, but that they must be at their side at all times. If the guardian is unable to keep the child focused on the game, or the child is disrupting the gameplay, both will be asked to leave.

  • Children under the age of 18 may have a bit more freedom, but must always be within eyeshot of their respective adult guardian.

  • Ensure your cabin is clean, or if you are staff the area you are responsible for is clean. Failure to do so will result in disciplinary action such as CP Debt. Repeat offense may result in a Game Ban.

  • Do not take effects or damage from head, hands, or private parts getting hit. If non-legal hits are getting out of hand, take a personal time out and get staff. Please let others know to stop attacking non-legal hitting zones, try to resolve issues without staff. If it continues then escalate to staff.

  • Time-outs and checks are called by anyone to warn someone of danger or stop gameplay for emergencies. Stay where you are and call staff over. We like to stay in the game and have things running smoothly, but if time-outs need to be called, call it.

  • Caution!“ may also be called instead of a full time out for enviromental safety. When a Caution is called, only the players directly relevant to the situation must respond. Ex: “Caution! Ditch behind you”

  • The call of “911” game stops, and medical attention will be found immediately. Aid will be given to the injured person, and medical services will be called if needed. Also call this to staff if you feel assaulted in any way.

  • If someone swinging or throwing too hard: Call “Hard Hit, check your swings!” and point at the person that hit you. This lets the staff and that player know they are getting too hyped and need to hit lighter. If you get hit to the point you are injured or you think others will get injured, call a Time-Out and get staff right away.

  • Damage will never go over 10, but effects can get scary.

  • All staff and players must use this gamebook to make NPCs or characters, no skills or abilities will be made on the fly. Unless there is an update to the gamebook, no skills or abilities are used or playtested without the players being told about them beforehand.

  • All players are able to learn new skills or abilities with the completion of a 15 minute rp with the person training them. A trainer must sign off on the character sheet.

  • All items must have a prop and tag to be allowed in the game.

  • All NPCs have at least one loot tag, obtainable through varied means. If they do not have a loot tag, it is because you do not meet the looting requirements or another player has already searched the NPC. If another person attempts to loot while you are already searching, priority goes to the first person there.

  • Helping clean up after the event is staff and players’ duty. Please keep the places we play clean. If you cannot stay until clean up, see staff for a task to do before leaving to help out. Or you will not earn CP/XP and repeat offenders will be docked CP/XP and possible Ban.

  • If you need to ask how a skill or ability works, staff or other players can help you. Please ask for clarification when there is downtime to keep gameplay flowing. If you get hit with an ability, it’s best to quietly ask a friend or the person who cast it “clarify?” so they can try to help quickly.

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  • If you ask a staff member “What is this NPC’s weakness?”, the answer will not be provided. It is up to the players to figure this out. We don’t want to take away from the puzzle of the LARP, we want players to figure things out. When asking questions like “OOG: what do I see?” the NPC should reply with a vague physical description. Use your best in-game judgment or use a yes or no question to a Marshal. If one is not present, ask the NPC after you killed them.
  • If you do have a question, write it down and send it to an NPC or person in the world that might know. Send it to them with magic or on the Rune in the tavern. (e-mail). Yes or no questions are best, with a limit of 4 questions. This is in place so staff doesn’t take up their limited time at game responding, we need to get out NPCs and mods to have the events run smoothly. Some the questions may not be responded to. Either NPC you sent it to does not know the answer and will reply as such, or the rune does not have any people who replied. Some in-game books might help as well, do research and see what you can learn.
  • If you need to ask a staff member questions like sight descriptions, a staff member should be able to help you right there. Make sure to only ask a yes or no question and limit the question to how many Intellect you have. You can also work with other characters to ask questions to the staff so that you do not repeat questions.

  • Also, OOC questions like “when will this mod start?”. This is a good question to ask staff.

  • If you see a staff with a white headband on and holding a green fabric or flag, they are there help you with any mod specific questions you may have .

DRAGON POOP

This game is a grim and dark setting. Please be aware that in-game things may happen that could upset you, but at the end of the day it’s just a game. If there are subjects or themes that may trigger you, please let staff know so that we can give you warning of any content that may be upsetting. You can excuse yourself anytime if it is getting too much, just put up a thumbs down and step away. If you attempt to break gameplay for others you will be asked to leave.

This game is meant to give all players a challenge. We will test you mentally and physically. Be warned. Characters can permanently die. As Peter Pan said, “Death is the greatest adventure.” With that being said, we are not simply seeking to kill characters. We want this to be a cooperative game and value teamwork. We want to see our players and staff grow from the experience of this game. Good Luck. Please understand this world is not based on anything. Some things may have ideas pulled from the real world, but we are not trying to steal or appropriate anyone’s culture. This is a fantasy game in a world of make-believe. If you have concerns of any form of xenophobia, racism, culteral misappropriation, please bring it up to staff.

Keep out-of-game, away from in-game!

It’s a whole new world. Go on, let us show you this world. We all hope you enjoy your stay. ~DRAGON POOP

Charter

Code of Conduct

Copy of the Waiver

Character Creation Submission Form

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Non-Verbal and Verbal Communication

This is a list of non-verbal communications used for the purpose of letting PCs, NPCs, Marshals, and GMs know of any circumstances you may be in either in-character (IC) or out-of-character (OOC). The purpose of doing this is so one can relay signals non verbally without disrupting the game for others and to let people in management know that you are not feeling well or need help.

These are the hand signals for when you need out of character help or giving out of character indications.

OK Hand Sign: Indicator requesting a thumbs up, thumbs down, or so-so response

Thumbs Up: indicator means you are well and can continue to play.

Thumbs Down: means that you are not well and unable to play. Note, may require assistance.

So-So Hand: indicator means you are fit for play, but need the current themes of the scene to be toned down. (To be expanded upon ~AT)

Eyes Down: Indicated by shading your eyes with a hand and leaving a scene. To be used when a player is uncomfortable with the themes of a scene and wishes to leave quietly. Other characters should act as if their character had something to attend to, and carry on without them.

Fist or hand on head (if hand is full): means you are out of character. This means to all people who are “In character”, to not interact with this person until they engage you or want to be engaged.


The first five indicators that you read are for checking in on people in game but out of character.

Some non-verbal communication may come in the form of wearing a headband. There are two colors to be on the lookout for.

White: Means this player is out of character. When out of character, the player should take care of whatever business outside of the game they need to without consequences of in-game actions. This can be used during emergencies such as medical, family, or general. Take as much time as needed, but do bare in mind that you cannot listen in on in-game conversations. This is a form of cheating and exploitation. Do not also use this as a means to avoid combat if you are about to be put into bleed out or die from a killing blow.

Orange: Means this player is Non-Combative. The player is indicating to others that they do not want to interact in boffer combat. This does not mean that they cannot die, they just don’t want to go through the motions of the boffer portion of LARPing. When in facing a Non-Combative player, go directly into your Death Blow count instead. The person would accept the hit and move on. Refer to the Tome of Life for details on what to do after you die, should you go into bleed out.

Note: Cheating is defined as an act dishonestly or unfairly in order to gain an advantage, especially in a game or examination.

Exploitation is defined as the action or fact of treating someone unfairly in order to benefit from their work.

Anyone caught doing these actions are subject to disciplinary action taken in regards to the game or being asked to leave. With regards to this, please bear in mind that there is a code of conduct directed at all players who enter Sunder LARP.

Calls

A person may call out verbally to alert everyone in the area of a specific need or issue. These callouts will be loud so everyone can hear.

911: This call out is usually associated with a general or medical issue at game. Please make sure to use common sense when calling out 911 to everyone and make sure it is a real world emergency.

Baseball: This call out means that someone is being preyed upon by unwanted advances, this could be general or sexual harassment of any kind. This includes verbal and physical contact. For more details on what is not tolerated at Sundering LARP LLC, check out our Code of Conduct. Make sure that when you call out Baseball, you let others know by being loud so people know to gather there to prevent further issues. Like 911, this call out should only be used in emergency situations and not because you don’t like someone or in a poor attempt to be vindictive. If a call of baseball is made, it will be staff’s job to conduct an investigation into the matter and may even require the help of local authorities.

Note: Everyone is subject to the code of conduct for Sunder LARP LLC. This means that upon signing the waiver you agree to our legal terms and conditions. Sundering LARP LLC has the right to remove you from an event and/or refuse service to future events. Be wise about how you conduct yourself and bear in mind the golden rule: You are responsible for yourself.

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Quick Guide for Character Creation

(Step 1) Concept

Regardless of what is in this book, picture in your mind a character concept you wish to play. Do you want to play a classical knight or a practitioner of magic? Do you want to be a rogue? Do you want to be a simple white-hat or do you want to be complex with many shades of grey? Before working on the mechanics, it is important to understand the character you wish to portray. Please, talk to Staff about your concept. There are some tib-bits of lore not found in this document, as we want to introduce it as a discovery. We want the story be shared, molded, and reshared from players like you.

(Step 2) Attributes

Select either: a primary attribute (3) and a secondary attribute (2), or three attributes at 2.

(Step 3) Bloodline

Choose your Bloodline. For more information review Tome of Blood.

(Step 4) Combat Skills and Professions

In this step, it may be wise to look at both lists. For example, magic users require a professional skill in order to buy a Combat skill (Read Magic). It can be hard to separate the two. To help you with your build, we build a Google Sheet that guides your selection. At this point this sheet is out of date but once the rules are solidified, this sheet will be updated to reflect the numbers.

Sundering Character V2 Builder

We also intend to have a database eventually replace the Character Builder, but that will not be completed until late 2023 at best.

(Step 5) Submitting your character

This is a very important step. Coming into the game with just a character sheet is a disservice to you and the game, as we are highly focused on story and background. We would like to get an idea of your character’s background and quirks. This may be hard as there is a lot of lore yet to be discovered. As such, we created a form that the storytellers use to ask a series of questions to understand a bit of your value system. By submitting this, you help the storyteller weave your story into the game.

Character Creation Submission Form

(Step 6) Approval

Once the character has been discussed with the Storyteller, you’re good to go for a game. If you are itching to play, consider joining our discord where you can roleplay to help introduce your character and possibly get some goals.

(Step 7) Downtimes

You may want to get familiar with the Tome of Laborhis introduces you to our downtime system. Each month a player has 20 Labor Points to spend on activities. You may want to talk to people on Discord to find out if there is anything you can do to earn some money. We accept our submissions via a Google Form.

(Optional) Earn Cheese

Our game is intended to focus on building relationships with other games. You may want to look at the Tome of Cheesecake and see our partnered LARPs. Help them out by NPCing and provide some support to make their game great. This will earn you Cheese Points (CP). CP can be spent to advance your characters at game as well as to earn some grab-bag items. With your support, we can raise the quality of the community of LARPers in the area!

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Tome of Blood

Background image

 

 

A Player has the choice of various different Bloods to play as a starting character. Each Blood has a distinct aspect of culture and customs characters can be associated with. Please be aware that this does not prevent one Blood to live in another’s culture, such as a Blood of a Moon living with the Blood of the K’Thu. While most Blood are genetic, some are unexplainable; such as Blood of the Moon. It may be wise to read each of them to get an idea of the character you may be interested in playing. Also feel free to ask the Storytellers to get more information.

Current Playable Bloods

Blood Description
Blood of the Toraliyan European Humans
Blood of the K’thu Northern Tribal Humans
Blood of the Cypressians Nomadic Monklike Humans
Blood of the Old Ones High Elvenkind
Blood of the Wisp Wild Elvenkind
Blood of Steel and Mountain Dwarvenkind
Blood of Moon Anthropomorphic
Blood of the Weavers Toraliyan/Old Ones Hybrid
Blood of the Gundabadz Goblinkind
Possible New Ones It’s a Secret

Disclaimer:

There are more bloodlines yet to be unlocked, befriended, or wiped out. Yes, it will take players befriending some bloodlines to make them playable for PCs or become NPC and stay as enemies.

It is up to the players to take directions with the growth of bloodlines, as well as game abilities and skills. Let’s see what players make happen. :)

If you like to play anything other than what is above or request to make a bloodline, please reach out to staff: James Kecskemety

Finally, we want to note that while there is a “Genetic” aspect to the “Blood”, there are abilities and rituals that can allow a player to change. These are extremely rare and may come with repercussions.

Information Contained Within this Tome

Information contained within this Tome is not necessarily known publicly. In order to gain such, a character must earn the appropriate Lore in order to know aspects found within their other Bloods.

The ability Lore of a Blood outside of your own, allows a character to use items attuned to that Blood. The Lore of one’s own Blood, will always be one greater than due to the intimate knowledge. For example, a Blood of Cypressians who purchased the Lore of Shipcraft and Caravan would purchase it at the same cost as any other Bloods’ would, but would be considered a Greater Lore.

Lores obtained must follow the same method of all Lores. For more information, please consult Tome of Lore.

Blood Bonus

Each Blood has their own bonuses and penalties. It is important to note that if a character does not have the required costuming, they lose the bonuses but keeps the penalties until costuming is corrected. Continuous violation of a particular Blood, may result in a warning. Costuming appropriate for each Blood is very important to Sundering.

Note: Blood of the Moon has the ability for players to not be in full costuming by their nature of reverting back to their original state. However any bonuses earned from such is still lost until costuming is applied. In addition, all Attributes are reduced down to 1.

Clothing to be realm specific is always required.

Blood Feats

You earn 1 Blood Feat if you capped XP in a calander year as an additional thankyou for being a loyal player.

Upon gaining all 5 Blood Feats, a character can unlock special bloodline abilities.

If you change Blood, you lose all Blood Feats but rewarded BP.

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World of Terra

World of Terra

This map may be out of date, however it was what was given to the adventures when they left for the outpost. It would help to give somewhat of a perspective for where some Blood Nations may be found.

Current location

The Crossroads

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Blood of the Toraliyan

European style Humans


Makeup/Costuming
No makeup requirement. Must have a tabard or sash with the colors of your noble house.
Details
Each house has two(2) colors and represents a noble royal and peasant house. Each house has its focus to help the kingdom of Elysium grow. Some houses are focused on trading goods and working with other empires and kingdoms, while some focus on the glory of battle adventures and politics or little of everything. They also sure do like to make decrees and laws.
Additional Roleplay
Old English language

Blood Bonus Easy Costuming

Houses

House Tristan: This house does all it can for the Kingdom, working closely to the Royal House of Artanis. They run many of the military schools for the kingdom, and often send their own military to help the realm and assist in wars.

Royal House Artanis: The House of the Royal Family who leads the Elysium Kingdom.

House Dythanus: Not much is known about this house, but one thing is sure: they will take the work. Some members of the house you should never be caught with. Some members give advice to the king himself. Some can be found in the darkest places performing rituals of who knows what. (Best to stay away from those.) Sometimes not even considered a Great house. Sister house of Artanis. A young house, that in its first years already discovered another house trying to overthrow the realm.

House Kay: Known for being merchants or judges. Members of this house are very good with numbers or law. House guards tend to arrest the lawbreakers and find justice, or broker deals in more delicate times. They always speak of things being equal and just. Often found with the Knightly order, helping any that want to be formed if it would aid the people and kingdom. Also, they tend to be Ambassadors. This house currently has no living Male members with the last name of Kay. All were killed in conflict with House Bridge, so they would have to marry into the said house with the permission of Lady Helya.

House Galahad: The House of Honor. Dedicated to questing and doing what is best of all. A house that sends agents to find the truth and help other Bloodlines. They also protect information and knowledge. Founders of the Life Lree Healers Guild, with branches of the guild not even being in the kingdom of Elysium. There are rumors that they collect magic items to prevent world-ending danger.

Lesser Known Houses

House Lance: A house that moves from war campaign to campaign.

House Indy: A house that works closely with House Galahad to research monsters and other creatures in the world to help gain an understanding for all.

House Gaw: Formerly a mercenary house, now serving as an Continental Army of the kingdom. Raven Sword still issues mercenary contracts to adventures to earn payment.

House Bors: A house of the shield. They run a giant military school for martial arts that focus on the shield. Paladins get a lot of training here. Political feud with Tristan. At one time both houses Tristan and Bors were House Lyan, but 2 brothers split the house due to never picking a true housemaster. They remain divided to this day.

House Degor: A house that mostly focuses on the campaigns to the north. Political rivalry with house Lance

House Bedivere: The king’s healers and a house that focuses on magical arts. Has a blood rivalry with house Galahad.

House Bridge: Former members of House Gaw and the now excommunicated House Hector formed a new house called House Bridge. They are enemies of the Elysium and reside in the town Thyra Mount.

Note

There are other houses, but they are not publicly known and require both Lore: Toraliyan Houses and some roleplay/research to learn about. Players may form their own Houses, but require extensive discussions with the Game Runners.

Kingdom of Elysium

The Kingdom of Elysium and it’s territories make up the lands east of the Great Blue. Each of these territories are ruled independently but must pay taxes to the Kingdom and follow the Kingdom’s Laws.

Each Territory consists of roughly 100 peasants. While there is lots of land, the population in Terra is very small; the major cities only hold about 5000 citizens.

Laws of the Kingdom

There are few laws set by the Kingdom:
(1) Respect the law of the duel.

(2) Duels must be approved by a Head of House.

(3) If none are present, it shall move forward with the two accepting parties.

(4) Duel resolutions shall be issued in a court, or the non-respecting party will be met with greater repercussions.

(5) Decrees from the Monarchs must be followed.

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Positions

Monarch- True rulers of the Elysium, chosen by the nobles. Usually referred to as King or Queen.

Royal- Leader of a wide region and/or towns. There are only 4 Royal Titles given at a time.

Noble- Leader of a house or an individual who has proven to be of great service to the Kingdom.

Knight- Knight to a House Guard, Sword, Shield, Knightly Order, or the Crown. They focus less on the Aspects of the Crown, and more on its people and virtues. They can not pass the Rank of General Knight or Lord General. If one wants to climb higher in the Crown they may take the title of the lord, but mus renounce their title of knight and have no ties to a Knightly order.

Lesser Noble Or Squire- One who learns the duties of a House and acts as a regent until a Lord is given claim.

Master Peasant- leader of guild or large group.

Peasant- most people in the realm.

Blood Feats

Blessings of the House

Every Toraliyan has a blessing of their respective House. What this entails is a mystery, but you benefit from it more than your peers. Taking this Feat, your benefit is considered Greater.

Prophetic Dreaming

Gathering Skills yield greater quality or quantity. Your knowledge of how to Farm, Mine, Forage, etc is considered to be one level higher. Essence Extractor is not included in the list of Gathering Skills.

Toraliyan Quest

You accepted a Quest to hunt a legendary monster, one belives to be kept as pets by the muses: The Blue Laion. Once complete, you gain a vision of the future, or an image of a time/place.

Truth at Court

A Blessing of the Muse was bestowed upon you: their inspiration dreams the ability to speak truthfully from the heart. If the Target is willing, you spend a meditative rest with an individual and the target will only speak the truth for 1 minute afterwards. This can only be done during Court.

Courtly Refresh

Those of the Muse’s children gain the ability to Resist mind effects. This ability can only be done once per moon, and is only be refreshed when attending a Court. This ability can not be used against Truth at Court. To use, call “Resist Mind Effects“.

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Blood of the K’Thu

Tribal type Humans


Makeup/Costuming
Warpaint, animal bones, and scars. War paint and animal skins set them very much apart from other bloodlines.
Details
They follow animal spirits, and put family and tribe before all else. Each tribe has its own guiding spirit and culture, but all tribes give tribute to the K’thu Empire. The K’thu are a fierce people where the strong become the governing body. Challenges are fought regularly to gain rank. At this time, the Empire has one strong tribe that rules over the lands of K’thu.

Blood Bonus +2 Armor that can be reapplied at Rest.

The Life of the Tribes

“This is a harsh world, and we do not tolerate weakness. We do not care what pedigree you are, or how much wealth you have. If you do not follow a Spirit, you have no Honor. Your words are just hot air. Show me your might and I may consider you an equal, else I will feed the land with your blood and feed your soul to my Spirit.”

The K’Thu are a tribal people who are dedicated to following the Animal Spirits. When a K’Thu is born, they are given a name but the family name is withheld. When the child comes to age (11), they must choose their path. They must decide on a Spirit they wish to follow and complete the Trial of Birthright. Upon successfully completing the trial, they are adopted into their new family and considered a citizen of the K’Thu Empire.

Everything within their ways is tribal. Respect can only be earned, as the weak will always fail.

Six Great Spirits

Bear - The Symbol of Fortitude and Strength

Tiger - The Symbol of Confidence and Ferocity

Alligator- The Symbol of Logic and Determination

Eagle- The Symbol of Insight and Pride

Dog- The Symbol of Loyalty and Hard Work

Raven- The Symbol of Resourcefulness and Cleverness

Known Lesser Spirits

Panther- The Symbol of Stealth and Honor

Wendigo- The Symbol of Hunger and Survival

Note

There are other spirits, however they may be servants or allies under the great spirits.

Ranks

Pups - Anyone under 11. All within the Tribe must protect and care for them.

Warriors - Anyone above the age of 11. Unproven until they receive a name.

Spirit Walkers- Those who swore an oath to a spirit and have been accepted. Normally done at age 13-19.<–not like… inherently appropriative, but might cause some ruffled feathers. If we care enough, could use Neuma instead?

Warden- Protectors of the tribe, they hunt or gain supplies to aid the tribe when needed. Tasked with keeping the peace in the tribe if anything starts up without the Ancestors’ approval.

Warden Watch- Leader of a squad of Wardens. A squad is 2-5 wardens.

Crusaders- Wardens that are given tasks outside the tribe to scout or meet enemies on the field. Or to go on a quest to raid supplies from other tribes or attack other types of blood like the pointy ears.

Warlord- Leader of all able-bodied people in a tribe. Trusted to take on any issues that involve combatants. In charge of organizing all the Crusaders and Wardens. Their main focus is to make sure everyone is safe, well protected, and armed. Nameless- Those who live within the Tribe without a family name. They are the lowest ranked and are tolerated. They are last to receive anything including respect. They are forbidden a weapon unless they earn the right to follow the Warrior path.

Note

Prisoners who have been captured by the K’thu are considered nameless.

Council Ranks

Overlord- Above all warlords and all combat and issues in the town are under his or her preview.

Mystic- Deals with all things spiritual and allows marriage or also does rituals of birth. Also does death rituals. Usually also teaches the tribe magic.

Ancestors- elders of the tribe that give advice to the totem and some are on their way to becoming a totem or starting a new tribe.

Elder K’thu- Leader of a Tribe.

Empire Grand Council. Are all the elder K’thu from all the tribes and the Emperor of the K’thu leads the Council but they advise the Emperor. Also, discuss trials and how each tribe is working.

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Blood Feats

Trials of the Body

The K’Thu are constantly challenged physically to be fierce and intimidating. From an early age, they are constantly challenging each other for superiority. A K’Thu can pull upon their experience and perform acts of great Feat of Strength or Speed. Once per Day, Feats from Strength or Dexterity are considered double ( Tome of Life for more information)

  • Call: Trials of the Body (Strength/Dexterity x 2)
Trials of a Name

You have earned the right from your Patronage to trial for a name. With a name you earn significant standing with in the Tribe.

Trial to the Totem Blessing

The K’Thu with this Feat are able to establish an Alter to their Totem of Favor. This gives the Totem a foothold in Terra and the K’Thu who worships this Totem all gains its favor. However if another K’Thu who follows a different Totem establishes an Altar, the land becomes contested and the Trials of Envy commences (Which is a game of Capture the Flag). If the object of another altar is taken as prize to the winner’s Altar, the K’Thu who follows the defeated Totem has the choice to abandon their Totem and join the new Totem or go on a spiritual quest to regain favor with their Totem.

Spiritual Rage

You proved yourself earning all three Trials. Choose a damage type (Slashing/Blunt/Spell/Element), you can ignore the damage/effect for 1 minute. At the end of the minute, you go into Fatal wounds. You must have Trails of Totem Blessing in order to take this Blood Feat. Can only be used once per Event and Damage type must be chosen when this feat is selected. Roleplay requirement of screaming and blood makeup.

Totem’s Fury

In Great need, the K’Thu may call upon their Totem to aid them. (Requirement Trial of the Totem Blessing)

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Blood of the Cypressians

Nomandic/Monk style type Humans


Makeup/Costuming
All Cypressians and Journiers have lots of color and symbols which repersents their Family. Thier costuming consists of lots of bandanas and flashy symbols. Those who are truely Cypressians have random spots of green on their face.
Details
Those of the Blood of Cypressians are very much in appearance as those of the Blood of the Toraliyan and Blood of the K’thu. Their origins is still clouded in mystery. They are known to wander and follow the open road or sail the open seas. What ever their method, they are revered by many as they typically carry exotic wares or news of foreign lands.

Blood Bonus -2 Corruption per Magic Item (Minimum 1 per item)

The Life of the Family

Everyone has a place, and we function as one body. Everyone of us who travels are precious, for life is to be explored and to be lived to the fullest. Each Morning, we wake, we pack our animals of burden and we travel. At night, we celebrate the days journey and celebrate the coming dawn. Every day is as important to the last.

All are welcome to travel our path, we do not judge. If your footsteps match our beat, we will welcome you as a brother or sister and we will rejoice together.

We have adopted many of the Knights of the Open Road, for they protect us. We know how to fight, but it is much easier for us to be focus on the other matters such as plotting our course and ensuring our family is well fed.

When we meet up with another family, that is when excitement happens for rivalry exists in all things, and for us, we try try to outdo one-another in who hosts the better party. No one can ever tell, because when the fog of drink clears, we are again traveling to our next destination.

Let the other Bloods, have their kingdoms, their towers, their stale-existance..We are the aspect of change and excitement, not because we have to, but because we need to. Life is always flowing and its a crime of nature to have it stay in one place.

Well Known Familes of Cypressians

Merr - The most well known family of all the Cypressians. This family rules the Great Blue. Any ship that travels the Great Blue who has not paid proper tribute would find themselves siezed or an offering to the seaweed queen.

Mulandi - This Family is known to travel the Lands to the West. Primarily trading with the Old Ones and the Blood of the Steel and Mountain, without the Mulandi there would be little trade between the two Bloods.

Okana - This Family is known to travel between the Lands to the North and to some of the lands to the east. This Family has been known to provide the Blood of the Steel and Mountain, the Blood of the K’thu, and the Blood of the Toraliyan with many exotic wears. Once an Emperor had stopped to Okana and stripped them of the wears. They found that the Cypressians refused further buisness with the Blood of the K’thu. In response, the Blood of K’thu found a new Emperor.

Blathens - Of all the family, the Blathens are the most traveled of the Cypressians. They do not have a set route as they travel wherever the winds tell them.

Positions of the Family

Elder - Usually the oldest and most senior member of the Family. They are the carriers of the wisdom and oral storytellers of our family. They provide council to the family and remind us of those who have came before us.

Voice - There are multiple individuals who help in negociations, those who are selected to be our Voice are given the rights to speak on behalf of the family. We deem them worthy to negociate trade or passage rights. They are skilled in many customs of other Bloods and are knowledgable of the laws of the land. Many confuse them as our leaders, but that is because they have no clue the ways of the Family.

Open Hands- The Family relies on crafts and upkeep of our vessles. Cartrights/Shiprights/Smiths/Tinkers/etc. Any skilled with a craft are typically in this position.

Eyes- We travel a great distance and by such we encounter many possible problems. Those who are our Eyes are scouts and trappers who guide our path through less treacherous paths and finds the best location for huntings and supplies. On a Ship they tend to be those with the best eyes or if necessary our fastest swimmers.

Mothers- These are those who are our healers and caretakers. While the title has a gender meaning, this position isn’t gender specific. Instead they are those who look after our young and who are skilled in various arts of medcine and healing. Many times they are those who are skilled in Achemy to supply needed medicine for our people.

Closed Fists- To our people, we avoid taking life. We would rather flee or avoid the conflict then to get involved. We are not passifist, but we value life above all else and the conflicts that threatens it, is not worth for all the platium in the world. Yet sometimes we can not avoid such conflicts. Those who are skilled in combat protect our people. We are always thankful for thier sacrifice, because the burden to take another life puts scars upon the heart, and we hope we are able to put salves upon those wounds and to remind them that life is worth living.

Note

Those who are not Cypressians who have adopted the Cypressian ways are known as Journiers. They maintain their blood ties, however they have adopted into the culture and lifecycle of the Cypressians. Much is unknown however some scholars believe there is a change that has occured biologically to those who choose to live this lifestyle. Those who become Journiers also develop the benefit that Cypressians have with regard to magical items but at a lesser extent.

Instead of 2 less corruption points from magical items, they benefit from 1 less corruption points. The reason why is unknown.

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Blood Feats

True North

A Cypressian is never lost for the stars are always asking them for where they should be. If a Cypressian always knows which direction is North.

Internal Map

A Cypressian has been everywhere even if they have never touched land. They say their household diety bestows upon them the way. A Cypressian will always know how to reach the closest city. They know all geographical landmarks along the way, but will not know of the dangers posed by animals, creatures, or of the Bloods. Cost 1 LP per use. Having this Feat doubles benefit of the Merchant Skill with regards to travel. Requires Blood Feat: True North.

Cypressian Paragon

Selecting this Blood Feat, the character can ignore the effects of a magical item’s corruption entirely. The item selected can not be soul bound nor can be a legendary item. If the item is also Keyed to Cypressian use only, the item also counts to the Blood Bonus. Item does not count with regard to Monk’s restriction on Magical Items.

Blessings of the Family

Each Cypressian family has a patron. Within your Family, your Patron has blessed your existing for some reason. Boons obtained are determined based on the family you choose. In addition, in moments of great need, your Patron will come to offer advice or aid, but do not rely on this.

Cypressian Hospitality

The Cypressians are known for thier hospitality and thier fierce nightly celebration. Many societies have developed a particular trust to them. Buying this Feat, when entering a territory within your family’s travels you are considered to have the first rank of Faction Trust/Respected. This does not apply when encountering those outside of the territory.

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Blood of the Old Ones

Haughty High-Elves


Makeup/Costuming
Long pointy ears and robes white hair
Details
Elves are focused on keeping the Elemental gates and towers protected, mostly forgetting all the other goings-on in the realm of the flesh. Mostly they wear robes the color of the tower they serve. Blue, Green, Red, Yellow. Thought to have been the bloodline that discovered magic or at least the first to study it from other sources. The Elders are trying to keep what culture they have after losing so much when conflict caused a division among their people. The towers send whatever aid they can to maintain a strong alliance with the Kingdom of Elysium since the Kingdom sent so much aid after the divide. Without the Kingdom, There may have been no Towers left.

Blood Bonus +1 Augment Slot, +2 Mana

Blood Flaw -2 HP

Those that follow the Tower and those who don’t

The Blood of the Old Ones can be classified of those who follow the ways of the Towers and those who have rejected the ways of the towers. Yet because the Blood of the Old Ones have existed for many generations under the ways of the Towers, those who have rejected the current political structure, claim citizenship to one of the towers.

Currently those who are still associated with the towers are locked up and refusing to venture out. The only ones who do are either inquisitionists or messangers to Heart City.

Those who have left their respected tower to live among the lesser Bloods have intergrated themselves within the new society. They are typically found within the Elysium as scholars and magi to various Houses. While they free themselves of the political isolationist views of those who remain, they lost the ability to return to the towers to benefit from their vast libraries or knowledge of the elemental arts.

Six Towers

Earth - This Tower found to the North-East of the Old one Lands, of all the Old One’s Towers has been known to be the most welcoming to other Bloods. That is if the other Bloods were able to deal with their Old One’s Haughties. This has been a center of medicine and healing for many generations, that is until it encapsulated itself in a dome of earth.

Fire - This tower is found to the North West built on a vocano. Those of Fire Tower has been the most hostle of all the Old Ones. Frequently having “fire-fights” with the Blood of the Steel and Mountain to the north. Rumor says that a tower of flame prevents any from getting close.

Air- This tower found way in the mountains to the south of the Fire Tower. The Old Ones in this tower are very suspecious and the Blood. While those can see the Towers from a distance, the treacherous storms around the tower make it very unsafe to enter or leave.

Water- Those of the Tower of Water are a bit more friendlier but not so much as those of Earth. They are very logical and cold in thier words and such has in the past brought a lot of misunderstanding. The tower still exists however due to their powers of the ways of water, any who attempt to walk in the direction of the tower finds themselves going the wrong direction.

Nexus- Rumored to be destroyed. Since the War has never been heard again. Those who have practice the ways of Nexus has gone missing. No record of where the Tower exists.

Void- Same as Nexus. Since the War, this Tower has been missing, and those who study their arts has been missing. As with Nexus, the location of the tower has been missing from the records.

Inquisition

Since the great war, a group was formed that was both formed and supported by the Blood of the Old Ones and Blood of the Toraliyan. This group goal is to hunt down corruption before it ever decimates the lands again. What is known was prior to the war, a faction of the Healers Guild was able to influence and tip the scales of balance. This Faction of the Healers Guild were comprised primarily of Nexus and Void casters. Much of what is known is lost however the Inquisition is given special dispensation to hunt down these casters and to ensure the ways of corruption would never taint the lands again.

Ranks of the Towers

Apprentice -Knows at least one spell

One who has just been introduced to the magic and is beginning to learn its ways. In the tower, a rank Savant or higher is assigned based on the aptitude for magic shown to teach them further.

Novice -Knows up to 2nd circle of an Element

A Novice rank mage has shown they have an aptitude for the magic arts and is allowed more freedom than an Apprentice. While they are still working under a Savant or higher, they are allowed to do their own research.

Savant -Knows up to 4thd circle of an Element

A person who has shown they are capable in the arts of magic. They have been given permission by the towers to teach those of lower ranks to spread their knowledge while performing their own research.

Master -Knows up to 6th Circle of an Element

The culmination of knowledge has led you to this point. You have learned some of the most intense formulas in magic, and are able to implement them into

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your spells. A master is one who is able to take multiple students under their wing to train them into better mages. Masters are able to access certain books from the tower’s libraries to further their research and to better teach their students.

Great Master -Knows all spells of a single element

The embodiment of a single element. These are beings who have spent their whole lives perfecting themselves in the element they have chosen. They understand as much as a mortal can about an element. Having proved themselves, they are allowed access to most of the non-banned books in the tower’s libraries to further study other magics. But with power comes restrictions. To prevent wasted effort, a Grand Master may only teach to Savant or higher ranks.

Elder -Knows all spells of a single element and has up to tier 4 in another.

After discovering everything a single element has to offer these mages have decided to delve into studying another. In their pursuit of knowledge, they have been given full access to all of the non-banned books of the libraries. With access to these tomes, comes great responsibility. An Elder is under normal circumstances only allowed to teach an individual who has been deemed worthy by the towers, usually a master or higher rank. Elders also have been granted the right to vote on decisions pertaining to the towers’ future, and are official members of the Council.

Great Elder -Has knowledge of every spell in multiple or all elements

The pinnacle of knowledge and the highest rank in the towers. Said to be the closest to dragons in their knowledge. Their decisions are to supersede any others in the towers if they are unanimous or are in their own tower. They are known as tome keepers, who have been trusted with the tower’s secrets and any magics that have been deemed too dangerous for the populace. Due to how powerful and how few there are, they are to keep each other in check so as to not change the power balance.

Each member of the towers is given a rank based on their accomplishments in the arts of magic. A mage’s rank is declared before their name to denote what status they are in the towers. (EX. Elder Helios Thelonius) Each rank is to be given respect by those below them and is to be spoken to by their title being stated first or be at risk of banishment, As calling a member of the tower by their name without rank is a grave insult as it is to call into question any and all of their accomplishments. While orders may be given to those of lower rank, the members only need to truly listen to those that are their assigned teachers, although this does not clear them of repercussions if their teacher is outranked. If a member is proven to be abusing their rank, they may be brought before the council for further discussion or punishment. One’s rank goes up as one proves themselves gifted in the magic arts, and with a higher rank comes more freedom and privileges.

Heart City

Rumors has it that Merellinen Sylmar, 1st Council Master of Water Tower is attempting to redefine the broken structure of the Blood of the Old Ones by trying to build a new system of goverment located in the city known as Heart City.

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Blood Feats

Arcane Prodigies

We brought Magic to Terra. We are the Lords of Magic. Some of us are more gifted then others. Upon Selecting this ability, choose one Circle 1 Spell with the corresponding element. Your able to cast the Spell even if you do not have Spell Casting Ability or an Element. You will still need a Spell Component and all the limitation. If you have no Spellcasting ability, your total Mana pool is Twice your Intelligence. If you choose an Element that is opposite of the spell chosen, you will need to choose a new spell.

I have Apprentices for that

As the Old Ones are hierarchical in which those who are more knowledgable has more rights and privilages, they have underlings who can do things for them. Once per moon you may elect one of your lores and ask a question without expending LP.

Elemental Arrow

As the Old Ones were the creator of the Martial Tree Archery, to hunt down and kill Rogue Magi, thier Arcane Archers are renown and an important resource for the Inquisition. Once per Day, an Old One Archer can pull from the Four Elements to augment thier Coated Arrow Quiver.

Prestidigiation Trick

Allows you to cast a Circle 1 spell with no Mana once per rest. If your not a spellcaster, you can use this if you have the spell scroll.

Tower of Learning

While the Towers are closed, I have a way in. I am permitted access to the libraries and to the instructors. Spend 20 Labor Points and able to learn skills. Lores and rare skills can not be obtained in this fasion. (Requires I have Apprentice for that)

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Blood of the Wisp

Wild Elves/Trolls


Makeup/Costuming
Short pointy ears and makeup around the eyes that are the color of your tribe being red, blue, green, yellow, or white/gold. Possible horns and other features.
Details
Hidden within the Old Ones, where a group that believed the actions of the Towers were wrong. They held in secret from the others forming cults. Before the great War, they merged themselves with the Wisps (A type of Elemental within the respected Plane) and formed a union/bond between them).

Blood Bonus 1 Elemental Resist per Rest (To only thier respected Wisp type)

The Life of the Wisps

“We no longer follow the words of towers oppressing us to use us as their plaything or test subjects for their magic. We broke free and the elements aided us. We are the chosen of the wisp. We will never be the object of the towers again.“

We believe in the purity of the way of the elements. This is how we should be. It is evidennt that the “Wrong Ones” (A term used to reference the Old Ones) have lead to disgrace. At one point, we had immortality, and in their direction, they have brought them and us to ruin. No more.

We now live in isolation and in purity of the element of our chosen path. We find allies with the elementals and while we do not like the Dragons (for they did not aid us when we needed their help), they do not hate us as much as the “Wrong Ones”. While we have the ears of our once existance, do not think we are anything like the “Wrong Ones”. We purified ourselves with the aid of the Wisps and became more Wisps then “Wrong Ones”.

Five Types of Wisps

Inferno - Blessed by Fire (Red)

We are blessed by Inferno. We make our homes in the active lava fields and caves where we harvest materials to be sacrificed to the hulking mass that resides in our home. We are renown within the other Wisps for our craftsmanship for Arrowheads and weapons. We believe our crafts are much more superior then those of the Blood of the Steel and Mountain for our Forge is much hotter then theirs.

Tempest - Blessed by Air (Yellow)

We are blessed by Zephyr. Unfortunately, we do not get along with those Blessed by Loom. We enjoy being left alone at the top of the mountains overlooking the world from our advantage. We are the best climbers and are renown in our tacticial prowess as we enjoy board games. In fact, any who beats us at our games has the right to trade with us.

Oak- Blessed by Earth (Green)

We are blessed by Loam, Guardian of all Woods. We cultivate and protect the forest and encourage plants. We do not have patence with those who follow air magic. We are known for our appreciation of chants, rhymes , and music. Some of us develop horns that grow with our age and devotion to Loam.

Wave- Blessed by Water (Blue)

We are blessed by Tsunami. Our home is mostly on the shores of the Great Blue ocean. We are renown for our fast ships, which are the only ships that can outrun those of the Merr Family. We enjoy meditation in the rain, swimming, dancing, and fishing.

Sun- Blessed by Nexus (White/Gold)

We are blessed by the Yaggamal. We are the first of the Blood of the Wisps. We failed to protect which has lead to the Shattering of Terra and Void. We stand now to protect the sappling that grows. We are known for our knowledge of healing, far greater then those of Oak. Yet none other then other Blood of the Wisps are permitted to come anywhere close to our home for we shall never let any harm come to the Sappling.

Note

An Old One and Weavers can evolve into a Blood of a Wisp but a Blood of a Wisp can never return to be a restored to either once the path has been chosen. Other Bloods who live the ways of the Blood of the Wisps may develop physical characteristics similar to the Blood of the Wisps but could never fully become one.

Clarification: A Blood of the Wisp may choose magical paths other then their blessed path. They are not restricted, however there may be some social reprocussions. If a Blood of the Wisp becomes an Avatar for an Element other then their current Wisp, the Blood of the Wisp would change to the respected Wisp Element. For example a Blood of the Wisp who is of Oak who studies Air Magic, will find it socially akward with the other Oak. There would be some mistrust and would not be fully accepted by both Oak or Tempest members. If this Blood of the Wisp becomes an Avatar, they are no longer of Oak but would morph into a Tempest Blood of the Wisp.

In addition, it may be rare for a Blood of the Wisps to even practice the traditional spell casting abilities due to the nature of how the Old One’s obtained the magic. This Bloodline prefers to stay in their villages and to make spiritual offerings to their Wisps. Rare would they venture to attempt to control the elements.

This being said, this is their social norm, and we as gamers tend to be acentric even with our characters so you can be a spell casting Wisp, just be aware that it may come with some social reprocusions with regard to NPC Wisps.

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Blood Feats

Blessing of Speed

The Wisps honed thier skills for Guerilla Warfare. As such Speed is key. Once per Day when compairing an Opponent’s Speed to either escape or to catch a fleeing target, the Blood of the Wisp is considered double.

  • Call: Blessing of Speed Dexterity (Dexterity x 2)
Elemental Protection

Once per Moon, a Blood of the Wisp may find a natural setting and conceal themselves. Mechanics: The character simply lies down on the ground and puts on a white headband as they are no longer seen as they are one with the elements. They can not move and must stand up and remove the headband when they end the power.

Elemental Vigor

When in an Elemental Circle or within an Elemental Plane of the respected Wisp, the Blood of the Wisp is empowered. All Attacks may it be physical, magical, or healing gain a +1 Augment. This last as long as the Blood of the Wisp remains within the source.

Avatar Reflection

You gain stronger in your advantage. Instead of the Resistance to the Element type, they convert the damage to “Absorbtion Heal (Damage Amount)”. Once per rest however, if they are hit with the opposing element, you take double damage.

Connected to the Elements

You were selected of the other Wisps with the sacret duty to aid the Sun Wisps. Your may be called to perform errands or diplomatic missions to the other Wisp’s settlements. What ever the task, you were granted with a bit of the healing energy. You can once per Day, “Lay on Hands” and “Remove Weakness” From your target. Failing to maintain your duty may force you to lose this ability.

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Blood of the Steel and Mountain

Dwarvenlike


Makeup/Costuming
Beards and big noses Drinking horn and charm to show what mountain you came from to lead you home. Knitted Beards are not permitted!
Details
“Dwarfs” have always mostly kept to their mountains but after being forced out some spent time with those of Toraliyan. Being hired to craft wonderful items and show the Toraliyan to make mines and fight Goblins. Most armor and equipment have runes carved in them. Ulfgar took a mountain for us, ripped it from the darkness then taught us how to smith. We follow his path. It’s easy to confuse a male with a female. Beards!

Blood Bonus +2 HP

Blood Flaw -1 Augment Slot

The Life of the Steel and Stone

We are a Harden people. The other Bloods do not know what it is to be of the Steel and Stone. They are soft and malluble and fall to the winds that blow these lands. We remain. Our works have lasted many generations and our craftmenship are sought after.

Legends of the First

We are the first of the land. We litterally popped out of the ground, which is why we are of the Mountain. Unfortunately, when we established our home within these lands, we met opposition from the dark ones, most notable the O’rac and Goblins. It was only by the skill of Ulfgard Blackforge and his wife Mithraya Blackforge that we were able to weather and be prosperous.

Six Great Clans

Észak - The Észak clan is the largest and most powerful of the dwarven clans. Their cities are built deep underground, and they are often surrounded by lava flows and other dangerous terrain. The Észak dwarves are very proud of their strength and their martial prowess. They are also very loyal to their clan and their king, Blackforge.

Kelet - The Kelet clan is known for their wisdom and their cunning. Their cities are often built in remote locations, and they are well-defended by natural barriers. The Kelet dwarves are very intelligent and resourceful. They are also very good at trade and diplomacy.

Dél- The Dél clan is known for their hospitality and their love of music and dance. Their cities are often built in warm, sunny climates, and they are full of life and activity. The Dél dwarves are very friendly and outgoing. They are also very good at making friends with other races.

Nyugat- The Nyugat clan is known for their strength and their resilience. Their cities are often built in mountainous regions, and they are well-fortified against attack. The Nyugat dwarves are very strong and hardy. They are also very good at mining and crafting.

Blackforge- The Blackforge clan is known for their skill in smithing and their mastery of the forge. Their cities are often built in volcanic regions, and they are full of forges and workshops. The Blackforge dwarves are very skilled in smithing and crafting. They are also very powerful and ambitious.

Mithrays- The Mithrays clan is known for their wisdom and their compassion. Their cities are often built in lush, green valleys, and they are full of gardens and orchards. The Mithrays dwarves are very wise and compassionate. They are also very good at healing and medicine.

While there are 6 clans, the Iron Hands has recently been made a clan in Dwarven society. They are unlike the others without a city as they are know as explorers and it is rare to see two together in the same location.

Note

While the Blood of Steel and Mountain prefer the company of their own kind, they are not totally isolationists. They have a deeper hatread with the Blood of the Old Ones (who they believe stolen their lands from them) and the Blood of the K’thu (who keep invading their land and pillaging thier settlements).

There is a great respect earned if you can outdrink a Blood of the Steel and Mountain.

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Blood Feats

Steel in the Blood

Chances of obtaining more rare materials when harvesting from Mining

Outdrink a Dwarf….Don’t be Rediculous

Blood of Steel and Mountain with this ability are considered +2 Consitution for the inate Poison Resist ability with Constitution

Dwarven Sturdiness

Once per Month, a Blood of the Steel and Mountain gains “Limb Resist”. Negates the first action that would effect the limbs.

Homage to the Great Forge

Once per Cycle, you dedicate 20 Labor Points to journey back to your homelands to Ulfgard’s great Forge. There you can have an opertunity to purchase Blood of Steel and Mountain wears that is not accessible to those not of the blood. Beware though. If rumor has it that you sold anything you obtain to those who are not of the blood, you will find your next encounter with others attempting to shave your beard off.

No one throws a Dwarf without thier permission

Once per Moon, a Blood of the Steel and Mountain gains “Repel Resist”.

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Blood of the Moon

Anthropomorphic Shapeshifters


Makeup/Costuming
Obvious Animalistic Features. If Player wishes not to appear in Animal Costume, they can do so with a penalty. See Note for details
Details
You are an antromphic blood who may have an origins of being another blood. One night you developed animalistic characteristics and found yourself a Blood of the Moon.

Blood Bonus (Based on Animal)

Blood Flaw (Optional work with Game Master)

The Life of the Pack

We were once Blood of the Toraliyan, K’Thu, Old Ones, or Weaver. While we may share our Helios side forms with what we once were, we were blessed by Helios and Selene to be much more. You ask what do you mean a Helios side? Well we are able to morph between our once existance to our Selene Side which is our Anthromophic side which is typically associated with our kind. Unfortunately, while we are able to switch between the two, we are strongest when we are in our Selene side.

Our scholars beleive that this is because while Helios shines bright, it burns away and blinds us completely as we have not been worthy. As Selene is only a reflection of Helios, we have much more detail to our spiritual existance. As such we are able strongest in our Selene side. As we exist primarily in our Selene Form, we then call ourselves Blood of the Moon. With all said here, we honestly do not know, but we believe the rumors.

We are the youngest Blood in Terra. While The Blood of Gundabadz are with us, they had existed far before us. Even the Blood of the Weavers are far older then us as we only showed up in the past 50 cycles or so. We were first considered a disease or such. There were no reason why one person was transformed and another did not. At one point (and in some ways we are still are) being hunted down by those who still believe us a curse/disease and should be eleminated.

The only ones who have been fully accepting of our existance has been the Blood of the K’thu, for many believe us to be blessed by thier respected spirit. Unfortunately, this is not always reliable as there are particular tribe who believe that they need to hunt us and kill us so that our spirit could return where it belongs in the Spiritual Plane that was destroyed.

The hardship of transition is a rough one. The K’Thu talks about the trials, but imagine living your whole life as someone with a family only to find your life totally different as the blessing of Selene comes within you. Now your family rejects you and creatures of the deep are out to eat you. This is why, we actively search those who seek a pack. Only together can we comfort and protect each other.

Yet with this being said, there are many who have not chosen the way of the Pack. There are those who choosen to live with the K’thu who revere them as Gods, and there are those who wonder afraid to form new attachments in fear that it would be ripped from them once again.

Rumor has it, the K’Thu Emperor’s wife is a Blood of the Moon Cheetah. In this rumor she is the incarnent of Selene herself. In that rumor, she challeged the Emperor’s former wife to a dual to the death and announced her selves as Selene herself when she dealt the final blow to the awe of the croud. The Emperor boasts that he is worthy of the title because only he can fulfill her needs and desires.

Three Types of Moon

Helios -Those of Helios are typically Selene form associated with Diurnal animals. In other words animals that are active during the day but are dormant at night. While they are blessed by Helios more so then any other Moon, they do not benefit from staying in Helios form.

Selene - As you can imagine those of Selene are nocturnal based animals. As we are blessed by Selene, there are more of us then there are of Helios as we count. Unfortunately no one can actually do a full census of our numbers for we believe there are many who are still hiding their true form in fear of repercussion and not wanting lose their sense of self. While we may be associated with nocturnal animals, our behavior is as average as any other Blood. We have those who are morning people and we got “Night Owls”, and we have those who are lazy bums regardless of the time of day. The only thing different is our apprearance as we are the same individuals we were before the blessing of Selene.

Vexzarian- Insect type of Blood. We consider them enemies for they keep hunting other Blood of the Moon for some reason and they eat us like Prey. While those of Selene, little is known of, the Vexarians are far less known. We are afraid of them for we know when they set their sights on us, they will do nothing but hunt us till either of us are dead. And for some reason, they keep coming back when we do kill them…We think.

Note

When a player chooses to not wear costuming, they are considered in thier Helios Form. All Attributes are consider 1 and their Blood Feats are considered dorment. This Blood is the most costume heavy of all the Bloods and the ability to “Turn it off” especially in the heat was designed for the players health in mind. However, the disadvantage was built to avoid people gaining the benefits but not wearing the costuming.

Another note and it can be seen with the Blood Feat Animalistic Advantage, when playing a Blood of the Moon, your costuming should be focused on one animal type. However when purchasing Animalistic Advantage you can choose other animalistic characteristics such as being a Wolf Hybrid with Scales.

 

 

Blood Feats

Animalistic Advantage

Some new Animalistic Characteristics are formed upon gaining this feat. May be the same animal or a different. Your costuming must reflect such. Upon gainng this advantage, you gain an ability that is within theme of the animal you taken. This Feat can be purcahsed multiple time however each time you must upgrade your costuming to select another animal feature. Work with your storyteller for the details of your ability you gain.

Greater Animalistic Advantage

This ability is the same as Animalistic Advantage however it would further enhance the ability gained from the Animalistic Advantage. This requires of course Animalistc Advantage. Work with your storyteller to determine the benefits that has been enhanced.

Spiritual Attunement

Able to See Spirits and communicate with Incomporial Enitites.

Greater Spiritual Attunement

Once Per Moon, you can convert one Attack into a Spirit Attack. (Requires Greater Spiritual Attunement) Cost 1 LP to use.

Seline’s Blessing

The Blessing of Seline is with you. Your able to phase out. Your not able to affect Spirits unless you use your Ultimate Spiritual Attunement, but all attacks would be ignored as you are Phased out. All attacks you perform would be ignored while phased out. This last unless dismissed, hit with spirit attack, or for 5 minutes, which ever comes first. (Requirements Greater Spiritual Attunement) Cost 1 LP to use.

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Blood of the Weavers

Halfelven


Makeup/Costuming
Pointed Ears
Details
Half breed between humans and elves normally looked down on by both. Most wander to find their place in the world.

Blood Bonus +1 Profession Point (PP)

Blood Flaw No Blood Specific Weapons or items can be made to focus on Blood of the Weaver. If a Blood of the Weaver wishes to use another Blood’s keyed item, they could but they must have the Approprate Lore.

The Life of the Halfbreed

The Weavers were an experiment of breeding the Old ones with the Toraliyan. They are one of the young Bloods, being that they were created a 150 years ago. Originally they were a novelty, where every Old Ones and Toraliyan had to have one, but years later they were considered a failed experiment and were regarded as serfs and tools. The purpose of their creation has never been fully explained but some believed it was in an attempt by the Old Ones to reclaimed their immortality.

Regardless, the Weavers have spent many generations of servatude, until the Great War occured. In the Great War, the Wisps and the Weavers were killing many of their oppressors. This war further isolated the Weavers who remained as the Old Ones were fearful that they were spies and hidden assassins plotting their demise.

Two Schools of Thought

Guild of Steel Wolves - The group that fought against the Old Ones in the war, organized and formed a society. They are constantly trying to convert those who do not believe as they believe in that the Old Ones should pay tribute to the abuse they inflicted. They hold almost a religious viger to their cause. Some rumors that they killed other Weavers, simply because they do not follow the same belief that all Old Ones should be eliminated.

Traditionalist - The Traditionalist while free from their indentured service, seek to keep distance from thier history. They try to stay out of the spot light and try to make the past a distant memory. This makes up the vast majority of the Weavers.

Customs of the Weavers

There are some customs that most Weavers hold that stems from their time before the war, steming from the first generation of Weavers:

(1) A Weaver would never dishonor the code of hospitality to another Weaver. Food and water is provided and if safety is required, it is given. In return the Weaver who requests will not wilfully bring harm to the Weaver who provides hospitality.

(2) A Weaver will always ensure another Weaver is fully educated if not fully employed. Never shall a Weaver allow another not to stand on their own two feet.

(3) Each year we the Weavers meet for the convocation, a meeting where many from all over would meet to discuss the state of the world. Not all are required to attend but it’s highly encouraged. If a Weaver are honor bound to do what is necessary to ensure they make the next one. A sword oath is that if a Weaver who prevents another Weaver from attending the convocation, will never take a breath again.

Faith of the Weavers

For many generations, the Weavers did not have a patron. The Old Ones’ had their Dragons, the Wisps had their Elementals, the Weavers only had themselves. This was until one Weaver discovered the “Spider Queen”. Originally she was the Entity that was responsible for the weaving and repairs of the realms and planes, however upon more and more Weavers forming connections to her, she became a much greater role within the Elemental Pattern. She has two aspects due to the imprint and faith from two schools of thought. In one, she is an aspect of War and Cold Hearted killing, the other she is the keeper of Balance.

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Blood Feats

Highly Suspicious

Having to fend for themselves, they developed a keen ability to suspect the unexpected. This has resulted in their ability to avoid danger. Once per Month, may ignore the effects of a Trap

Detect the Balance

Much is unknown of why Weavers are able to be tune to know the elemental direction, but many devices that do the same can never be as accurate as a Weaver with this ability. With the expendature of a LP, a Weaver Character can sense the elemental direction of a person, creature, item, or location. It is to note that this is not a percise ability, more like a feeling.

Find the Best Footing

Much like the ability to detect the Balance, Weavers are deeply rooted in the Material plane. Once per Moon, if a Weaver is trapped in an elemental plane, they may be able to recall only themselves back to the Material plane. This does not work with death moduals. This skill requires Lore Realms and Planes.

Know the Path

Expand the Ability to take others with you. Requires Find the Best Fooding.

Disregarded Scribe

Having spent many years as servents to the Old Ones, they were often overlooked when teaching lessons of lore or when doing thier own research within the great libraries. While the Old Ones have great resources to pull from, the Weavers tend to have lots of trivial knowledge that they tucked away. When performing Lore Checks, Weavers gain one additional question.

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Blood of the Gundabadz

Goblins


Makeup/Costuming
Green/yellow/orange skin and long ears. Mask can be used
Details
An ancient race that was long ago corrupted and recently awaken to gain free will.

Blood Bonus Gain the Combat skill “Glass Globe Training”

Blood Flaw Typically confused with agressive cousins.

The Life of the Horde

We do not know what we did before as it was like a dream. Yet we are awake now, and we want to enjoy the fruits of life once more. We call ourselves Gundabadz because this is what our cousins call us. We “Gone to Bad” but we do not believe they are right.

Our leader went to the King of Elysium to seek acceptance, to seek penence of what we did when we were mindless slaves unaware of the wrongs we had done. Now we want to be free to seek and build. We know it is not going to be easy. The Blood of the Mountain and Steel hate us for some reason. Could it be for our crimes of our past or is it something we did when we existed before. We do not know, but life is not living in the past but living to the present and future.

What is it to be Gundabadz, well life is now a wonder. We are children, awaken to the joys of color and new discoveries. We seek to taste new things, see new things, and explore the world that was unaware to us in our sleep.

Yet, because we look different and we may be confused by our cousins, we are looked with distrust and hostility. We found home and refuge within the Kingdom of Elysium where we must prove our honor and our character.

Who am I? Well I am #2, While our Leader and our Queen are busy trying to organize our people, I am working to assist in supporting our horde so we may prove our worth and dispel all the negative reputation we had earned.

Our Leaders

  • Lord Qeneral Best Warden of the North Ick Bitz the 4th Number 1 and his Queen guides us and protect us and tells us how we can increase our rank

The Origins of the Horde

We know we are of Terra. We have existed as long as the Blood of the Steel and Mountain…Possibly longer. I do not fully understand but at the creation of the world when the entities created life, they created us…What we were then is not what we are now. What we understand from some of the lore and ruins was that some entities were jealous that entities were creating life and they attempted to do so as well. Yet they did not have such ability. Instead to appease such jealous, they morphed some of the life in their will. I believe those who are such are what everyone considers the Dark Races.

Lord Qeneral Best Warden of the North Ick Bitz the 4th Number 1, had involved themselves in a great battle. Within this battle, they obtained some magic relics that was able to strengthen our spirit to free the Horde (us) from the influences of such entities. As such we are free from the influence to act as we please.

The story

Oi, ‘ave ya ‘eard the tale of ol’ Ick Bitz da Gundabadz? Well, settle in, me friend, and I’ll spin ya a tale that’ll make yer pointy ears stand on end! Once upon a time, in the darkest corners of the forest, there lived Ick Bitz , a mischievous Gundabadz with a heart as black as night. Now, don’t be judgin’ him just yet, ‘cause this story ain’t what it seems. Ick Bitz was always up to no good, sneakin’ ‘round stealin’ shiny things from unsuspectin’ folk. He’d snatch gold, gobble up tasty treats, and make a ruckus wherever he went. The other Gundabadz, they looked up to him, thinkin’ he was the biggest and baddest of ‘em all. But deep down, Ick Bitz ‘ad a secret. ‘E wasn’t satisfied with bein’ a miscreant. ‘E wanted somethin’ more. Somethin’…different. So, one moonlit night, ‘e decided to set off on an adventure. ‘E traveled far and wide, dodgin’ traps and outrunnin’ angry villagers. ‘E climbed mountains, crossed treacherous rivers, and got ‘imself into all sorts of scrapes. And at long last, ‘e stumbled upon a hidden cave, said to be the home of a wise old wizard. Inside the cave, Ick Bitz found the wizard, all crooked and wrinkly, wearin’ a hat as tall as a tower. The wizard, ‘e looked right into Ick Bitz’d beady eyes and said, “Gundabadz, what is it ye seek?” Ick Bitz didn’t ‘ave to think twice. “I wanna be more than just a pesky Gundabadz,” ‘e said, ‘is voice filled with yearnin’. The wizard nodded, ‘is long beard wagglin’ like a squirrel’s tail. “Very well, then. If ye truly want to change, ye must prove yer worth.” So, Ick Bitz embarked on a quest, ‘elpin’ folks ‘round the realm instead of causin’ trouble. ‘E rescued lost kittens, fixed leaky roofs, and even saved a princess from an evil sorcerer. With each act of kindness, ‘is heart grew lighter, and ‘is spirit soared. In the end, Ick Bitz proved ‘is worth and returned to the wizard, expectin’ a grand transformation. But what the wizard did was somethin’ no one expected. ‘E granted Ick Bitz the power of choice—to be good or to be bad. It was up to the Gundabadz to decide. And ya know what? Ick Bitz chose to be good. ‘E gave up ‘is mischievous ways and became a hero, defendin’ the weak and fightin’ for justice. The other Gundabadz were shocked, but they saw the change in ‘im and decided to follow in ‘is footsteps. And that, me friend, is the tale of Ick Bitz da Gundabadz, the trickster turned hero. So, remember, appearances can be deceivin’. Even the most wicked souls can find redemption and become somethin’ greater than they ever imagined.

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Blood Feats

Shaddy Dealings

Your able to negotiation with the Dark Bloods without being hunted. They will trade with you as with the Bloods of the Light would. As you are not thier Blood, they do not trust you unless you purchase faction rank. Be sure to have products worth their time, or you may find yourself in the cooking pot.

I know a Guy who Knows a Guy…Trust Me

Your buisness is Shaddy Dealings and its not how you get the merchandise, but that I got it. You are considered having Lore: Reprobates and all its benefits. Earning the Standard Version would result in it being considered a Greater Lore. (Requirement: Shaddy Dealings)

Special use of Herbs and Spices?!?!

We can eat herbs we harvest, and gain healing when in a Rest. (Consumes Herb item Heal 1)

Finder’s Keepers

Once Per Moon, you get something special. May it be Money, Components, or something else…You found it..Its yours. Materials would be usually ranked tier 1 to 3

Advance Finder’s Keepers

This ability upgrades Finder’s Keepers. It would give you higher quality items or money. Material is upgraded to tier 4 to 7.

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Societies and Organizations

While blood is thicker then water, loyalty to your sworn brothers and sisters can be stronger then family bonds. This section of the tome is to describe factions and organizations that were either player created or apart of the story.

It is important that when building your character, what is your loyalties and direction with the character. May it be to the welfare and expansion of your Blood direction or do you have your own goals/objectives, but working with a group who are a means to your goals may make the task much easier as you may get information and resources. Might consider such.

The Tree of Life Healer’s Guild

The Healer’s Guild is an established and well recognized group of Earth/Water Casters, Doctors, Alchemists, and Guards. This Guidl was established and funded by House Galahad in the efforts to boost adventurers to explore and discover new artifacts. Unfortunately the Healer’s Guild had suffered a major blow to their reputation when a faction calling themselves the “The Black Tree” had done heinous crimes and experiments under the altruistic reputation of the Healer’s Guild.

Many do not trust this order as they are often hired by rich patron to gather and report information. While they do so to better their society standing, many are unnerved by the manner in which they collect the information.

The Black Tree

An organization that formed from the shadows of the Healer’s Guild. Rumored to have practiced in dark arts such as Necromancy and has been blamed for much of the inner corruptions from the Elysium and the Towers.

The Criers Guild

The Criers Guild is a group which typically is paid to spread news across lands. They are usually merchants who were vetted membership into the guild to pass news of the current events and receive a stippen for the information they shared.

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Knightly Orders

Information of these Knightly Orders is best learned in game. They are typically associated to be played by Knights (the Combat Tree found in Tome of War). There are known to be adjuncts and camp followers of these Knightly orders for which while they are not offically Knights, they are given the same respect as a member for the aid they give.

Virtue and Vice Orders

There are two subsect of Orders. Those of the Virtue and those of the Vice. They are each with a direction and goal that while at first glance seems as clear as Good vs Evil, that is only because you do not fully understand the complexity of each order.

Virtue

The Virtue Orders each consists of a Virtue. Those main Virtues are: Courage, Justice, Mercy, Generosity, Faith, Nobility, and Hope. While there are more virtues, they are recognized more as a society then a Knightly Order.

The Templairs

The Templares are a Knightly order originally known to hunt down Necromancers and those who fell to corruption.

Justicators

Funded by House Key to act as judges and to combat corruption of Nobles, Merchants, and Knights. They are well verse in the laws of the land.

The Open Road

A collection of Knights who travel and guard merchants caravans. Primarily they are found defending the Cypressians caravans.

The Chain Tome Society

The Chain Tome Society is a somewhat religious group who are known for carying a chain to their robes that is attached to a book. Those within the Chain Tome are renown for thier digiliant record keeping and research ability. Comprise of scholars, researchers, and information gatherers this group has a religious beleif its thier sacret duty to uncover all knowledge and to have it recorded in written form. Knowledge is Currency to them, as they have little value to anything else.

Vice

On the Other hand, Each Vice Order consists of a Vice. Those main Vices are: Pride, Envy, Gluttony, Lust, Wrath, Green, Sloth, Tyranny, and Ignorance. Those who follow a Vice Order are typically hunted and killed within the Kingdom of Elysium which has per the King’s decree declared them Enemy. As with the Virtues, there are more Vices, but they are more recognized as societies then a Knightly Order.

Black Rose

This is a Vice Order recently formed by Alder Guard. That Has tried to clam ownership of the northern Regions.

The Charred

This is a Vice Order dedicated to the Entity Gabrokon. Known by Burning skin and lava like lines.

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Tome of Lore

Background image

 

 

This section is for the non-combat related skills. It incorperates skills such as lores, gatherings, crafting, and other abilities.

Characters start with 2 Professional Points (PP). The character can start with one more PP by sacrificing “Read, Write, and Arithmetic” which is a skill for free.

Starting Skill

Read, Write, and Arithmetic

The ability to read and write and do simple math

  • PP: Free
  • Bonus: Can trade skill to earn an additional PP

Combat Skill

Skilled

You forgo your combat prowess to invest in the ways of the mind. Trading 2 XP for 1 PP.

  • XP: 2
  • Rebuy: Unlimited

Magical Arts

Read Runes / Magic

This skill enables to cast scrolls and magical items.

  • PP: 1
  • Requirement: Read, Write, and Arithmetic
  • Bonus: Upon Having this skill your able to cast a Light Spell as a Cantrip Spell

Spell Lore/copy scroll

This lore gives details on spell construction and magic fundamentals.This ability allows the user to scribe copies of a spell.

  • PP: 1
  • Requirement: Read Runes / Magic
Spell Lore

Unlike other lore, this lore can only be earned by taking a test from someone who has the Lore currently in game. This is a lore that means your familiar in the magical mechanics to help advise other players in the ways of magic.

Copy Scroll

You still need Elemental Ink to scribe the magic into your spellbook. Yet the skill Copy Scroll is necessary to copy it correctly.

Astronomy

This ability allows the user to tell time (Player can wear an out of character watch)

  • PP: 1
  • Requirement: Read, Write, and Arithmetic

Enchanter

Crafting profession that involves enchantments and creating magical items. Upon taking the first level of this skill gives you “Essance Extracter” for free

  • PP: Variable (Depends on # of Professions)
  • Ranked: 1-5
  • Requirement: 1st Circle of Magic in Any Element

Greater Enchanter Ritualist

Advanced Enchantement profession. Able to do ritual level enchantments for more lasting effect

  • PP: Variable (Depends on # of Professions)
  • Ranked: 6-10
  • Requirement: Spell Lore and 15 Enchanting Recipes
Ritual Lore

Upon earning 15 Enchanting Recipes, a Player has access to work towards getting this lore. It still requires the normal lore requirement, however it also requires the recipies as a basis.

Essence Extractor

The ability to disenchant and draw out motes from elemental sources. Gathering Skill.

  • PP: Free
  • Requirement: 1 Rank in Enchanter

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Medical Arts

Skilles within the Mental Arts require 5 minutes of roleplay and 5 minutes of rest after performed.

Bandage, Administer, Aid, and Diagnose

Skill to apply bandages and give aid and find what effects a target is under (Applying potions and other aid) (In Character state to a target after 10 seconds of role playing looking over them for injuries “Are you under effect bleeding out?”)

  • PP: 1
  • Special: Requires medical kit and bandage props to utilize

Anatomy Lore

This lore gives a better understanding of the nature of the body. Requirement for more advanced medical knowledge

  • PP: 1
  • Requirement: Read, Write, and Arithmetic as well as Bandage, Administer, Aid, and Diagnose

Limb Correction/Sever Limb

Correct broken limbs or amputated limbs 1 minute role play afterward the target is effected with weakness

  • PP: 1
  • Requirement: Lore Anatomy
  • Special: Requires medical kit and bandage props to utilize

Poison Aid and Disease Lore

This lore gives a better understanding of the nature of the external ailments that could affect the body.

  • PP: 1
  • Requirement: Lore Anatomy

Autopsy/Embalming

This ability allows the user to preserve a body from dusting. This extends spells like “life” outside its normal casting window.

  • PP: 1
  • Requirement: Lore Anatomy
  • Special: Requires medical kit and bandage props to utilize

Surgery

Able to perform particular advanced medical procedures. Special note: There is limitation of what magic can do, Surgery is able to cure elements which can’t be magically cured.

  • PP: 1
  • Requirement: Autopsy/Embalming
  • Special: Requires medical kit and bandage props to utilize

Resuscitate

Within 30 seconds of someone falling to death this skill halts the timer. If performed without any interruption for 1 minute, the target is restored to life but suffers 1 minute weakness. Roleplaying involves similar gestures of CPR, but please do not do real CPR, it is only a game.

  • PP: 1
  • Requirement: Surgery
  • Special: Requires medical kit and bandage props to utilize

Alchemical Arts

Chemist/Apothecary

Crafting Profession that involves mixing and creating potions. Upon taking the first level of this skill gives you “Farming / Lumberjack” for free

  • PP: Variable (Depends on # of Professions)
  • Ranked: 1-5

Alchemy

Advanced Potion Making profession. Able to bottle spells in a bottle

  • PP: Variable (Depends on # of Professions)
  • Ranked: 6-10
  • Requirement: 15 Alchemy Recipes

Farming / Lumberjack

Able to plant and grow crops and/or various wood from the land. (Gathering Skill)

  • PP: 1
  • Special: Shovel, Axe, and pots for plants props to use

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Metal Art

Smithing

Crafting Profession that involves hammering and forging. Upon taking the first level of this skill gives you “Miner / Stone Cutter / Gold pan” for free

  • PP: Variable (Depends on # of Professions)
  • Ranked: 1-5
  • Special: Requires forge and anvil to be used

Mastersmith

Advanced Smithing profession. Able to make weapons sing.

  • PP: Variable (Depends on # of Professions)
  • Ranked: 6-10
  • Requirement: 15 Recipes of Smithing
  • Special: Requires forge and anvil to be used

Miner / Stone Cutter / Gold pan

This ability allows you to gather stone and metal materials. (Gathering Skill)

  • PP: 1
  • Special: Requires Mining Pick and Shovel prop to use

Natural Crafting Art

Natural Craft

Crafting Profession that involves sewing, leatherworking, and carpentry. Upon taking the first level of this skill gives you “Survivalist Skills” for free

  • PP: Variable (Depends on # of Professions)
  • Ranked: 1-5

Master Craftsmen

Advanced Craftsman profession. Able to make advanced clothing and wooded weapons that puts Wendell Castle or Giorgio Armani to shame

  • PP: Variable (Depends on # of Professions)
  • Ranked: 6-10
  • Requirement: 15 recipes of Thread/Leather/Wood Working

Survivalist Skills

This ability allows you to gather via Hunting, Fishing, Skinning, Tanning, and Chewing for materials. (Gathering Skill)

  • PP: 1
  • Special: This skill also allows you to Track and to hide one’s tracks.

Mercantile Art

Merchant Trade

Able to Scribe recipes; Able to request supplies from other towns for trade; Able to assist to identifiy items; and Able to broker deals to find trainers (for a modest fee of course)

  • PP: 1
  • Ranked: 1-10
  • Requirement: Requires Read, Write, and Arithmetic

Higher Crafting Art

Tinkering

This crafting style does not mean it is better then other. It is a crafting skill that involves a steady hand and deep amount of concentration. This skill allows for the creating of locks, traps, and jewelery. Upon taking the first level of this skill gives you “Miner / Stone Cutter / Gold pan” for free.

  • PP: Variable (Depends on # of Professions)
  • Ranked: 1-5
  • Special: Upon 3rd level, player gains the following abilities, Disarm Traps and Lock picking. While anyone can do the same, Tinkers can do it faster.

Artificer

Advanced Craftsman profession.

  • PP: Variable (Depends on # of Professions)
  • Ranked: 6-10
  • Requirement: 15 Tinkering Recipes

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The Art of Law

Local Guard/ Militia

This skill allows you to work in the local guard or army. This conveys a rank and a pay whenever you perform tasks. This skill gives the user the ability to draft writs that may be required to mark someone wanted by the law as long as the writ has the permission of the local lord.

  • PP: 1
  • Requirement: Guard tabard and packet on laws and ranks of the militia or guard

Mercenary / Bounty Hunter Guild

Able to take on and or sell jobs for pay that the kingdom needs done. Or even create Jobs for people to go do. post Jobs on the job board in the tavern.

  • PP: 1
  • Requirement: Requires Read, Write, and Arithmetic

Other Skills

Jack of All Trades

This ability allows characters to be more versatile at a cost. The user is able to pick up other professions at a reduced cost but is unable to pick up any of the Advanced Crafting skills (Rank 6-10). All professional skills beyond the first cost 1 less PP.

  • PP: 2
  • Requirement: No Advanced Profession Skills

Teacher

No longer uses LP to teach people skills

  • PP: 1

Profession Cost

All Professions (not the advanced versions) cost 1 PP, however each new Profession has an increased cost. For example Timmy takes Smithing as their first profession. Any levels of Smithing (including the advance) would cost 1 PP. When Timmy takes a level of Tinkering, any levels of Tinkering (including the advance levels) would cost 2 PP. The only exception to this is “Jack of All Trades” which reduces all profession skills beyond the first by 1 PP. If this skill takes this skill after having multiple profession, the player is refunded the differences.

Researching Recipes

Professions require recipies in order to create. However sometimes it can be frusfrating to find someone who has a recipe to copy from. A player utilize the research ability in order to create a recipe from scratch.

This ability is capable if the player has at least 2 levels of the profession in question and it costs 1 + the Level of the recipe in question in LP. If there are no more recipes in that tier, the player will be given a recipe in an earlier tier that has not been discovered (but never above the level in which the research was targeted)

Unskilled Labor

This game intention is to have people work together. As such we provided a method where a player can request assistance from another in helping them in their crafting by letting the other use thier Labor Point Pool. This was especially designed to force veteran players to rely more on the new players in thier crafting schemes.

Example: Veteran Player wants to craft a ring but has already used up all their LP for the month. They noticed that Newbie player is not doing anything and asked if the Newbie Player would assist them. The Newbie player agrees for a price. The Veteran player agrees to pay and they get working.

The Newbie player is able to craft using the levels of the Veteran player but at a higher cost. If it costs the Veteran player 5 LP to craft the item, it would cost the Newbie player 6 LP to craft it. All costs are increased by +1 and both the Veteran and the Newbie player are required to roleplay together.

The other advantage of the Newbie other then the compensation earned in the trade negociation is that now the Newbie player is able to purchase the first level of the crafting or increase their ranks as if they performed a training session.

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Lore

There are multiple levels within Lores. They are:

  • Standard Lore: This is the basic lore. It cost 1 PP to have.
    • With an expendature of 1 LP can ask as many Yes/No questions as you have Intelligence
  • Greater Lore: You must have the Standard Lore before you can have the Greater Lore. It cost 2 PP to have.
    • Storytellers may give hints in game if approprate. In addition, greater information relating to the topic of the lore when using any of the Keys of the Unknown.
  • Legendary Lore: At this level, your considered a Subject Matter Expert in the area with regard to the Lore. It costs 3 PP to have.
    • During Game with this level of a Lore, you can ask once per day a number of Yes/No Questions without expending any LP as you have Intelligence. Any further questions must require LP.
Full Lore List

In many places there will be mentioned of required lores. The Staff has a full list of Lores that are avalible however we do not publish the list because we want players to be more creative of what lores their character would pusue. This is with the goal to make the game more organic and more open to the players.

Prop Requirement: All Lores character have, must have a book or scroll case prop. When utilizing this skill, you must show your prop to the storyteller for review.

Researching/Questing for Lores: A player can obtain lores by writing Lore Material for the game. For example, if a character wanted the Lore: Dragon Poop, they can obtain such lore by writing an essey on the subject of dragon poop. Yet in this example would not be acceptable becasue why would someone want to have lore in Dragon Poop but it just to address the fact the game is very open. One big aspect though for this research essey. Many of its details within the essay must be based on knowledged learned in game and documented. If the current plot does not relate to the subject requring lore, multiple expendatures of Keys of the Unknown or other related lore questions (Yes/No questions), may help get enough of a basis to write up an essey. Be sure to keep your ears open to lore drops that may be useful in your pursuit.

To further expand upon this, the essay does not need to be even from your character’s prospective. It could be an essay from a character from the past that your character found. While we prefer good grammer/spelling as it would be included in the lore/collection of Sundering as a prop, the main focus of the writing should be for the GM to see if you have a good grasp of the subject in question. If the GM approves, you can in game purchase the level of the lore in question.

Any creative lore documentation written for the game, will be considered apart of the Sundering CC by 4.0 license agreement. The author has the rights to the work, but they can not restrict it for Sundering LARP’s use after being submitted. For further details with regard to the licensing/rights to the writing, please reference https://creativecommons.org/ and/or the licensing section of this guide. This was put in forth to avoid legal battles over creative works but still give the author freedom to use this works in other works without restrictions.

Researching Standard Lore - Drafting a Standard Lore requires a paper at least 1 page paper.

Researching Greater Lore - Drafting a Greater Lore requires a paper at least 3 page paper.

Researching Legandary Lore - Only can be gained by going on a quest or discovery.

Keys of the Unknown

In the game, there are various key props called “Keys of the Unknown”. They are magical keys that could unlock dungen rooms/chests/etc. They also can be expended in game to utilize one’s lore in a manner that would normally be reserved during downtimes. This is why Lores during live games are restricted to Yes/No is to avoid overtaxing the Game Runners but but to also raise the value of these In Game Items.

Keys Level of Details
Copper Common. Same you would get from a Town Cryer
Silver Obsecure. Information from a month’s worth research
Gold Hidden. Secrets not spoken of or books that are locked away never to see the light of day.
Platinum Forbidden. Even the Entites may not know or wish to know.

The Level of Details given is based porportionally to the level of the key expanded and the level of the lores you have.

Archaeology

This is not a Lore, however it is the ability to go dungeoneering and to use lores in great effect. This skill is equivalent to a Harvesting skill where the user of their collection of lores to retrieve quests and possibly artifacts/clues that may be required to advance the story line.

  • PP: 1
  • Requirement: Required a bunch of maps, telescope, and location markers Props to be used

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Tome of War

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This Tome is dedicated to all the physical combat skills required for the Boffer games. Unlike the Tome of Lore, which had one skill listed “Skilled” all skills in the Tome of Lore cost PP, all skills in this section cost XP. This section repersents your ability to wield a weapon, to use combatant skills like Parry or Block, or even skills that unlock other skills. If you have any questions, do not hestitate to talk to your Game Runners.

Weapon Skills

Anyone can use a weapon. The concept of, ‘The pointy end goes into your opponent” is obvious, as such anyone can use any weapon. However there is five degrees to weapon skill: Untrained, Proficenct, Specialized, Expert, and Warlord.
Untrained- All Damage called using the weapon are 1’s. If you are not proficent, you are Untrained.
Proficent- Damage of the profcient weapon may be augmented by either your Dex or your Str depending on the type of weapon wielded.
Specialized- Damaged is further augmented by +1 Damage.
Expert- Damage is further augmented once again by +1 Damage
Warlord- Damage is further augmented once again by +1 Damage. (Locked)

Blade Weapons

Examples: Daggers, Swords, Axes, Spears

Daggers

Note that Daggers fall under this section. Unlike other weapons with proficency. Daggers will always do 1 damage unless augmeted by another skill.

One Handed Med Bladed Weapons

  • XP: 2
  • Requirement: 12-32” Prop

One Handed Long Bladed Weapons

  • XP: 2
  • Requirement: 32-46” Prop

Two-Handed Bladed Weapons

  • XP: 3
  • Bonus: Add +1 to all swings with two-handed slash weapons
  • Requirement: Str 2, 46-74” Prop

Blade Style Proficiency

This skill gives you proficiency in all Bladed/Slash Weapons

  • XP: 2
  • Requirement: at least 1 bladed weapon proficent (Daggers do not count)

Blunt/Bash Weapons

Examples: Mace, Clubs, Morning Stars

One Handed Med Blunt/Bash Weapons

  • XP: 2
  • Requirement: 20-32” Prop

One Handed Long Blunt/Bash Weapons

  • XP: 2
  • Requirement: 32-46” Prop

Two-Handed Blunt/Bash Weapons

  • XP: 3
  • Bonus: Add +1 to all swings with Two-Handed Blunt/Bash weapons
  • Requirement:Str 2 46-74” Prop

Blunt/Bash Style Proficiency

This skill gives you proficiency in all Blunt/Bash Weapons

  • XP: 2
  • Requirement: at least 1 Blunt/Bash weapon proficent

Ranged Weapon

Shortbow / Slingshot / Hand Crossbow

  • XP: 3
  • Bonus: Range damage now called (range can not be dodged)
  • Requirement: Range Packets larp safe bow
    • White packet with Brown Streamers

Longbow / 2-handed Crossbow

  • XP: 3
  • Bonus: Range damage now called (range can not be dodged)
  • Requirement: Range Packets larp safe bow
    • White packet with Brown Streamers

Throwing Weapons

Thrown Axe, Daggers, Stars, Spears, etc

  • XP: 2
  • Requirement: Thrown Axe, Daggers, Stars, Spears, etc

Glass Globe Training

Able to use Glass Globe Grenade (Gas Attack Packets)

  • XP: 3

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Ranged Style Proficency

This skill gives you proficiency in all skills in this category.

  • XP: 2

  • Requirement: Shortbow, Longbow, or Throwning Weapon Proficiency

Two-Weapons Fighting Style

Ambidextrous / Dual Wield

Now able to use a 1 handed weapon main hand and a smaller weapon in your offhand.

  • XP: 2
  • Requirement: Either 2 Str or 2 Dex and a Weapon Proficency

True Grip

Now able to use 2 weapons for same lenght

  • XP: 1
  • Requirement: Ambidetrous/Dual Wield

Dual Strike

If two targets are side by side you can Call “Dual”. If used in conjuction with an ability, both targets get effected with no additional cost of the ability.

  • XP: 2
  • Requirement: Ambidetrous/Dual Wield

Shield Style

Shield Training

Now able to use shield and bucklers. Note that at this level, bucklers still consume a hand slot. Spells hitting shield count as a hit.

  • XP: 2

Shield Block

Shields stops melee, ranged, critical, and massive damage. Takes a condition off shield.

  • XP: 2
  • Rebuy: 3 per Strength
  • Requirement: Shield Training
  • Use: 1 Per Day
  • Special: When taking Massive, the damage is blocked but not the Repel effect. Each use takes away 1 conditions from the Shield.
  • Call: “Shield Block” Take a step back and shake it off

Strap Shield

Makes Shield with Straps Disarmed Immuned. Take 1 Damage.

  • XP: 1
  • Requirement: Shield Training
  • Call: “Disarm Immune Absorbion 1”
  • Special: Can not protect against the Damage

Tower Shield

Now can utilize Tower Shield height 37 -54 Width 28 or wider

  • XP: 1
  • Requirement: Shield Training
  • Special: When shield is in equiped hand must move at a 3 count (you are still effected by slow for slow makes you attack and move at 3 second count)

Armor Style

In Armor Style, none of the abilities would work unless you have Three locations of chain, Scale or plate. If you do not have the requirement, the abilities found within would not be avalible.

Armor Training

Stops first attack Melee, Critical, or Ranged. must have 3 locations of armor.

  • XP: 1 (no rebuy)
  • Use: 1 Per Rest
  • Call: “Armor Resist”
  • Special: This skill is use on the first Ranged, melee, critical That hits you other wise it is lost till rest is perforemed.

Armor Block

Stops One Melee, Critical, Range Attack

  • XP: 3
  • Rebuy: 2 per Strength
  • Requirement: Armor Training
  • Use: 1 Per Day
  • Call: “Armor Block” Take a step back and shake it off
  • Special: Each use takes away 1 conditions from the armor.

Suberterfuge Skills

Backstab

Attack behind a target. Attacks Ignore all forms of Armor. Can only be used with Daggers or One-handed Medium Slashing Weapons

  • XP: 1
  • Rebuy: 2 per Dexterity
  • Use: 1 Per Day
  • Call: “Stealth X” (Dexterity+1)
  • Special: Can only be done from behind 4-8 o’clock

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Increase Trainning

Endurance

Strength and Endurance training has made you much heartier. You can increase your Heath by 1. Not avalible to undead

  • XP: 1
  • Rebuy: 2

Gain of Will

With Mental exercies and training. You can increase your allowable augment slots by 1. Not avalible to undead

  • XP: 2
  • Rebuy: 1 Per Will

Open Skills

Cloth Mask

This allows the user to resist gas effects

  • XP: 1
  • Rebuy: 2
  • Requirement: Prop Face Mask
  • Use: 1 Per Day
  • Call: “Activate Mask Gas Resist”

Buckethead

This allows the user to resist knockout effects once per day. Helmet takes 1 condition damage when activated.

  • XP: 2
  • Rebuy: 2
  • Requirement: Prop Helmet
  • Use: 1 Per Day
  • Call: “Activate Helmet Mind Knock Out or Stun Resist”

Field Repair

Repair the armor pool of a suit armor of all the locations but requires crafting material instead of Condition. Similar to Refit armor but without the condition hit. Requires roleplaying.

  • XP: 1
  • Requirement: 1 Rank of either Smithing or Natural Craft Profession

Acrobatics

Able to call acrobatics after being hit with massive or repel to ignore the stun after 10 step move.

  • XP: 1
  • Requirement: 2 Dex
  • Call: “Acrobatics”

Defensive Skills

Parry

Stops 1 Melee Type attack as long as a weapon is readied

  • XP: 2
  • Rebuy: 2 per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Call: “Parry”
  • Requirement: Weapon Proficency

Weapon Block

Stops 1 Melee or Critical Attack

  • XP: 3
  • Rebuy: 2 times per Strength
  • Use: 1 Per Day
  • Call: “Block”
  • Requirement: Weapon Specialist, 2x Parry, and a Martial Tree unlocked
  • Special: Weapon takes Condition Damage

Dodge

Stops 1 Melee, Critical, Spell Attack

  • XP: 4
  • Rebuy: 2 times per Dexterity
  • Use: 1 Per Day
  • Call: “Dodge”
  • Requirement: Acrobatics and a Martial Tree unlocked
  • Special: Ranged Weapons attacked can’t be Dodged

Ripost

Stops 1 Melee or Critical attack and sends the attack right back at attacker.

  • XP: 5
  • Rebuy: 1 per Dexterity
  • Use: 1 Per Day
  • Call: “Ripost”
  • Requirement: Dodge x 3
  • Special: Ranged Weapons attacked can’t be Dodged

Attacking Skills

Stun

If successfully hit, the Target can not take any actions for 5 seconds but once they are hit again or 5s is up they can. Does not work with Range Weapons.

  • XP: 1
  • Rebuy: 3 per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Call: Melee Stun
  • Requirement: Weapon Proficency

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Power Attack

Add +1 Damage to a Attack (Damage cap at 10)

  • XP: 2
  • Rebuy: 4 per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Requirement: Weapon Proficency
  • Special: Stacks with Weapon Specialist/Expert/Overload

Disarm

Disarm Weapon from Target for 5 seconds

  • XP: 2
  • Rebuy: 1 per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Requirement: Weapon Proficency
  • Call: Melee Disarm

Critical Attack

Turn 1 Attack into a Critical Attack.

  • XP: 3
  • Rebuy: 1 per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Requirement: Weapon Specialist and a Martial Tree unlocked
  • Call: Melee Critical X

Knockout

Knock out your Opponents with a successful melee hit.

  • XP: 2
  • Rebuy: 1 per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Requirement: Weapon Expert
  • Call: “Melee Knockout”

Fatal Attack

Target HP goes to zero with a successful hit.

  • XP: 3
  • Rebuy: 1 times per Dex or Str (Whichever is higher)
  • Use: 1 Per Day
  • Requirement: Power Attack, Critical Attack, and Weapon Block
  • Call: Melee Fatal Attack

Sunder Shield

Cause Conditional Damage to the Shield

  • XP 2
  • Rebuy: 1 times per Str
  • Use: 1 Per Day
  • Requirement: Power Attack, Critical Attack and Two-handed Weapon Proficency
  • Call: Melee Sunder Shield 3

Sunder Weapon

Cause Conditional Damage to an object held by target

  • XP: 2
  • Rebuy: 1 per Str
  • Use: 1 Per Day
  • Requirement: Disarm and Two-handed Weapon Proficency
  • Call: “Melee Sunder 3”

Ki’s Focus

Gain a Ki Pool equal to twice your Will

  • XP: 1
  • Special: Meditation for 5 minutes rest will recover 1 Ki point

Ranked Combat Skills

Weapon Specialist

  • XP: 4
  • Rebuy: Once Per Weapon Proficency
  • Bonus: +1 Damage modification for the Weapon you are specialized in.

Weapon Expert

  • XP: 7
  • Rebuy: Once Per Weapon Specialist
  • Bonus: +1 Damage modification for the Weapon you are Expert in.
Warlord

The next rank after Expert is Warlord. This gives you additional damage as both Specialist and Expert. How to unlock the skill is unknown as of yet.

Versitle Weapons Master

This skill allows you to gain Proficent in all weapons (Bladed, Blunt, Thrown, Ranged, Shield, and Duel Wield). This does not provide you skill in True Grip, Dual Strike, Strap Shield, or Tower Shield. These need to be purchased seperately.

  • XP: 4
  • Requirement: Two Styles (Blade/Blunt/Range/Shield, or Dual Wield)
  • Special: This skill allows you to transfer the Specialist/Expert/Warlord to all Weaponskills, in addition, any pre-requisite of the obtained skills such as Martial Trees are met with this skill.

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Combat Matrix

There are many types of attacks and there are many forms of defense. The following items are ment to help identify what skills can negate which attack. The reason for the complexity is to provide some tactical aspect to the game. Most of the current LARPs have been oversimplified where characters are carbon copies of each other. This game attemps to give different aspects and flavors so that while we could play: rock, paper, scissors; in this game we added lizard and spock.

While it may be a lot to remember, but the purpose of it is that the game is built to be more fluid over time. It has been our experience that many games “Reset” Their game because players lack the ability to grow and many characters over time becomes redundant. While many of the combat trees share similar abilities, each combat tree is designed to use the skills in different ways or even with combo to get more omph’d. In addition a player may choose to have many of the skills but unless they invest heavily in buying up more uses, they may only be one trick wonders.

Adding in the fact that that the game has a yearly cap, aids in the steady growth and avoids power vacuum. In addition, one of the games play’s intent is that in combat you can not be a class that does everything. You will require teaming with various skill set. For example, you may be a Berserker who is specialized in high damage while you may have another Berserker who is more focused on debufs against the enemies. This teamed with various other martial trees as well with combat tactical organization you can be a formidable force to fight.

Melee, Slash, or Bash

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Elemental Attack

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Melee Knockout

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Spelled Knockout

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Spelled Element Attack

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Breath Elemental

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Critical Attack or Effect

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Stealth Attack or Effect

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

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Stealth Knockout

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Ranged Missile Attack

Defence Valid
Hitting Prop Shield
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Thrown Melee Attack

Defence Valid
Hitting Prop
Parry
Weapon Block*
Shield Block*
Armor Block*
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Massive Type Attack

Defence Valid
Hitting Prop
Parry
Weapon Block* ½
Shield Block* ½
Armor Block* ½
Ripost
Dodge
Augment Melee (Type)
Augment Critical (Type)
Augment Spell (Type)
Augment Breath (Type)
Stealth Resist
Knockout Resist
Augment Range (Type)
Evade

Some types of call are not included in these charts. Example Blood. Blood bypasses armor however a Blood attack depends on its delivery. For example a Wardancer can do blood attacks but they are delivered via “melee attacks”. An Archer with a short bow who does blood attacks would be considered “ranged attack”. If it is a fire mage who is casting blood spells then this would consititude a “spell attack”.

While it is noted, Spirit is considered an Elemental Augment. It is the only thing that can counter Phased or Incorporeal status.

Weapon Chart

Weapons Type Special
Unarmed
  Fists (Medium) —- 20-32” White Prop. Always does 1s unless Skilled Augmented
  Fists (Large) —- 32-46” White Prop. Requires skill
Daggers DEX 12-20” Prop Always does 1s unless Skilled Augmented
1-Handed Short Blade STR/DEX 20-32” Prop
1-Handed Long Blade STR/DEX 32-46” Prop
2-Handed Blade STR 46-74” Prop Augments Damage by +1 Damage
1-Handed Short Blunt STR/DEX
1-Handed Long Blunt STR/DEX
2-Handed Blunt STR Augments Damage by +1 Damage (Except for exceptions)
Other Weapons
  Staff STR Does not gain +1 for 2-Handed
Range Bows DEX Arrows are Physrep with White Packet with Brown Streamers or Discuss with Staff
Melee Thrown STR/DEX

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Martial Tree

Martial tree are skills that unlock Class like abilities. Each Tree has a set of requirement, may it be costuming or pre-requisit skills. Upon purchasing a tree, the player receieves a free skill associated with the tree. Also to note, if you violate the requirement such as wearing too much armor, you lose the ability to use the tree’s abilities.

Cost for a Tree Skill is as following:

  • First Martial Tree: 2
  • Second Martial Tree: 4
  • Third Martial Tree: 8
  • Fourth Martial Tree: 16 and so forth

Besides the additional XP cost for a new Tree Skill, a player must have at least 5 skills in the tree before purchasing a new tree

Banneret Training

This is an Armored Focused Tree. Skilled in Abilities that utilized the Armor for defense and uses both hands to wield a great weapon to do massive damage. This Tree has been knowned to be practiced by the Dwarves.

  • Requirement: Great Weapon Proficiency and Armor Trainning
  • Free Ability: Rest Armor Block

Berzerker Training

Why care about armor, you instill fear in your enemies by the strength of your anger.

  • Requirement: Great Weapon Proficiency and one of Endurance
  • Free Ability: Rest Self Berserk

Blade Master Training

Devoted to the blade, you hone in with the skill that you unlock hidden potential in the art of the blade.

  • Requirement: Long Blades Profiency and Gain of Will
  • Free Ability: Blade and Sheath

Duelist/Warrior Training

The Duelist incoperates mulitple fighting styles in order for a quick victory.

  • Requirement: A Weapon Style and a Parry
  • Free Ability: Bait and Switch

Knight Training

Honor and protection of others is your first duty. While you may be armored as a Banneret, your stance is strictly defensive and to protect those under your charge.

  • Requirement: Shield Training and any 1-Handed Weapon Proficency
  • Free Ability: Protective Shield

Rogue Training

Agile and quick to take an opening; your skilled in cripling your opponent by strafing and flanking.

  • Requirement: Backstab
  • Free Ability: Soft Spot

Archer Training

You enjoy throwing things at people or shooting them with a weapon. Regardless your skilled in long distance projectiles.

  • Requirement: Any Range Weapon skill and Acrobatics
  • Free Ability: Pin Point

War Dancer Training

You make a dance out of life and death. Wielding two blades you bounce around the battlefield in a whirlwind of blades.

  • Requirement: Dual Wield and any weapon 1-Handed Weapon Proficency
  • Free Ability: Shimmy

Monk Training

Ecclesiastical order, dedicated to the fight against corruption.

  • Requirement: Ki’s Focus. No Armor, No Magical Items with corruption, and no Circles of Magic
  • Free Ability: Monks Weapon and Identify Magic Items
  • Special: Requires Staff Approval

Tactican Training

Field martial who changes rhythm of battle by forming squads to elimate threats on the field.

  • Requirement: Ki’s Focus and Weapon Profiency besides Dagger
  • Free Ability: Weapon of Will and Form Ranks
Knowledge of Skills within Martial Trees

Unless you unlocked the tree, you have no knowledge of any of the skills found within. Please check with your storyteller before disclosing any knowledge of skills found within a Martial Tree.

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Banneret

This is an Armored Focused Tree. Skilled in Abilities that utilized the Armor for defense and uses both hands to wield a great weapon to do massive damage. This Tree has been knowned to be practiced by the Dwarves. If the user does not have Plate in three locations or scalemail in four places; they are unable to use any of the abilites in this tree

Rest Armor Block

Stops one Melee, Critical, or Range Attack

  • XP: Free
  • Rebuy: N/A
  • Use: 1 Per Rest
  • Call: “Armor Block” Take a step back and shake it off
  • Special: Each use takes away 1 conditions from the armor.

Guardian

You take the hits on behalf of another. You can also use defensive skills on behalf of another.

  • XP: 1
  • Call: “(Target’s name) Guard (Defense Skill used)“. For example: “Olaf Guard Parry”

Guardian Strike

Additional Damage to next attack after using the skill “Guardian”.

  • XP: 1
  • Requirement: Guardian
  • Special: Stacks with other abilities such as Expert.

Armor of Will

An Armor Augment no longer take a augment slot.

  • XP: 2

Gladiator

Able to use Small Shields on back or straped to arm and use 2 hander

  • XP: 2
  • Requirement: Strap Shield, Locked Hands

Line Break

Target is forced to move backwards 5 steps

  • XP: 1
  • Rebuy: 3 per Strength
  • Use: 1 Per Day
  • Call: “Melee Repel”

Critcal Line Break

Target is forced to move backwards 5 steps

  • XP: 2
  • Rebuy: 2 per Strength
  • Requirement: Line Break
  • Use: 1 Per Day
  • Call: “Critical Repel”

Line End

Target is forced to move backwards 5 steps

  • XP: 1
  • Requirement: Critical Line Break
  • Use: 1 Per Rest
  • Call: “Cleave Critical Repel Combo Critical” Melee+1
  • Special: Only can be used as the first action. If not used, ability is then lost.

Armor Counter

After using ‘Armor’ Defences, gain Melee +1 Strike

  • XP: 2
  • Requirement: Armor Blocks x2
  • Special: Rest Armor Block does not count

Spiked Armor

After using ‘Armor’ defence, Next melee strike +1 Damage

  • XP: 3
  • Requirement: Armor Counter
  • Special: Stakes with Armor Counter

Retribution

After Using Armor skill next attack will become a critical attack

  • XP: 4
  • Requirement: Spiked Armor, Weapon Specialist

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Rune Armor

Stops first Spell attack.

  • XP: 4
  • Rebuy: 1 per Will
  • Requirement: Armor Block
  • Use: 1 Per Day
  • Call: “Spell Armor Resist” Take a step back and shake it off
  • Special: Each use takes away 1 conditions from the armor.

One with Metal

This is Armor block skill at a cost reduction.

  • XP: 2
  • Rebuy: 2 per Strength
  • Requirement: Armor Block
  • Use: 1 Per Day
  • Special: Ranks in this does not count as Armor Block for the purpose of skill requirements. Armor takes 1 condition

Iron to Iron

Take some damage to repair armor.

  • XP: 1
  • Rebuy: 1 per Constitution
  • Requirement: One with Metal
  • Use: 1 Per Event
  • Call: “Self Blood 2 Combo Repair Armor Condition 1”
  • Special: Can not be done if Armor is at Zero.

Become Mountain

Resist first Massive or Repel Effect

  • XP: 2
  • Rebuy: 1 per Constitution
  • Requirement: One with Metal
  • Use: 1 Per Event
  • Call: “Resist (Repel/Massive) Combo Self Root Feet”

Locked Hands

Disarm Immunity

  • XP: 3
  • Call: Activate Gloves Disarm Immune
  • Special: Must have metal gloves worn

Blessed of Guardians

Stops first Breath attack.

  • XP: 6
  • Requirement: Two ranks of Rune Armor and Strength 3
  • Use: 1 Per Event
  • Call: “Breath Armor resist” Take a step back and shake it off Each use takes away 1 conditions of the armor.

Quick Repairs

Able to Repair Armor to 1 minute (normally 5 minutes)

  • XP: 3
  • Requirement: Field Repair and One with Metal
  • Special: Must have a Hammer Prop

Ulfgar’s Might

While Feet are stuck, next attack is critical

  • XP: 2
  • Rebuy: 1 per Strength
  • Requirement: Become Mountain
  • Use: 1 Per Event
MORE INFO

When using abilities with Banneret, the player may have armor of varing condition. For example a set of gauntlets of condition 3, a helm of condition 5, and a chest piece of condition 10. Players must use the lowest conditioned items when factoring their total armor condition pool. Hense they can only use Armor Block 3 times. In addition, when one piece of armor breaks the full suit is considered broken.

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Berzerker

Why care about armor, you instill fear in your enemies by the strength of your anger. If the Berzerker has any armor heavier then leather, they can’t use any of the abilites in this tree.

Roleplaying a Berzerker

Berserk is a condition that your personal well safety is not taken in account when you attack. Your all or nothing. While we understand your concern about safety, please be considerate when playing this Combat Tree. Overall your main objective is to “Hit Things” in the most aggressive way possible. This is especially the case when under the effects “Berzerk”. Please be mindful and do not charge people but roleplay being aggressive as much as possible.

Rest Self Berserk

You go Berserk attacking anything that moves for 1 minute long

  • XP: Free
  • Use: 1 per Rest
  • Call: “Self Berserk”

Self Berserk

Allows you to go into Rage more then once per day.

  • XP: 1
  • Rebuy: 1 per Strength
  • Use: 1 Per Day
  • Call: “Self Berserk”

Always Angry

When your about to lose Berserk, think again.

  • XP: 1
  • Rebuy: 1 per Constitution
  • Requirement: Self Berserk
  • Use: 1 Per Rest
  • Call: Combo Self Berserk

Friend from Foe

Berserk effects no longer has you fight closesd target you can now pick who fight

  • XP: 2
  • Requirement: Always Angry
  • Special: Also in effects when hit with Berserk.

Deaths Smile

When at 0hp, player heal to full curing all effects except death or lost of limbs.

  • XP: 5
  • Use: 1 per Month
  • Requirement: Friend from Foe
  • Call: Combo Self Heal All, Cure Weakness, Combo Self Berserk

Over Berserk

All Berserk and Rage effect last 5 minutess instead of 1 minute

  • XP: 5
  • Requirement: Always Angry

Sturdy

Augments that increase life no longer takes up an augment slot

  • XP: 2
  • Requirement: Str 2, Tuff as Nails

Fire Rage

Fire Augments no longer take up an Augment slot

  • XP: 1
  • Requirement: Sturdy

Butcher

You can now use two one-handed long or medium weapon and remain a berserker.

  • XP: 5
  • Requirement: Cosmetic “Red War Paint”
Note about Rage

While Friend From Foe allows you to choose your target, Berserk requires you to attack all creatures. When your eneimies are vanquished, you will continuing to attack those around you until the effects of Berserk has been completed.

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Berserk Skills

The following skills can only be used while under the effects of Berserk.

Berserk Sunder (R)

Do some damage upon weapons and armor

  • XP: 2
  • Use: 1 per Event
  • Rebuy: 2 per Strength
  • Call: Melee Sunder 3

Obliterate (R)

Do great damage upon weapons and armor

  • XP: 4
  • Use: 1 per Event
  • Rebuy: 1 per Strength
  • Call: Melee Sunder 5

Cripple Limb (R)

Do great damage upon target limbs

  • XP: 2
  • Use: 1 per Event
  • Rebuy: 2 per Strength
  • Requirement: Berserk Sunder
  • Call: Slash Server limb or Bash Break Limb

Weapon of Rage (R)

When in Berserk all attacks are +1 damage

  • XP: 4
  • Requirement: Berserk Sunder

Rage Strikes (R)

When in Berserk all attacks are +1 damage

  • XP: 3
  • Requirement: Weapon of Rage

Destroy (R)

Adds +2 to your next attack after holding up weapon and yelling

  • XP: 2
  • Use: 1 per Event
  • Rebuy: 2 per Strength
  • Requirement: Rage Strikes

Focus on the Carnage (R)

Stops first mind altering effects.

  • XP: 5
  • Rebuy: 1 per Will
  • Call: Mind Resist
  • Use: 1 Per Event

Impale (R)

Target drops to zero health and starts bleed out counter. It requires 5 seconds to remove weapon from target if they get impaled.

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 2 per Strength
  • Requirement: Berserk Sunder
  • Call: Melee Impale (Blade weapons or Spear only)
Armor/Health Restriction Reminder

Note that the abilites below can not exceed the 20 Health, 20 Armor caps.

Thick Skin (R)

Add 2 Armor and 2 Health when you are in Rage

  • XP: 1
  • Requirement: Self Berserk

Tuff as Nails (R)

Add 3 additional armor and 3 health when you are in Rage.

  • XP: 2
  • Requirement: Thick Skin

No Need for Armor (R)

Add 4 additional armor and 4 health when you are in Rage.

  • XP: 3
  • Requirement: Tuff as Nails

Dreadnought (R)

For 1 Minute, Ignore all Melee Damage Strength or lower. If higher, take only 1 Damage. Criticals, Stealth, and Blood Attacks bypass this effect.

  • XP: 2
  • Use: 1 per Event
  • Rebuy: 1 per Constitution
  • Requirement: No Need for Armor
  • Call: Absorbtion or Absorbtion 1

Limb Resist (R)

Resists Broken or severed limb effects.

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 2 per Constitution
  • Requirement: Sturdy
  • Call: Limb Resist

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Blade Master

Devoted to the Blade, you hone in with the skill that unlocks hidden potential in the art of the blade. With almost religious furver, you live by the blade and by such you awaken the spirit of the blade to aid you in the fight.

Blade and Sheath

You can now use a sheath to block.

  • XP: Free
  • Requirement: Prop must be padded.
  • Special: This ability does not allow you to attack with the sheath. It only gives the ability to block with it.

Soulbound

Sword and sheath becomes soulbound to the character

  • XP: 2
  • Requirement: 5 minutes sync in the morning.
  • Special: You also know at all times where the sword is.
Soul-Linked Blades

The bounded soul of the blademaster and their blade is a blessing and a curse. It has been said that while the Blademaster with some practice can strengthen the blade, if it should ever break, so shall it’s lover shall do so as well. In other words, when the blade has broken, the Blademaster would suffer the effect of Death.

Draw

Using the technique of drawing your weapon from the sheath unlocks a momentum to do an additional damage from your next attack.

  • XP: 3
  • Use: 1 per Rest
  • Requirement: Blade and Sheath
Draw

Skill listed in this Tree will indicate “Draw”. Draw is when the blade is blased in the sheath all the way and then pulled out. If this isn’t performed, the condition of the draw is not met.

Dismatle

Unlocking the spirit of your blade, your able to do damage upon another weapon

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 1 per Strength
  • Requirement: Draw
  • Call: Melee Sunder Weapon 3

Elemental Sheath

By focusing on your blade, it takes upon an elemental damage attack. The element type remains until the user retunes it to a different element or disable the element for 5 minutes meditation. The following elements it can be attuned to: Fire, Shock, Ice, and Earth.

  • XP: 1
  • Use: 1 per Rest
  • Requirement: Draw
  • Special: While the attack is elemental, it is not spell effect but an enhancement of melee

By sacrificing your own health, your can heal the blade your bound to. This can even be done to your weapon if it is broken (condition 0). You take 2 unavoidable blood damage to heal 1 conditional damage to the blade.

  • XP: 1
  • Use: 1 per Event
  • Rebuy: 1 per Will
  • Requirement: Soulbound
  • Call: Self Blood 2, Soul Link

Soul Slash

Projecting the spirit of the blade, your able to effect the spirit.

  • XP: 1
  • Use: 1 per Event
  • Rebuy: 1 per Will
  • Requirement: Soul Link
  • Call: Melee Spirit Slash (Damage)
  • Special: Spirit Damage can not be phased
Spirit Damage

Spirit Damage follows the same rules as Elemental Damage. Phased Creatures are susceptible to Spirit Damage. Only Blade Masters and Monks are capable of performing Spirit Damage.

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Flurry

Draw, next 3 attacks gain +1 damage

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 2 per Strength
  • Requirement: Draw

Focused Flurry

When Flury is activated, one of the attacks in the Flurry will be upgrade to a Critical attack.

  • XP: 3
  • Requirement: Flurry

Swift Blade

Slowly take 10 steps and draw blade, next attack is Slashing damage enhanced by +2

  • XP: 2
  • Use: 1 per Rest

Swift Strikes

Immediately after Switft Blade has been used, next attack is upgraded to a Critical.

  • XP: 4
  • Requirement: Swift Blade

Double Strike

After performing a critical attack, you can repeat the same attack effects one more time but must then put the sword back into the sheath.

  • XP: 6
  • Requirement: Swift Strike

Wind Strike

When you Draw your next hit is a Critical Strike

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 2 per Strength
  • Requirement: Double Strike

Soul Protection

Weapon Block

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 1 per Strength
  • Requirement: Soul Bound and Weapon Block

Slash Resist

Stops the first Slashing attack

  • XP: 1
  • Use: 1 per Day
  • Rebuy:1 per Strength
  • Call: Melee Slash Resist

Weapon Care

Your weapon gains the ability to resist damaging effects.

  • XP: 1
  • Use: 1 per Day
  • Rebuy: 2 per Constitution
  • Requirement: Weapon Block
  • Call: Sunder Resist

Sheath not Sword

Your now able to attack with the Sheath. If the sheath is untagged the item will have 1 condition. Tagged sheaths can have more. This ability allows you to use it in attacks. You can apply condition damage on the sheath instead of the sword when activating abilities.

  • XP: 3

Blessed Blade

Blademaster is skilled in performing weapon blocks more often.

  • XP: 4
  • Use: 1 per Rest
  • Requirement: Weapon Block

The Fall of the Swine

After you block, your next 3 attacks with your sword in your sheath you can call a critical strike or a weapon block

  • XP: 4
  • Requirement: Bleseed Blade

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Knight

Honor and protection of others is your first duty. While you may be armored as a Banneret, your stance is strictly defensive and to protect those under your charge.

Protective Shield

Stops One Melee, Critical, Range Attack

  • XP: Free
  • Use: 1 Per Rest
  • Call: “Shield Block” Take a step back and shake it off
  • Special: Each use takes away 1 conditions from the shield.

Shield Guard

Stops One Melee, Critical, Range Attack

  • XP: 1
  • Use: 1 Per Rest
  • Requirement: Guardian
  • Call: “Guard Shield Block” name of Character protecting
  • Special: This is the only time Shield Defences does not take 1 condition damage

Guardian

You take the hits on behalf of another. You can also use defensive skills on behalf of another.

  • XP: 1
  • Call: “(Target’s name) Guard (Defense Skill used)“. For example: “Olaf Guard Parry”

Locked Hands

Disarm Immunity

  • XP: 3
  • Call: Activate Gloves Disarm Immune
  • Special: Must have metal gloves worn

Shield Stun

Stun the target for 5 seconds

  • XP: 1
  • Use: 1 per Day
  • Rebuy: 3 per Strength
  • Call: “Melee Shield Stun”
  • Special: Do not use the Shield as a weapon, use the boffer safe weapon as your shield use. For safety reasons of course.
Stun

When a target is under the effects stun they can not take any actions for 5 seconds unless they are hit.

Taunt

Taunt your foe to fight you for 1 minute

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 1 per Strength
  • Requirement: Two Ranks of Shield Stun
  • Call:Bang on shield 3 times then swing “Melee Taunt”

Challange

You gain +1 Damage to the person you taughted

  • XP: 3
  • Use: 1 per Rest
  • Requirement: Taunt

Spiked Shield

After using ‘Shield’ defence, Next melee strike +1 Damage

  • XP: 3
  • Requirement: Shield Block

Force Shield

After using ‘Shield’ defence, an additional +1 damage next melee strike

  • XP: 2
  • Requirement: Spiked Shield

Revenge Shield

After any shield ability, next attack is a Critical

  • XP: 4
  • Requirement: Force Shield

Gladiator

Able to use Small Shields on back or straped to arm and use 2-handed weapon

  • XP: 2
  • Requirement: Strap Shield, Locked Hands

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Curve Blow Shield

Shield Block

  • XP: 1
  • Use: 1 per Day
  • Rebuy: 1 per Strength
  • Requirement: Shield Block
  • Special: Shield takes 1 Conditional Damage

Shield of Will

Resist Augments no longer take Augment slots

  • XP: 3
  • Requirement: Force Shield

Shield of Might

Spell Shield Resist

  • XP: 4
  • Use: 1 per Day
  • Rebuy: 1 per Will
  • Requirement: Shield of Will
  • Special: Shield takes 1 Conditional Damage

Tower Shield Master

Using a Tower Shield no longer requires a 3 count to use

  • XP: 3
  • Requirement: Tower Shield

Knight Expert

After blocking with a shield or sword three times, next attack gains +1

  • XP: 4
  • Requirement: Challenge and Revenge Shield

Oath

Knight swears to an order (Virtue or Vice) gain +2 Armor and +2 Health

  • XP: 1
  • Requirement: Shield Guard
  • Special: +2 Armor and +2 Health
Oath

You can only only have one oath. To change your oath you must break it and swear another. To note, a man is only good as the strength of their word, be warn.

Virtue Knight (O)

Self Augment for Touch Heal 1

  • XP: 1
  • Use: 1 per Rest
  • Requirement: Oath
  • Call: Augment Touch Heal 1
  • Special: Must be wearing a Tabard of an Virtue Order

Vice Knight (O)

Self Augment for +1 Strike

  • XP: 1
  • Use: 1 per Rest
  • Requirement: Oath
  • Call: Augment Plus 1 Strike (Next Strike will be +1 Damage)
  • Special: Must be wearing a Tabard of an Vice Order

Paragon (O)

Augments virtue or vice oath. Add Strength to the Augment. For example if your a Virtue Knight with a Strength of 3, your Augment for the Heal will be 4, else for a Vice Knight thier Next strike would be +4

  • XP: 1
  • Requirement: Oath

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Duelist/Warrior

The Duelist incoperates mulitple fighting styles in order for a quick victory.

Bait and Switch

Parry

  • XP: Free
  • Use: 1 Per Rest
  • Call: “Come on and get me” either before or after saying, “Parry”

Roll with the Punches

Increase damage after parrying a melee attack

  • XP: 2
  • Call: Combo Melee (Damage Type) (Damage+1)

Tip Tap

Enhance offhand damage

  • XP: 3
  • Requirement: Roll with the Punches
  • Special: When Roll with the Punches activiate, Offhand is enhanced by +1 damage

Quick Flick

Further increase the damage after a successful Parry

  • XP: 3
  • Requirement: Tip Tap
  • Special: Both Main hand and Off-hand are further augmented +1 in addition to Roll with the Punches and Tip Tap.

Blade Flick

Parry

  • XP: 2
  • Use: 1 Per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Roll with the Punches

Dual Parry

If 2 Targets hit you at the same time, while you have a weapon in each hand, you only need to expend one use of Parry to block both attacks.

  • XP: 2
  • Requirement: Dual Strike

Gladiator

Able to use Small Shields on back or straped to arm and use 2 hander

  • XP: 2
  • Requirement: Strap Shield

Go for the Eyes

Melee Blind

  • XP: 3
  • Use: 1 Per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Dual Parry

Limp

Melee Slow

  • XP: 3
  • Use: 1 Per Day
  • Rebuy: 2 per Dexterity
  • Requirement: Dual Parry

Hidden Throwing Weapon

Thrown weapon gain +1 Attack

  • XP: 1
  • Use: 1 Per Day
  • Rebuy: 3 per Dexterity
  • Requirement: Throwing Weapon

Missle Arm

Throwing Weapons become Ranged attack Delivery

  • XP: 3
  • Special: Replace “Melee” with “Range” when throwing the weapons.

Catch and Throw

Throw Damage back at a person who threw a weapon at you

  • XP: 2
  • Use: 1 Per Day
  • Rebuy: 2 per Dexterity
  • Requirement: Missle Arm
  • Call: Throw Reflect X
  • Special: X is the damage target can do with throwing weapons. It can be further modified with other skills up to max damage.

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Return to Sender

Melee Reflect

  • XP: 4
  • Use: 1 Per Day
  • Rebuy: 1 per Dexterity
  • Call: Melee Reflect
  • Requirement: Catch and Throw

No Taught

Taunt Resist

  • XP: 1
  • Use: 1 Per Day
  • Rebuy: 1 per Will
  • Call: Resist

Unfair Advantage

If target is under the effect stun, disarm, blind, slow, or pin, gain +2 damage against them

  • XP: 4
  • Requirement: Return to Sender

Throwing Master

All Throwing weapons now are at +1 Damage

  • XP: 3

You and Me

Duel Someone

  • XP: 5
  • Use: 1 Per Rest
  • Call: “I Request a dual with you” point weapon at target
  • Requirement: Return to Sender
  • Special: You gain +1 Damage and a free Parry against them

Jack of the Knife

Throwing Daggers all over your body, you gain +5 armor that resets after rest.

  • XP: 5
  • Requirement: Throwing Master

Twin Daggers

First attack using Daggers Able to combo next 2 attacks

  • XP: 4
  • Use: 1 Per Rest
  • Requirement: Throwing Master
  • Call: Cleave Melee (Damage), Combo Melee (Damage+2), Combo Melee (Damage+2),
Jack of the Knife

This ability has a costuming requirement. One or two Daggers on the body does not constitute effective coverage. The vision from the storyteller team is that your a walking arisonal in which your body has a bunch of throwing daggers all over your body. Please check with the Storyteller if you meet the envisioned aesthetic requirement before use.

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Rogue

Agile and quick to take an opening; your skilled in cripling your opponent by strafing and flanking.

Soft Spot

Backstabs now get more powerful. +1 Damage with Backstabs

  • XP: Free
  • Call: Stealth X

Assasin Cleave

First attack from behind a target becomes Stealth

  • XP: 2
  • Use: 1 per Rest
  • Call: “Cleave Stealth” (Ability)
Cleave and Stealth

Cleave is a tag that indicates the ability can only be used once per rest. In order to refresh these abilities you have to spend 5 minutes break drinking water in order to refresh the skill. In addition, Cleave must be the very first attack or it goes away

Stealth is a tag that bypass armor. Stealth can only be done from behind target 4-8 o’clock where 12 is the direction the target is facing. Note that Armor abilities can’t still be called only to negate “Stealth Abilitiy effects” the damage unfortunately can not be negated.

Disengage

Refresh Rogue skills that require a rest. Requirement is that you must not be in a line of sight of any enemies

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Assasin Cleave
  • Call: Disengage Refresh Rest

Distract

Stun your opponent with a successful hit

  • XP: 1
  • Use: 1 per Rest
  • Call: “Melee Stun”
Stun

When a target is under the effects stun they can not take any actions for 5 seconds unless they are hit.

Perfect Spot

After you have stunned a target if you get behind them next attack becomes Stealth.

  • XP: 4
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Disengage
  • Call: “Combo Cleave Stealth” X (where X is the damage normally performed)
  • Special: This does expend a Back Stab

Coat Blade

Roleplay 5 seconds as if your coating a blade with a rag as if your coating the blade with an oil or poison.

  • XP: 4
  • Use: 1 per Rest
  • Requirement: Perfect Spot
  • Call: “Free Self Rest Augment Cleave +1”
Free and Augment Slots

The Free call on this means it does not take up an augment slot as it is being applied to the weapon and not on the individual.

Second Blade

Able to use your ofhanded weapon in your stealth attacks

  • XP: 2
  • Requirement: Coat Blade, Dual Wield
  • Call: “Combo Stealth” (Damage Type) (Damage - 2)
  • Special: This does expend a Back Stab

Assassination

One of your cleaves stealth now becomes Death Effect

  • XP: 4
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Second Blade
  • Call: “Cleave Stealth Death”

Weakspot

Back Stabs now gain +2. Replaces Soft Spot

  • XP: 5
  • Requirement: Assassination
  • Call: Stealth x

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Sleep Now

First Attack can inflict Sleep on the Target

  • XP: 3
  • Use: 1 per Rest
  • Requirement: Perfect Spot
  • Call: “Cleave Stealth Knockout”

Old Rusty

After an Stealth attack, add a Combo Stealth Poison 5 Effect.

  • XP: 3
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Second Blade
  • Call: “Combo Stealth Poison 5”

Clock and Dagger

All attacks from behind are +1 Damage

  • XP: 4
  • Requirement: Sleep Now

Escape

Rogues know how to avoid danger. They are quick to get out of the way.

  • XP: 4
  • Use: 1 per Rest
  • Requirement: Assasin Cleave
  • Call: Dodge
  • Special: This does expend a Back Stab

Grease Hide

An unlucky Rogue, is a dead Rogue. Yet a Rogue makes their own luck. They grease their armor to give them some damage protection.

  • XP: 3
  • Use: 1 per Rest
  • Call: Melee Resist
  • Special: Must have Leather at least two locations.
Thrown weapons and Stealth

Does not work…Many have attempted to perfect the method but has not achieved such so far.

Rogue Hood

Working with Gas bombs, Rogues learned how to adapt. Rogue must have some fabric to cover the head or neck as a prop.

  • XP: 2
  • Use: 1 per Rest
  • Call: Gas Resist

Toxic

Working with Poisons, Rogues learned how to adapt.

  • XP: 2
  • Use: 1 per Rest
  • Call: Poison Resist
  • Special: Rogue must have a bandana or rags on belt.

Suspicious of Traps

A rogue is always on high alert, especially for traps.

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Call: Trap Resist

Cult of Ath

A mask made for assinsins that when wearing this mask no one knows who you are

  • XP: 2
  • Requirement: Mask must be made and unique to player
  • Special: Take 15 minutes of roleplay alone to change the costume and to don a mask. Afterwards you appear as this “Creature”. All Cult Abilities require full costuming.
Vexzarian

This insect like monster is very much unknown. What is known is that they been seen killing and eating the monsters and Blood of the Moon. The Laws typically require that these creatures be killed on sight.

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The Feeding (Cult)

Once Per 5 Seconds of Roleplaying eating a dead body. Heal (Your points in Dexterity) in HP. Can only be performed while wearing the Mask

  • XP: 2
  • Use: 1 per Rest
  • Requirement: Cult of Ath
  • Special: If continued eating for 1 minute, inflict “Dust” on the target.
  • Call: Devowering 1.Devowering 2.Devowering 3.Devowering 4.Devowering 5. Combo Heal (Dexterity)..(Repeat)

Shadow Step (Cult)

Five Second Count you Teleport Away to the location where your mask or to the Waypoint of the Mask

  • XP: 3
  • Use: 1 per Event
  • Requirement: Cult of Ath
  • Special:
    • Player must have wear a white head band upon Teleport. Lacking a White head band negates the effect.
    • Spirit Attack will interupt the call. The ability is not used until they teleported
  • Call: “I phase out 1, I phase out 2, I phase out 3, I phase out 4, I phase out 5, I teleport”
Shadow Step

Upon gaining Cult of Ath ability, a player can create a sympathetic location or “Waypoint” for which the Shadow Step could make use of.

Ath Strike (Cult)

Turning a Cleave Stealth into a Cleave Shadow Attack. Can Only be performed when wearing the mask.

  • XP: 4

  • Requirement: The Feeding

Shadow Damage

Shadow allows you to use Stealth abilities but removes the requirement where you need to hit from the back. The only difference is that because it is in the front, Shadow can be blocked in the same fashion as melee/critical can.

Taking by Shadow (Cult)

When you Shadowstep you can take 1 target that is prone (knocked out, death, bleed out). Can only be performed when wearing the Mask

  • XP: 4
  • Use: 1 per Day
  • Requirement: The Feeding

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War Dancer

You make a dance out of life and death. Wielding two blades you bounce around the battlefield in a whirlwind of blades. Note that the most a War Dancer can wear in armor is scale armor. Anything higher would interfere with the ability to dodge effectively.

Shimmy

A Wardancer is known to get out of immediate danager

  • XP: Free
  • Use: 1 Per Rest
  • Call: Dodge

And Return

After a Dodge, next Attack is Combo +1 Damage.

  • XP: 2
  • Call: Dodge Combo Melee (Damage+1)

Move Strike

After a Dodge, next Attack is Combo +1 Damage. Replaces “And Return”

  • XP: 3
  • Requirement: And Return
  • Call: Dodge Combo Melee (Damage+2)

Fast Dance

After a Dodge, next Attack is Combo +1 Damage. Replaces “Move Strike”

  • XP: 4
  • Requirement: Move Strike
  • Call: Dodge Combo Melee (Damage+3)

Choose Partner

After a Dodge, next attact can be converted from melee to blood.

  • XP: 3
  • Requirement: Move Strike
  • Call: “Dodge Combo Blood (Damage)”
  • Special: Damage from abiltiies like “And Return” can be applied to the damage in this skill.
Blood

Blood Damage ignores armor points and hit directly to the HP much like stealth. Blood damage from a War Dancer can only be performed via a slashing weapon.

Stealth vs Blood

On paper, it is the same thing, as both ignores armor, however Stealth can not be parried/blocked/etc, while blood can still blocked using typical skills associated with avoiding attacks: dodge, parry, shield block, etc. The only blocking ability that can not be used is Armor Block due to the ability ignoring armor.

2 Step

All damage that you do with main hand after dodge applies to off hand

  • XP: 5
  • Requirement: Move Strike

Deadly Dance

After a Dodge, next attact can be converted to a Critical Attack

  • XP: 6
  • Requirement: Fast Dance and 2 Step
  • Call: “Dodge Combo Critical (Damage)”
  • Special: Damage from abiltiies like “And Return” and “Choose Partner” can be applied to the damage in this skill.

Close Dance

Once Activated, the next number in Dexterity Attacks will be elevated to Blood Damage.

  • XP: 4
  • Use: 1 Per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Choose Partner
  • Special: If a player has a Dexterity of 3, the next three attacks will be Blood Damage Attacks.
  • Call: Blood (Damage)

Dance Macabre

Convert 1 Blood attack into an attack that can restore the user’s HP. This is considered “Leach Attack”

  • XP: 3
  • Use: 1 Per Day
  • Rebuy: 1 per Constitution
  • Requirement: Choose Partner
  • Call: Leach Blood (Damage-2)

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Red Dance

Inflict damage onto oneself to do more damage on the next attack

  • XP: 4
  • Use: 2 Blood Uses
  • Requirement: Dance Macabre
  • Call: Self Blood 2
  • Special: Next attack is augmented by +1 damage. This skill can be applied multiple times, each time cost 2 blood.

Evade

First attack that hits other then breaths and stealth, character can Evade.

  • XP: 3
  • Use: 1 per Rest
  • Requirement: Dodge
  • Call: Resist Evade

Windy Steps

Armor points are augmented by Dexterity+2 (Max 20 total armor points)

  • XP: 2
  • Special: The character can still have armor, this augments the worn armor by adding the character’s Dexterity as well as an additional 2. These points are taken away first before hitting the actual armor. These points can be refreshed with a 5 minute rest.

Dance the Magi

Spell Resist or Spell Block Augments no longer take up augment slots

  • XP: 5
  • Requirement: Windy Steps and Chose Partner

Pass

Dodge at a reduced cost

  • XP: 4
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Fast Dance and Evade
  • Call: Dodge

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Archer

You enjoy throwing things at people or shooting them with a weapon. Regardless your skilled in long distance projectiles.

Archery

Skills within can only be used with Range. While mixing other disciplines is allowed, we wish to note that any skills found within can only be used when the attack is considered “Ranged”

Pin Point

First Attack with range gains more damage

  • XP: Free
  • Use: 1 per Rest
  • Call: Cleave Range X+1

Stun Shot

Stun your enemies from a distance.

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Call: Range Stun

Good Shot

Increase Damage from Range Attack by 1

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 2 per Dexterity
  • Requirement: Long Bow Archer or Short Bow Archer

Bow Parry

You can now use Weapon Defense skills found in the Open Skill with your range weapon. Bow takes conditional damage based on ability used.

  • XP: 3
  • Special: Ripost can not be used with this skill

Fire Agan

Refreshes Cleave Ranged Abilities

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 2 per Dexterity

Coated Arrow Quiver

Augments that add an elemental type to ranged attacks do not expire after use and do not consume augment slots.

  • XP: 3

Foot Shot

Ranged Pin Foot

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Call: Range Pin Foot

Range Disarm

Ranged Disarmed

  • XP: 2
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Call: Range Disarm

Point Blank

After using a defence, next shot is a Cleave Shot

  • XP: 6
Archery Trees

There are three trees that the archer can learn however skills found within each tree applies strictly to the approprate trees. You can not mix Long Bow Skills with Short Bow weapons.

Short Bow Archer

Augment an attack’s damage by 1

  • XP: 3
  • Use: 1 per Rest

Rapid Fire (SBA)

After hitting a target with a Cleave, all combo attacks are augmented damage by 1 with the target until you miss a shot

  • XP: 3
  • Requirement: Short Bow Archer
  • Call: Combo Range X+1

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Third Bulls Eye (SBA)

Damage is further upgraded by 1 after a successful Combo hit with Rapid Fire.

  • XP: 3
  • Requirement: Rapid Fire
  • Call: Combo Range X+2

Weak Spot (SBA)

When performing Combo attacks, upgrade the next attack to a Blood Attack

  • XP: 4
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Third Bulls Eye
  • Call: Combo Range Blood X+2

Longbow Archer

Add 1 Damage for Long Bow and Heavy CrossBow Damage

  • XP: 4
Longbow Clarification

Typical missles found in Shortbow would be packet delivery and short nerf darts. In this subtree, Longbow consists of actual boffer safe arrows (Still being reviewed) and Nerf Cross Bows that require two hands to wield and which the darts are larger then a hand length.

Gust Shot (LBA)

Range Repel

  • XP: 1
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Longbow Archer
  • Call: Range Repel

Ranged Knockout (LBA)

Range Sleep

  • XP: 4
  • Use: 1 per Day
  • Rebuy: 1 per Dexterity
  • Requirement: Gust Shot
  • Call: Range Knockout

Stick’em (LBA)

Range Impale

  • XP: 5
  • Use: 1 per Day
  • Rebuy: 2 per Dexterity
  • Requirement: Ranged Knockout
  • Call: Range Impale

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Monk

Ecclesiastical order, dedicated to the fight against corruption.

Monk’s Weapons

Weapon damage is now based off Will, not Strength or Dexterity.

  • XP: Free
  • Requirement: Medium Blunt weapons, Two-handed Blunt, or Unarmed Proficancy requirement

Identify Magic Items

With Labor Points, can learn all about the magic item and thier corruptive values.

  • XP: Free
  • Use: 2 LP

Monk’s Meditation

Gain half of your Ki after 5 minutes of meditation. Replaces meditation in Ki’s Focus.

  • XP: 3

Unarmed Monk

Medium Weapons. Must be White Boffers.

  • XP: 1
  • Special: Weapons hitting these, user takes damage
  • Call: Melee Blunt (Damage)

Iron Fist

Melee damage does not hurt Unarmed when blocking.

  • XP: 2
  • Requirement: Unarmed Monk

Combat Monk

Upgrade Prop to a Long instead of a medium. Still needs to be white.

  • XP: 1
  • Requirement: Unarmed Monk

Staff Master

Add +1 damage to Staff or +2 with two-handed blunt weapons.

  • XP: 2

Ki Strike

Use Ki to make next weapon attack a Spirit Attack

  • XP: 1
  • Special: Meditation for 5 minutes rest will recover 1 Ki point
  • Call: Melee Spirit (Damage)

Galahad Punch

You can use your Ki to throw a Spirit 1

  • XP: 2
  • Call: Spirit 1

Stunning Strike

Melee Stun with Monk weapons or white packet

  • XP: 2
  • Use: 1 Ki per rest
  • Call: Melee Stun or Spirit Stun

Devistation Punch

Monk is able to Nullify the magical items. While Nullify, the user does not benefits or suffers any of the effects of the magical item. This includes the corruption, unless the user chooses to retune the item during a Rest. In addition, items that are soulbound are no longer soulbound unless the user is able to retune the item.

  • XP: 3
  • Use: 2 Ki
  • Call: Melee Spirit Nullify Magic Item
Nullify Magic Item and Spell Book

If a spellbook is targeted, the caster is still able to cast spells from the spellbook. The only effect this action does is nullify any special text associated with the spellbook.

Dest

Monk is able to Nullify all augments the target may have. This includes free augments. The target can replemish their augments however it requires recasting/renewing those augments.

  • XP: 2
  • Use: 2 Ki
  • Call: Melee Spirit Nullify Augments

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Prepare for Pain

For each Ki point you gain, receive magic armor augment for that amount during a meditation

  • XP: 6
  • Requirement: Monk’s Meditation
  • Special: Counts as Magical Armor not regular armor.

Take Pain

The Monk is able to weather most attacks to minimize the damage. Melee, Range, and Critical Attacks and reduced down to 1 damage.

  • XP: 6
  • Use: 2 Ki
  • Requirement: Prepair for Pain
  • Call: Physical Absorbtion 1

Resist Elements

The Monk is able to weather elemental attacks as long as they are not breaths and reduced down to 1 damage.

  • XP: 6
  • Use: 2 Ki
  • Requirement: Take Pain
  • Call: Elemental Absorbtion 1

Take Corruption

Monk is able to take corruption via meditation with Target

  • XP: 3
  • Use: 1 per Event
  • Requirement: Resist Elements

Pure

Once per event, Monk can remove 5 corruption from Self

  • XP: 2
  • Use: 1 per Event
  • Requirement: Take Pain

Adapt Monk

Gain 2 Ki

  • XP: 2
  • Requirement: Path of Life or Path of Mind

Sworn Monk

Gain 2 Ki

  • XP: 3
  • Requirement: Take Pain

Master Monk

Gain 2 Ki and 2 HP

  • XP: 1
  • Requirement: Pure
Monk Path has two paths

A Monk can choose two paths. One is the Path of Life and the other is the Path of Mind. When a Monk goes one path, they can not change to another, nor could they take abilities from the other path.

Path of Life

  • XP: 4
  • Use: 1 Ki
  • Requirement: Galahad Punch
  • Call: Touch Heal (Will)
  • Special: Upon taking this skill, you can never perform a death blow. If you do, you would lose all monk skills. Deathblowing Undead is ok as they are already dead.

Take Weakness (PoL)

Heal target of Weakness, and take it into yourself

  • XP: 1
  • Use: 1 Ki
  • Requirement: Path of Life
  • Call: Touch Transfer Weakness to Self

Restore Vigor (PoL)

Remove Self Weakness

  • XP: 1
  • Use: 1 Ki
  • Requirement: Take Weakness
  • Call: Cure Self Weakness
  • Special: This is the exception where no skill can be used while under the effect of weakness.

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Inflict Weakness (PoL)

Melee Weakness

  • XP: 3
  • Use: 3 Ki
  • Requirement: Restore Vigor
  • Call: Melee Weakness

Path of Mind

Stops befriend, stun, knockout, rage, fear,
charm, command, dominate, and bind.

  • XP: 4
  • Use: 2 Ki
  • Requirement: Resist Element
  • Call: Mind Block

Pasify (PoM)

Heal target of Rage

  • XP: 2
  • Use: 2 Ki
  • Requirement: Path of Mind
  • Call: Melee Pacify

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Tactician

Field martial who changes rhythm of battle by forming squads to elimate threats on the field. Requirement: All abilities found in this tree, requires a flag with a significant meaning to be shown in order to activate the powers.

Flag Meaning

This must be a physical prop that you wave to use any of your abilities. It would be best to talk to the storytellers before use. Some out of flags are not approprate and distracts from the game, like having the American Flag. While it is a flag with meaning, its meaning does not exist in this fantasy world.

Weapon of Will

Weapons that would require Strength or Dexterity for damage could instead be used with Will.

  • XP: Free

Form Ranks

You and 2 other people with in weapons reach form a formation

  • XP: Free
  • Special: People must accept to be in your formation and must stay with in the weapons/banner’s reach

Formation Guardian

You can use any of your defense skills for people in your formation

  • XP: Free

Inspire

When Formation is at rest, the individuals within the Formation gains the Free Augment “Inspiration”

  • XP: 3
  • Use: (Will + 2) / Event
  • Call: Rest Free Augmentation Inspiration
Inspiration

The Augment “Inspiration” allows to be expended to repeat an attack if the attack/effect resulted in a miss.

Keep the Formation

Touch individuals within the Formation to grant Heal 1 Combo Cure Weakness

  • XP: 4
  • Requirement: Inspire
  • Use: (Will + 2) / Event
  • Call: Heal 1 Combo Cure Weakness

Copy

Copy an attack performed on any members of the formation and attack an enemy with the same attack.

  • XP: 4
  • Requirement: Inspire
  • Use: 3 Ki
  • Call: Copy (Repeat Call from attack)
Copy

Attacks, spells, and breathes can be copied. Spells and breaths incants are not required but the “Effect Call” is repated. If the Tactician lacks the color spell component (aka Packet), they can only deliver the copied effect with thier melee weapon. Stealth nor Massive can not be copied.

Formation Tactics

Upgrade number of people in Form Ranks. You are able to bring in an additional double your will into the formation.

  • XP: 1
Formation

As stated before, people must be within weapons/banner’s Reach to be counted in formation. If an individual is beyond the reach, they are no longer apart of the existing formation and will not gain the formation bonus again until the formation is completely disbanded and reformed. Hence any formation abilities such as Archer/Scorpian/Magi/etc costs must respent in order to establish formation bonus.

Archer Formation

Individuals with Range Weapon within the formation gain +1 Range Attack. Requires a minium of 2 people with range weapons to establish the formation.

  • XP: 2
  • Use: 2 Ki
  • Call: Formation Augment Range Bonus 1

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Scorpian Formation

Individuals with Melee Weapon within the formation gain +1 Melee Attack. Requires a minium of 1 person with a 2-handed weapon.

  • XP: 2
  • Use: 2 Ki
  • Call: Formation Augment Melee Bonus 1

Magi Formation

Casters within formation gain +1 Spell Attack. Requires a minium of 2 casters.

  • XP: 2
  • Use: 2 Ki
  • Call: Formation Augment Magic Bonus 1

Shield Formation

Individuals within formation gains a Free use of Parry. More then half of the formation must be using a shield.

  • XP: 2
  • Use: 2 Ki
  • Call: Formation Augment Parry

Hold the Formation

Individuals within formation gains a Free use of Weapon Block. More then half of the formation must be non-spell casters.

  • XP: 6
  • Use: 4 Ki
  • Call: Formation Augment Weapon Block

Dance Formation

Individuals within formation gains a Free use of Dodge. Requires a minium of 2 Wardancer.

  • XP: 6
  • Use: 4 Ki
  • Call: Formation Augment Dodge

Shield Wall Formation

Individuals within formation gains a Free use of Shield Block. Requires a minium of 3 Shield user.

  • XP: 3
  • Use: 2 Ki
  • Call: Formation Augment Shield Block

Harden Formation

Individuals within formation gains an Magic Armor 5 Augment.

  • XP: 2
  • Use: 1 Ki
  • Call: Formation Augment Magic Armor 5

Why not Both

Normally, you can only have 1 Formation at a time. With this ability the Tactician can combo two formations. Requirement is the combine Ki expendature of both formation.

  • XP: 3

Three is Company

Upgrade to three Formations at once. Requirement is the combine Ki expendature of all three formation.

  • XP: 3
  • Requirement: Why not Both

Guild Formation

Upgrade to Four Formations at once. Requirement is the combine Ki expendature of all four formation.

  • XP: 2
  • Requirement: Three is Company

Commander

This allows the Tactician to be a field marshal. In other words, they can form a formation and leave it to form another formation. Each formation is still based on the limitation max the Tactician can make. Individuals within the formation must be with weapon distance of each other to be considered part of the formation (instead of being in weapon’s distance of the tactician themselves). The Tactician must have two flags to use this ability.

  • XP: 5
  • Requirement: Three is Company
  • Call: Formation, You have your Orders.

Rejoin

Can rejoin the formation after leaving it to apply new formation bonus

  • XP: 1
  • Use: 1 Ki
  • Requirement: Commander

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Formation Master

Give your Formation thier second wind. Rousing speech for 15 seconds, your formation gains all benefits from a rest. Requirements 1 Ki per member of the Formation.

  • XP: 7
  • Use: 1 per Day
  • Requirement: Commander
  • Call: Formation Augment Refresh Rest (after the Rousing Speech)

Redirect

Redirect an attack to another ally in the formation. Does not work with Stealth or massive.

  • XP: 5
  • Use: 2 Ki
  • Requirement: Copy
  • Call: O Man, I hope they can take it, Redirect (Target in formation)

Hardship Overcome

The Tactician is able to reapply the buffs of the formation. Ki points to rebuff.

  • XP: 3
  • Requirement: Why not both
  • Call: (The Formation Call)

Ki Training

Gain 2 Ki

  • XP: 2

Grand Tactics

Gain 2 Ki

  • XP: 3
  • Requirement: Ki Training

Master of Tactics

Gain 2 Ki and 2 HP

  • XP: 1
  • Requirement: Grand Tactics

Grand Booster of Morals

Gain 4 Ki

  • XP: 3
  • Requirement: Master of Tactics

Meditation Before Battle

Gain half of your Ki after 5 minutes of meditation.

  • XP: 3

Rally Point

You can find a place of the Field where you plant your flag and set up. This can be brought down with 1 minute of roleplaying. If you leave the Rally Point, the benefits go away.

  • XP: 1

A Place to Recover

Activate this ability on the Rally Point. The Tactician can use 1 Ki point to refresh someone’s Rest.

  • XP: 2
  • Use: 1 per Event
  • Requirement: Rally Point

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Tome of Magic

Background image

 

 

Magic in this setting is pulling from the elemental planes to cast spells. Degrees from which magic is pulled is called Circle of Magic. This skill allows the Planes to fill within them to channel into spells. Every caster has to have a spell book attuned to the element and themeselves in order to cast.

All starting casters come in game withs a spell book tag that holds up to 15 spells.

Spell packets should be made of the color that you cast. Yellow for air, red or orange for fire, blue for water, green or neon green for earth. (glow in the dark even better)

Mana Chart
Circle Mana Cost Title of Circle
First 1 Initiate
Second 2 Apprentice
Third 3 Disciple
Fourth 4 Adept
Fifth 5 Master
Sixth 6-10 Elder

If you cast more than the mana you have gain Corruption and take that much HP damage.

Combat Skills

Spell Casting

Unlocks the ability to cast Circle Magics

  • XP: 1
  • Requirement: Read Magic
  • Bonus: +1 Mana Pool
  • Special: Upon taking this ability your able to create and dismiss light with no mana cost. Additional Lights cost 1 mana. Color of the light spell is White or the element you cast from. You are also able to use magical items like Wands with this ability.

Meditation

Five minutes meditation recovers 5 mana. While Meditation occurs, can not break till it is done.

  • XP: 1
  • Requirement: Read Magic
  • Bonus: +1 Mana Pool
  • Special: While you meditate you are Prone can you can not break meditiation. You can not go over your mana cap.

Augment Self

+1 Augment slot for Self magic

  • XP: 1
  • Requirement: Circle 2, Magic robes

Grand Resolve

+1 Augment slot

  • XP: 2
  • Rebuy: 1 Per Will
  • Requirement: Augment Self

Battle Magic

Walk while casting battle type magic

  • XP: 1
  • Requirement: Spell Casting

Wield Cast Training

Tag items with WC that means Wield Cast. This allows some items to be used while casting.

  • XP: 2
  • Requirement: Spell Casting

Spell to Weapon

Allows to cast Battle Spell delivery via Wield Cast Weapon

  • XP: 1
  • Requirement: Wield Cast Training

Mana Surge

Add 2 additional mana per circle of primary

  • XP: 2
  • Requirement: Circle 5 in Primary

Pure Mana

Add 2 additional mana per circle of primary. If second element is selected, benefits are lost.

  • XP: 1
  • Requirement: Can only cast 1 Element

Master Meditation

Refresh extra 5 mana after a meditate

  • XP: 2
  • Requirement: Meditation

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Defensive Magic Training

Able to resist the first offensive spell casted

  • XP: 1
  • Use: 1 per Rest
  • Requirement: Circle 2 and Battle Magic
  • Call: Mana Spell Resist

Defensive Magic Expert

User is able to Spell Block without affecting augment slots. You can Block as many spells as you have Intelligence. Each use cost 5 Mana.

  • XP: 3
  • Call: “Mana Spell Block”
  • Requirement: Defensive Magic Training / Wand Prop
  • Other: Refreshes with a Meditation

Defensive Breath Counter

Breath Resist. Stops first breath attacks. Each use cost 10 mana.

  • XP: 5
  • Call: “Mana Breath Resist”
  • Rebuy: 1 per Elemental Circle 6
  • Requirement: Defensive Magic Training, Circle 6
  • Other: Refreshes with a Meditation.

Weave the Magic

Anytime a spell or breath is resisted, blocked, or reflected recover 2 mana.

  • XP: 4
  • Requirement: Circle 5 and Defensive Magic Expert

Stored Spell

Store a spell of circle 2 or lower using a Staff/Wand/Septor/Relic

  • XP: 1
  • Requirement: Circle 2 and a staff
  • Other: Once per rest, Activate staff to cast spell

Greater Stored Spell

Store a spell of circle 4 or lower using a Staff/Wand/Septor/Relic

  • XP: 1
  • Requirement: Circle 4 and a staff or a mace
  • Other: Once per rest, Activate staff to cast spell

Break Meditation

Allows you to break out of meditation when hit. The damage is reduced to 1

  • XP: 1
  • Rebuy: 1 Per Intelligence
  • Requirement: Circle 1
  • Other: First attack that hits breaks meditation. Damage is reduced to 1. “Call Absorption 1”

Enlarge Chakra Gate

Pulling the gates open to have more mana. Increase your Mana pool by your Intelligence, eact time you buy this ability

  • XP: 1
  • Rebuy: 1 Per Intelligence
  • Requirement: Lore Chakra Gates
  • Special: Sorcerors can not buy this ability.

Enlightened

Now takes 1 minute to meditate

  • XP: 3
  • Requirement: Break Meditation, Intelligence 3, and Circle 3

Elemental Master

Resist the Element you cast from

  • XP: 2
  • Use: 1 Per Rest
  • Requirement: Circle 6
  • Call: (Element) Resist

Over the Threshold

If you overcase use blood pool to pay for mana (1 Blood equates to 2 mana). If you go to zero or negative you take effect death and instantly dust.

  • XP: 2
  • Use: 1 Per Rest
  • Requirement: Circle 4, Fake Blood on Face

Avatar of an Element

Advanced class. You accept an evolution to align yourself completely to one element. Unlocks hidden tree of abilities that is only reserve to this Class.

  • XP: 2
  • Requirement: Circle 5 of one element/ makeup to look touched by a element. No other circles in any other element
  • Other: +10 Mana Pool

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Sorcerer

Little is known of Sorcerers especially with regards to their source of magic. You do not have a spellbook nor follow the traditional rules of magic for your source of your magic. A Sorcerer gains rank the moment they purchase their first spell outside of an Element Circle. A Sorcerer can not have more spells within a Rank (Circle) as they have Intelligence. Progressing into the next rank at least one spell at the lower rank. A Sorcerer can never exceed the number of spells in a higher rank then they have at a lesser rank. Sorcerer Ranks are further restricted based on Intelligence. A Sorcerer could not gain Rank 3 without having 2 Intelligence and can not gain Rank 5 without having 3 Intelligence.

To learn spells, you do not need a teacher as you pull from a source that is unknown. You have somewhat of an innate nature where you can learn the spell but once learn it is imprinted upon your existings never to be unlearned. The cost in XP is the Circle level of the spell. This allows you to cast this spell as many times as you have Intelligence per Event. If you pay in additional cost, you can gain an additional cast (additional 1 casting) of the spell once per Rest.

Upon this method of spellcasting, a Sorcerer can never be an traditional caster. They also suffer the fact that the lists is restricted and can never learn to cast Breaths. The advantage though is that they are not bound to a spellbook. A Sorcerer does not need a teacher or a copy of the spell to learn the spell. They also are not effected by mana manipulation as they do not cast using mana to be influenced or effected. In addition, with each rank a Sorcerer gains, they learn a new Elemental Cantrip they can select. However much like spells, once learn they can never unlearn.

Sorcerer’s while their source is not from thier Chakra still must incant the spell like other casters. In the past, the Templairs had hunted down Sorcerers as they believed they were unnatual. In addition, others hunted down Sorcerers as they make excellent and powerful ritual components. Most recently this practice has been outlawed and the Templairs have cooled their zeal.

  • Requirement: Spell Casting and No Circles in any Element
  • Special: Locked. Currently not playable at this time. Not avalible to players at this time.
Spell Refresh at Rest

Note that when performing a rest, only one spell can be refreshed at a time. So if you have three spells that can refresh at rest, you can only refresh one of them.

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Elemental Casting

Fire opposes Water

Air opposes Earth

Water opposes Fire

Earth opposes Air

Mages vs Wizards

Anyone with their first circle is considered a Mage of the Element. If they have multiple elements, they are considered a Wizard.

Primary Elemental Circles Pick one (Air, Earth, Fire, Water)
Level Requirement XP Gain
Circle 1 Spell Casting, Meditation 1 +5 Mana
Circle 2 Circle 1 2 +5 Mana
Circle 3 Circle 2 3 +5 Mana
Circle 4 Circle 3 3 +5 Mana
Circle 5 Circle 4 4 +5 Mana
Circle 6 Circle 5, 40 Mana 5 +5 Mana
Secondary Elemental Circles

Selection of a Secondary Element must not be of an element that opposing the Primary

Level Requirement XP Gain
Circle 1 Primary 3rd Circle 2 +4 Mana
Circle 2 Secondary Circle 1, Primary 4th Circle 3 +4 Mana
Circle 3 Secondary Circle 2, Primary 5th Circle 4 +4 Mana
Circle 4 Secondary Circle 3, Primary 6th Circle 4 +4 Mana
Circle 5 Secondary Circle 4 5 +4 Mana
Circle 6 Secondary Circle 5, 60 Mana 6 +4 Mana
Tertiary Elemental Circles

Selection of a Tertiary Element must not be of an element that opposing the Primary nor Secondary

Level Requirement XP Gain
Circle 1 Secondary 3rd Circle, Realms and Planes Lore, Greater Elemental Lore 3 +3 Mana
Circle 2 Tertiary Circle 1, Secondary 4th Circle 4 +3 Mana
Circle 3 Tertiary Circle 2, Secondary 5th Circle 5 +3 Mana
Circle 4 Tertiary Circle 3, Secondary 6th Circle 5 +3 Mana
Circle 5 Tertiary Circle 4 6 +3 Mana
Circle 6 Tertiary Circle 5, 80 Mana 7 +3 Mana
Third Element

You may be wondering, wait, there is only 2 elements you can take without getting an opposed element. Rumors has it that there are more elements but much was lost from the great war.

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Spell Casting

Spell Casting Mechanics

A player who takes up spellcasting has a lot more requirements then just swinging a boffer. They have to use hand gestures, incants, and use the correct packet color.

Gestures

In spellcasting, the player must gesture thier spells. They would while incanting the spells have both hands act like opening up a portal over their Chakra points.

Chakra Points
Element Body Part Packet Color Incant word
Void Above Head Purple/Black Umbra
Water Head Blue Aqua
Air Throat Yellow Ventus
Fire Chest/Heart Red Ignis
Earth Stomach Green Terra
Nexus Crotch White/Shiney Gold Lux

In one of the hand, they would have a Packet “Spell Component” of the respected element they are casting. After the ripping motion, they would wave the hand containing the packet to the side in circles behind their back to repersent a wind up pitch or like shaking out extra dust from the packet.

A player may have their gesture waived if they are casting directly from their spellbook. In this, the player must have the book open (not closed) and be on the page of the spell in question. As it makes it difficult to have gestures with an open book, it may sometimes be necessary.

Incant

There are two types of Incant. The first is the High Incant. This utilizes the language of the Dragons. Originally this was the only way to incant spells but when the Blood of the Old Ones started teaching to the other Bloods the Low Incant. Some scholars believe this was to limit the other Bloods potential in spell casting however such was never proven. Yet, while Low Incant spellcasting can accomplish the same effect, Low Incant Spellcasting can not be utilize in any Circle of Magic greater then 5.

The properties of language of the Dragons is further explained with Spell Lore.

Low Incant Spellcasting is any words the spellcaster chooses. The only exception is the first word must be the Incant Word. See Chart above.

Spell Delivery

Spell Delivery can only be done via a packet. If a player does not have a Spell Packet, or what is commonly refer in game as “Spell Component”, the player is unable to deliver a spell. The only exception to this rule is Wield Cast Weapons. Wield Cast Weapons are weapons forged with special metals that allow the user to deliver spells through the weapon rather then via packets. Due to the unnatual ways Wield Cast Weapons operate, the user must also be skilled in this.

Armor and Spellcasting

A spellcaster is unable to cast spells with any armor greater then leather. If a Spellcaster is wearing such, the energies that wield would be grounded and would be severely weaken or would not even manifest. The exception much like Wield Cast Weapons is Wield Cast Armor.

Battle Magic and Rest Spells

When casting spells, casters must incant and gesture to activate thier spells. However if skilled in battle magic, and casting spells is classified Battle, the gesture is changed to crossing the arms. This allows the caster to walk while casting (else they must remain stationary).

Rest Spells can only be casted after performing a rest. Self Augments and Unclassifed Augments can be cast in combat.

Spell Book

All Spellcasters must have a Spellbook. All players start with at least a 15 page spellbook and starter spells which are randomly rolled. The Spellbook repersents a physical contract with the elemental plane. Any spells written in their attuned spellbook, grants them the ability to cast those spells. If a Spellbook is lost and attuned to another, if someone rips a spell out of the spell book, or worst the spellbook is destroyed; the spellcaster looses access to all thier spells they were once able to cast.

Attuning a Spellbook

Attuning a Spellbook requires the user to meditate with a spellbook. Upon successful attuning, the caster is able to cast all spells found within that they are “capable” of casting.

Other notes about Spellbook

A spellbook does not need to be physically located on the caster, but must be located at game. If a player does not have a fully propped (including spell and incants) at the time of game, they are unable to cast any spells. It is the Player’s responsibility to physrep their Spellbook approprately.

Spell Ink and Copy Scroll

Spell Ink (of the approprate rank/element) and the Skill Copy Scroll is the method a player can create a copy of an existing spell. Other then being granted a spell from a powerful entity, spell research is the only other method; however it is very inefficent. Note a player can rip a spell out of an existing spellbook and attach it to their own, however this is more of a transfer then creating.

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Casting a Spell directly from Spellbook

If a caster casts a spell directly without mana expendature, the spell will be successful however the result will be the loss of the spell.

Warning: Doing such with Breaths may be hazard to one’s existance as the nature of the Breaths are tied to an entity.

Spell Research

Characters are able to research and scribe spells on thier own. This is not the preferred method of gaining spells but characters are able to do this. As knowledge of the first two circles are common knowledge with Spell Lore, they accomplished half the work in researching the existance of spells. Researching spells can be further detailed in Tome of Labor.

Cantrips

Each Element unlock provides a cantrip that does not require mana. They only require spell components, incantations, and guestures.

Cantrips do not take a spell slot in your spellbook and cantrips can be upgraded based on merit base conditions. These conditions are unique to each element. Conditions may include but not limited to, obtaining a type of spell in all circles. When accomplish the Cantrip may be upgraded in damage or altered to cast an effect.

The details are restricted from players in order for players to learn on their own and to incentivize collecting the spells. Of all the classes, Magic Users have the greatest versitlity but the hardest progression in the game as intended.

Mana and Overextending Casting

The mana pook of a caster is important. This is the mental limination of a spellcaster. A spellcaster is not able to share their mana with others without specialized spells (typically found in the Water Elemental sphere of influence). There are Mana potions that help quick refreshing of mana but typically mages would be relying on Meditation to refresh mana.

A spellcaster can choose to overextend themselves in spellcasting, in which they use their own body (HP) in leu of mana, but this is called, “Scarring”. The effects are lasting in that a player gains corruption that is not easily healed. When a player reaches above their limit of corruption, they are consider mad, and are no longer playable.

Nature of Magic

There are a lot of perception and lore with regard to the nature of magic. While we can explain things, it is best to learn such in game. Overall, spellcasting from an Elemental aspect is understood that all life has connections to all elemental planes. These connections are called “Chakra”. When a Spellcaster is attuned to a elemental plane they are able to draw energy or “Mana” from those realms and focus it into this reality. Opposing energy in a body makes it impossible to be of opposing elemental casting. Attempts in the past had resulted in people just exploding into little itty-bitty-pieces.

Apprentice in Magic

When a character has taken an elemental spellcasting method, they are typically attuned to an element by an more experienced caster of that element. This attuning is called “Apprenticing” into an Element. A player should keep track of how many players that “Apprentice” as it may be useful when talking to Entities of element in question.

Typically the tradion requires that any who “Apprentice” a character into an element are required to supply them with a spellbook and with at least four spells and a cantrip. The Teacher does not need to create it themselves, but must aid the apprentice in obtaining such. In the past, a Teacher may have the apprentice scribe the spells themselves out of the teacher’s spellbook. By such preparing the student to be able to work on their own to advance their own schooling.

The teacher is not obligated to teach the student beyond the first level. It is up to the student to seek out new teachers and their own spells to advance their own magical talent.

Advancing Circles

To advance one’s circle may be taxing to the body as the individual may be overwhelmed by the amount of elemental mana in their body all at once. This primarily is accomplished by learning from a teacher of that element of a higher circle then the student’s. Unlike Apprenticing the student, there is no obligation of the teacher to share any of their spells nor do the teacher gain any special boons from the Entities.

A student can also obtain advance circles via special tomes. These tomes are rare and only convey one use of obtaining circles. They can only be used when a spellcaster is inside the approprate elemental circle and it allows the spellcaster to unlock thier next tier in spellcasting.

Due to the level of strain on a body, a character can only learn one circle per month. Once learned, the character mana pool is adjusted and they can cast the spells of that circle, however they are unable to advance to the next circle until the next lunar cycle.

Elemental Circles and Gates

There exists two types connections between the elemental planes and the physical world. Circles and Gates. Not much is known about Gates however Circles are common enough that anyone who is a spellcaster understands their rules.

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Circles are best describe as weak points of the fabric of existance where an Elemental realm touches very closely. With proper skill, a skilled practitioner is able to cross over to the respected elemental plane, however in which realm of the elemental plane is always changing. It is wise to study more on the nature of such.

Within an Elemental plane, a Caster of that element gains double the amount of mana when meditating. In addition, entities are able to commune telepathically with the spellcaster far greater then they could when not in an elemental circle or elemental plane.

Besides spellcasting, when a character dies and turns to dust, the closest Elemental circle determins in which elemental plane the character manifests from. There are methods, rituals, and magical items/blessings/ curses that can influence this but those are just exceptions of the rules.

Note that while there are many benefits of having an elemental circle near by, it may not be wise to have one too close to a settlement, unless all your citizen are attuned to earth. As characters are able to enter the elemental realms and planes from these circles, so can creatures of locations are able to enter the physical world. Fortunately, they can not wander too far as the physical world does drain a bit of thier mana which can’t easily be replaced without assistance of an elemental circle.

Scholars of Magic

This is important to note that while education is wide within Terra (it is rare to find anyone who does not know how to read) and magic is strongly tied (everyone has magic within them), yet the advancement of magic has not advanced much. Typically practitioners do not advance beyond the third circle in an element.

Scholars have theorized that due to the cost of making inks to scribe spells and the difficulty to finding anyone who lend their spellbook to scribe, only those of great wealth and power were able to advanced in the ranks. The exception of course was the Old Ones within thier towers however since their last great war and those of higher circle were consider of greater authority, they were the first to be targetted by assassins. Since then, the Old Ones have further isolated themselves in the Towers making it quite difficult to find a teacher or to find higher level spells.

Elements Casting

There are four primarily elements of casting: Fire, Water, Earth, and Air. Each element has a particular nature/purpose within the world.

Fire- Fire casters are typically known as war-mages. They are very destructive, both on the physical and the magical sense. They have the ability to destroy limbs, walls, and even magical augments. As the Fire-mage progress within their abilities, they tend to develop more aggressive personalities as the rage of the fire starts to flood their body and thoughts.

Water- Water casters are typically known for their manipulation of the mind and magic. While Fire is very direct, most of water-mages are indirect. They have abilities to strengthen an individual’s ability to recover magic, able to sap magic out of their foes, able to inflict or cure mind effects, and have known to speed up the decaying/erosion process of items. While Fire is direct and impatient, Water is manipulative, logical, and looking for the long game. This is reflected by thier casters, as a mage progresses the path, they tend to be very logical and cold in their beliefs and thoughts.

Earth- Earth Casters are typically known for their healing abilities. Typically the Healer’s Guild are comprised of Earth Casters as Earth Casting focuses on fortification, and regrowth. As Earth is very focused on Life, it is rumored that Earth Casters are the only known casters who have the ability to disrupt undead/decaying energies. Earth mages tend to start developing more motherly and nurturing attitudes as insincts of life preservation and cultivation infuses their thoughts.

Air- While earth is about fortification, Air is about avoiding, defenses, and speed. An Air Mage has skills that are able to block, deflect, and reflect effects. Powerful Air Mages are capable of abilities such as Flight and Teleportation. The practitioners of Air tend to develop more paranoia and suspicious attitude as they progress in their craft.

Spells contained in this book

First and Second Circles of each Element are clearly documented in the next few pages. We have a full complete list of spells however they are not documented within this tome partly because its not commonly known and partly we want players to find them in game.

Our intent as storytellers of this method of conceilment is to create a value of any spell. We wish to discourage power-gaming idiology where they want to focus on only the spells they want and ignore the others. What is disregarded by one, is treasured by another. This type of magical commerse is one important aspect of the magical user’s community that we want to cultivate.

We understand that it may be annoying, as you wish to know what your possible capable of doing. We can help guide you but we strive more on the journey then the destination.

Players without spell lore do not have any knowledge of any spells outside of their element. Having Spell Lore allows you to know the Circle 1 and 2 of each of the other elements and the rumors found within this tome.

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Air Magic

Cantrip

Spark

Lighting Damage Spells that does only 1 point

School:
Evocation
Type:
Battle
Spell Call:
Ventus Cantrip Spell Shock 1

Circle 1 Spells

Spell Shock 1

Intelligence points of spell shock damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ventus Spell Shock X

Rest Augment Armor 1

Grant armor to the value of your Intelligence to self or others who have rested this armor always takes damage first then fades away

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Rest Augment Armor X

Self Augment Armor 1

Intelligence+1 Armor that can be applied to self only and during combat. This armor is used up first and augment drops once used.

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Armor X

Spell Shock Repel

Target take 10 steps away from caster they take no damage while moving away till they took the 10th step

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ventus Spell Shock Repel

Spell Shock Disarm

Target drops weapon or specified item and can not pick it up on a slow count of 3.

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ventus Spell Shock Disarm (Target)

Self Augment Melee Resist

Stops the first melee attack the target is hit by

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ventus Self Augment Melee Resist

Self Augment Gas Resist

Stops first Gas attack that hits Person with this augment.

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Rest Self Augment Gas Resist
Reaction Response:
Augment Gas Resist

Self Augment Shock Resist

Stops a Shock attack on self only

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Shock Resist
Reaction Response:
Augment Shock Resist

Rest Augment Range Resist

Stops first range attack you are hit by if you dont use it lose it

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Rest Augment Range Resist
Reaction Response:
Augment Range Resist

Rest Augment Shock Strike

Adds shock strike to one melee critical or range attack.

School:
Transmutation
Type:
Focus
Spell Call:
(5 Words) Ventus Rest Augment Shock Strike
Reaction Response:
Shock (Damage)

Circle 2 Spells

Rest Augment Gas Resist

Stops the first Gas attack the target is hit by

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Gas Resist

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Rest Augment Melee Resist

Stop the first melee attack the target is hit by

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Rest Augment Melee Resist

Self Augment Range Resist

Stop the first range attack the target is hit by

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Range Resist

Self Augment Armor 2

Grant armor to the value of your Intelligence+1 to self, this armor always takes damage first then fades away

School:
Abjuration
Type:
Battle
Spell Call:
(3 Words) Ventus Self Augment Armor X

Rest Augment Armor 2

Grant armor to the value of your Intelligence+1 to self or others who have rested this armor always takes damage first then fades away

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Rest Augment Armor 2

Spell Shock 2

Intelligence +1 point of spell shock damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ventus Spell Shock 2

Self Augment Spell Resist

Spell can only applied to caster and it stops the first harmful spell that hits the caster then augment fades away

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Spell Resist

Self Augment Reaction Spell Repel

Reaction- when hit you do not stop damage but you can return a attack as a reaction

School:
Evocation
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Spell Resist

Self Augment Range Block

This Augment stop a range attack that hits the caster the caster can chose which range attack to use this Block on. Once used it fades.

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Self Augment Range Block

Ward Door with repell

Anyone who touches the door gets hit with Spellshock repell over and over till dispelled or caster drops ward

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Ventus Active Door / Deactive Door
Special:
Required Prop- 2 Yellow Spell Packets attacted to a Rope to repersent one wall.

Circle 3 Spells

Rumor that casters at this level are able to cast spells that are capable of resisting criticals and creating walls of air.

Circle 4 Spells

Rumors that casters at this level are able to phase through walls and to Reflect attacks

Circle 5 Spells

Rumors that casters at this level are capable of feats of teleportation.

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Earth Magic

Cantrip

Stone

Earth Damage Spells that does only 1 point

School:
Evocation
Type:
Battle
Spell Call:
Terra Cantrip Spell Earth 1

Circle 1 Spells

Spell Earth 1

Intelligence points of spell Earth damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth X

Spell Touch Heal 1

Touch heal Intelligence + 1

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Terra Touch Heal X
Healing and Bleedout

Note that you can stop a bleedout by casting a healing spell on them. Note that while they are no longer bleedout and thier hit points is greater then 0, they still suffer the status “Weakness”. To remove such you must also cast “Cure Weakness” which is a Circle 2 Spell.

Spell Heal 1

Range Heal Intelligence

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Heal X

Rest Augment Life 1

Augment grants temporary HP that is added to the existing HP. Any Damage is taken from the Temporary before Permenant. Healing does not restore, once all the HP is used up the augment fades. The amount of HP is based on the Intelligence.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Life X

Self Augment Earth Resist

Resists first Earth spell/effect

School:
Abjuration
Type:
Battle
Spell Call:
(3 Words) Terra Self Augment Earth Resist
Reaction Response:
Augment Earth Resist

Spell Earth Pin Foot

Target’s foot is stuck to the ground for 1 minute. Target can not move other then to rotate on one foot.

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Terra Spell earth pin foot

Cure Pin Foot

Removes Pin Foot Effect off Target

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Cure Pin Foot

Cure Befriend

Removes Befriend Effect off Target

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Cure Pin Foot

Rest Augment Earth Strike

Weapon or Arrow gains 1 strike of earth type damage then augement fades once used

School:
Transutation
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Earth Strike
Reaction Response:
Earth X

Rest Augment Earth Harm Undead Strike

Weapon or Arrow gains 1 strike of Harm Undead type damage then augement fades once used

School:
Transutation
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Earth harm undead Strike
Reaction Response:
Augment Earth Harm Undead Strike

Rest Augment Earth Resist

Resists first Earth spell/effect

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Earth Resist
Reaction Response:
Augment Earth Resist

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Spell Earth Harm Undead 1

Intelligence+1 points of spell Harm Undead damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Harm Undead X

Cure Taunt

Removes Taunt Effect off Target

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Cure Taunt

Cure Poison 1

Removes Poison 1 Effect off Target

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Cure Poison 1
Poison Levels

Poisons have multiple levels. The damage caused by poison is the level per minute. This continues until the subject is killed. Versions of Cure Poisons does not have a sustaining effect. If the Cure Poison is at a lower level then the poison, the subject is still poisoned but would for the next round of poison suffer the delta between the poison effect and the cure. Once the damage is taken, the poison would reset to its original level.
Multiple casting of Cure Poisons within the 1 minute intervel would have no effect.

Circle 2 Spells

Spell Earth 2

Intelligence+1 points of spell Earth damage

School:
Evocation
Type:
Battle

Spell Touch Heal 2

Touch heal Intelligence + 2

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Terra Touch Heal X

Spell Heal 2

Range Heal Intelligence + 1

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Heal X

Rest Augment Life 2

The amount of HP is based on the Intelligence + 1.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Life X

Spell Earth Harm Undead 2

Intelligence + 2 points of spell Harm Undead damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Harm Undead X

Cure Fear

Removes Fear Effect off Target

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Cure Fear

Cure Slow

Removes Slow Effect off Target

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Cure Slow

Cure Weakness

Removes Weakness Effect off Target

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Cure Weakness

Rest Augment Bash Strike

Weapon or Arrow gains 1 strike of bash type damage then augement fades once used

School:
Transutation
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Bash Strike
Reaction Response:
Bash X

Spell Earth Slow

Inflict Slow on Target

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Slow

Rest Augment Poison Resist

Resists first Poison spell/effect

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Poison Resist
Reaction Response:
Augment Poison Resist

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Rest Augment Poison Resist

Resists first Poison spell or effect

School:
Abjuration
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Poison Resist
Reaction Response:
Augment Poison Resist

Self Augment Reaction Spell Earth Pin Foot

Upon taking a hit, reaction to inflict Pin foot on Target

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Terra Rest Augment Poison Resist
Reaction Response:
Augment Reaction Spell Earth Pin Foot

Cure Poison 2

Removes Poison 2 effect off Target

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Terra Spell Earth Cure Poison 2

Circle 3 Spells

Rumor that casters at this level are able to cast spells that are capable of to restore limbs and cure paralysis.

Circle 4 Spells

Rumors that casters at this level are able to enhanced healing abilities and to merge themselves into trees.

Circle 5 Spells

Rumors that casters at this level are capable of feats of restoring life to the recently deceased.

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Water Magic

Cantrip

Splash

Thrown spell of Ice Cold Water (1 Damage)

School:
Evocation
Type:
Battle
Spell Call:
Aqua Cantrip Spell Ice 1

Circle 1 Spells

Spell Ice 1

Thrown spell of Ice Intelligence Damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Aqua Spell Ice X

Spell Water Poison 1

Poison effect. Every minute target receives one point of damage till poison is cured or the target dies.

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Aqua Spell Water Poison 1

Cure Poison 1

Removes Poison 1 Effect off Target

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Touch Cure Poison 1
Poison Levels

Poisons have multiple levels. The damage caused by poison is the level per minute. This continues until the subject is killed. Versions of Cure Poisons does not have a sustaining effect. If the Cure Poison is at a lower level then the poison, the subject is still poisoned but would for the next round of poison suffer the delta between the poison effect and the cure. Once the damage is taken, the poison would reset to its original level.
Multiple casting of Cure Poisons within the 1 minute intervel would have no effect.

Rest Augment Mana 1

Target gains Intelligence adjustment mana This mana is used first then augment fades

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Mana X

Touch Spell Leach Mana 3

A target is either prone or willing, caster can be pulled 3 mana.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Touch Spell Leach Mana 3
Mana Leaching

Water casters are able to withdraw mana from people. Mana withdrawn from a person is deducted. If the caster pulls more mana then the target has, it would be taken from the target’s body as body damage.

Spell Water Mind Befriend

Target believes you are a good friend. If used in combat, the target will continue to fight but will try to convince you to fight on thier side. After a minute, the target will be freed but will not recall the spell being used on them or what they had done.

School:
Illusion
Type:
Focus
Spell Call:
(5 Words) Aqua Spell Water Befriend

Spell Ice Pin Foot

Target’s foot is stuck to the ground for 1 minute. Target can not move other then to rotate on one foot.

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Aqua Spell Ice Pin Foot

Spell Condition Damage 1

Spell does one damage to the condition on a item X= weapon or armor or shield or item person has

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Aqua Spell Sunder (Target) 1

Rest Augment Increase Meditation Mana 5

This augment grant 5 extra mana once one completes a meditation then augment fades.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Increase Meditation Mana 5

Reaction Response: Augment Meditate

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Rest Augment Water Breathing

Once Activated With augment Water breathing call target has 1 min of being of water breathing.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Water Breathing

Reaction Response: Augment Water Breathing

Cure Befriend

Removes Befriend Effect off Target

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Aqua Cure Befriend

Rest Augment Ice/Water Resist

Resist Ice/Water Spell and Effects

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Ice Resist

Reaction Response: Augment Ice Resist

Rest Augment Ice strike

Adds ice damage to one strike, may it be a melee, range, or critcal

School:
Transmutation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Ice Strike

Reaction Response: Augment Ice (Attack)

Circle 2 Spells

Spell Ice 2

Thrown spell of Ice Intelligence+1 Damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Aqua Spell Ice X

Spell Water Poison 2

Poison effect. Every minute target receives one point of damage till poison is cured or the target dies.

School:
Manipulation
Type:
Battle
Spell Call:
(3 Words) Aqua Spell Water Poison 2

Cure Poison 2

Removes Poison 2 Effect off Target

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Touch Cure Poison 2

Touch Spell Leach Mana 5

A target is either prone or willing, caster can be pulled 5 mana.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Touch Spell Leach Mana 5

Spell Water Mind Fear

Target is scared of the caster and will flee if they come with in 10 feet. Spell effect is broken if line of sight is broken. (Example: going behind a building)

School:
Illusion
Type:
Battle
Spell Call:
(5 Words) Auqa Spell Water Fear

Spell Water Mind Confusion

Target is not sure friend from foe and will take shots at allies every one in a while, every 3rd strike attack a friend for 1 min.

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Auqa Spell Water Confusion

Spell Transfer Mana X

Target is not sure friend from foe and will take shots at allies every one in a while, every 3rd strike attack a friend for 1 min.

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Auqa Spell Water Confusion

Spell Ice Mind Stun

Target is unable to take any actions for 5 second; once hit, the effects of the Stun is dispelled.

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Auqa Spell Ice Stun

Rest Augment Poison Resist

Augment that stops the first poison attack this target is hit by then augment fades

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Poison Resist

Reaction Response: Augment Posion Resist

Rest Augment Mana 2

Target gains Intelligence + 2 mana This mana is used first then augment fades

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Mana X

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Spell Water Mind Pasify

Cures Berzerk and target does not wish to fight for 1 min unless attacked then spell breaks.

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Auqa Spell Water Pasify

Augment Gas Resist

This Augment protects target from the first gas effect that hits them. Then augment fades

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Auqa Augment Gas Resist

Reaction Response: Augment Gas Resist

Rest Augment Increase Meditation Mana 10

This augment grant 10 extra mana once one completes a meditation then augment fades.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Aqua Rest Augment Increase Meditation Mana 10
High Incant:
So Yeet Un Aqua Rest Augment Increase Meditation Mana 10

Reaction Response: Augment Meditate

Rest Augment Mind Resist

Resist mind effecting effects such as Berzerk, Confused, and Mind Effecting effects like Befriend.

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Auqa Augment Gas Resist
High Incant:
Miz Cor Aqua Augment Mind Resist

Reaction Response: Augment Mind Resist

Cure Fear

Cures Target of Fear effect

School:
Illusion
Type:
Focus
Spell Call:
(5 Words) Auqa Cure Fear
High Incant:
Miz Cor Auqa Cure Fear

Circle 3 Spells

Rumor that casters at this level are able to cast spells that are capable of to Slow and Charm their targets

Circle 4 Spells

Rumors that casters at this level are able to Dispel and to Knock out their targets

Circle 5 Spells

Rumors that casters at this level are capable of feats of to command the forces of magic.

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Fire Magic

Cantrips

Flame

Thrown spell of flame 1 Damage

School:
Evocation
Type:
Battle
Spell Call:
Ignis Spell Cantrip Fire 1

Circle 1 Spells

Spell Fire 1

Thrown spell of flame Intelligence +1 Damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Spell Fire X

Spell Fire Blood 1

Thrown fire spell damage if hit this spell directly effects target HP it ignores armor. Damage equals Intelligence.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Ignis Spell Fire Blood X

Spell fire Sunder 1

Spell does one damage to the condition on a item X= weapon or armor or shield or item person has

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Spell Fire Damage Condition (Target) 1

Summon Fire Ward Door 1

Door is warded once war is up door will do 1 fire to any one touching the door. every 5 seconds Caster can drop and active door at will

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Ignis Summon Fire Ward Door 5

Spell Fire Repel

Target take 10 steps away from caster they take no damage while moving away. Once at the ten step take 3 count before you can move again.

School:
Evocation

Type: : Battle

Spell Call:
(3 Words) Ignis Spell Fire Repel

Self Augment Fire Strike

Augment for 1 weapon strike of fire then augment fades

School:
Transmutation

Type: : Focus

Spell Call:
(5 Words) Ignis Self Augment Fire Strike

Reaction Response: Augment Fire X

Rest Augment Fire strike

Augment for 1 weapon strike of fire then augment fades

School:
Transmutation

Type: : Focus

Spell Call:
(5 Words) Ignis Rest Augment Fire Strike

Reaction Response: Augment Fire X

Spell Fire Disarm

Disarm weapon / shield / item in targets hand. Can not be picked up for 5 seconds X= shield or weapon you wish to have them disarm

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Spell Fire Disarm X

Storm Spellfire 1 Spellfire 1

Thrown fire spell damage storm means you keep casting till spell is done. no interupting if you got to the word storm.

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Storm Spellfire 1 Spellfire 1 Spellfire 1

Self Augment Summon Fire Dagger

Thrown fire spell damage storm means you keep casting till spell is done. no interupting if you got to the word storm.

School:
Conjuration
Type:
Focus
Spell Call:
(5 Words) Ignis Self Augment Summon Fire Dagger

Self Augment Fire Resist

Augment that protect target from the first fire damage that hits then augment fades away

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Ignis Self Augment Fire Resist

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Self Augment Reaction Spell Fire 1

Augment that protect target from the first fire damage that hits then augment fades away

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Ignis Self Augment Reaction Spell Fire 2

Spell Fire Stun

Target is stunned for 5 seconds

School:
Illusion
Type:
Battle
Spell Call:
(3 Words) Ignis Spell Fire Stun

Circle 2 Spells

Spell Fire 2

Thrown spell of Ice Intelligence +2 Damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Spell Fire X

Circle 2 Spells

Spell Fire 2

Thrown spell of Ice Intelligence +2 Damage

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Spell Fire X

Spell Fire Blood 2

Thrown fire spell damage if hit this spell directly effects target HP it ignores armor. Damage equals Intelligence + 1.

School:
Manipulation
Type:
Focus
Spell Call:
(5 Words) Ignis Spell Fire Blood X

Storm Spellfire 1 Spellfire 1 Spellfire 2

Thrown fire spell damage storm means you keep casting till spell is done. no interupting if you got to the word storm.

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Storm Spellfire X Spellfire X Spellfire X+1

Self Augment Summon Fire Medium Weapon

The conditions of this weapon is Intelligence times 2 Calls Fire damage

School:
Conjuration
Type:
Focus
Spell Call:
(5 Words) Ignis Self Augment Summon Fire Medium Weapon

Reaction Response: Augment Summon Fire Medium Weapon

Rest Augment Fire Resist

Augment that protect target from the first fire damage that hits then augment fades away

School:
Adjuration
Type:
Focus
Spell Call:
(5 Words) Ignis Rest Augment Fire Resist

Reaction Response: Augment Fire Resist

Wizard Mark

24 hours or intill target dies Burn a mark on a target to know where they are.

School:
Transmutation
Type:
Focus
Spell Call:
(5 Words) Ignis Fire Wizard Mark

Reaction Response: Ask staff for direction of wizard marked

Augment Rest Self Spell Fire Strike

Self only you can make a weapon swing with magical fire damage.

School:
Evocation
Type:
Battle
Spell Call:
(3 Words) Ignis Wizard Mark

Reaction Response: Mo Zu Ignis Spell Fire Strike on Fire Weapon

Self Augment reaction Spell Fire Repel

Reaction = after being hit augment activates you do not stop damage or effect but now they are taking the effects called as well.

School:
Evocation
Type:
Focus
Spell Call:
(3 Words) Ignis Self Augment Reaction Spell Fire Repel

Reaction Response: Reaction Spell Fire Repel

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Self Augment Reaction Spell Fire X

Reaction = after being hit augment activates you do not stop damage or effect but now they are taking the effects called as well.

School:
Evocation
Type:
Focus
Spell Call:
(3 Words) Ignis Self Augment Reaction Spell Fire 3

Reaction Response: Reaction Spell Fire Repel

Spell Fire Heal 1 Combo Weakness

Heal 1 point burning a wounds shut and then they are in weakness for 1 min recovering.

School:
Manipulation
Type:
Focus
Spell Call:
(3 Words) Ignis Spell Fire Heal 1 Combo Weakness

Circle 3 Spells

Rumor that casters at this level are able to cast spells that are capable of Destroying Walls and Augments

Circle 4 Spells

Rumors that casters at this level are able to destroying limbs and forcing targets to rage

Circle 5 Spells

Rumors that casters at this level are capable of feats of fatal wounds.

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Circle 6 Spells

Circle 6 spells are refered to as Breaths. Breaths are spells that are granted by entities rather then spells of more traditional manor. That is, you can not copy a Breath spell into your spellbook, as they are granted powers from a higher creature.

When a caster obtains the 6th circle of an element, they are able to cast two spells automatically.

Breath Summon Temporary Circle (Element)

While in circle Level 1 spells have no mana cost

School:
Conjuration
Type:
Focus
Cost:
6 Mana
Special:
Required Prop- Drop led lights of the color of element you cast and Circle stays up untill you leave circle.

Breath (Element) Attack

Attack Spell with a Breath Empowerment. Overcomes normal Spell Resistance but not Breath Resistance

School:
Evocation
Type:
Battle
Cost:
6 Mana

The Nature of Breaths

Breaths are not spells. They are magical abilites and are invoked by powerful ritualistic actions. As a result, normal magical resistance are ineffective against Breaths. While there are abilities that can resist a Breaths, the understanding that these are very powerful abilities.

Normal spells are invoked using the caster’s mana source. While Breaths also involved use of mana, the actions of the player if unfavorablely viewed by the patron might find that the gifts are taken away.

An Entity has the right to refuse a character the use of the breaths. In fact, when an Entity grants a character their breath, that entity is by such allowing the character to harm them. It is an act of sharing themselves to the character that an entity bestows a Breaths.

Some hints to getting a Breath

Some Entities have some criteria in order to be considered for a breath. It is rumored that some entities require a character to have all levels of a particular spell such as an attack or a healing spell (Having the Circle 1-5 version of the spell) in order to unlock and be considered for the breath.

There are also entities who would not grant their breath to a character who is not pure in an element (i.e. taking a secondary elemental casting).

Language of Magic

As described, there is are two forms of spellcasting. The first is the high incant which is the language of the Dragons. The second is the low incant which achieves the same aspect of the high however it does not permit flexability to the spellcasting other then the user adopting thier own incant that fits in thier perception of magic. This means someone who only uses low incants may find it quite difficult to develop and research new spells without any knowledge of the high incant.

Magic Words of the Elements

Element Incant word
Void Umbra
Water Aqua
Air Ventus
Fire Ignis
Earth Terra
Nexus Lux

Numbers of the World of Elements

Number Incant word
One Un
Two Duo
Three Tres
Four Qua
Five Pent
Six Sex
Seven Sep
Eight Octo
Nine Nova
Ten Deca

The School of Conjuration

The school of conjuration deals with creating objects and making them disappear. Some examples of this are Wall of Force, Sword of Fire, Shield of Air, Ice Dagger, and Circles of Protection.
The word of this school is: Ela

English Word Incant word
Wall Mur
Shield Shi
Dagger Rad
Medium Bolo
Long Weapon Ga
Great Weapon Cla
Bow Clu
Circle Era
Fort Ast
Mask Kas

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The School of Manipulation

In General, this school is the ebb and flow of diffeerent energies. Primarily focused on “life energies.” As a school most practicianers manipulate the delecate balance of energy between life and death. As such many associated the life aspect as healers and the death as necromancers. Spells such as healing, resurrections, or necrotic draining/damaging are within this school. The word of this school is: So

English Word Incant word
Harm Undead Rem
Cure Vit
Life Augment San
Heal Rec
Mana Leach Yeet
Mana Augment Mu
Blood Lum
Spell Sah
Life Elet
Poison Pos
Undead Vex

The School of Evocation

Casters within the school of evocation unleashes raw magical energy upon their enemies. Whether it it be flames, ice, or pure arcane energy: evocation spellcasters are here to deal damage and chew gum..and they’re all out of gum. Examples of Evocation spells are: Bolt of fire, shock, ice, and rock.
The word of this school is: Mo

English Word Incant word
Bots and Elemental Arrows Zu
Destroy Limb Cath
Repel Ri
Disarm Gon
Storm Rava
Condition Ost
Disrupt Magic Items Urt

The School of Adjuration

Magical spells and effects within the school of adjuration are primary designed for protection and shielding. Don’t be fooled, however, some Adjuration spells can pack quite a punch. Examples of these spells may be Augment Melee Resist or Augment Armor
The word of this school is: Aux

English Word Incant word
Armor Tor
Resist/Shield Sha
Block/Stop Ba
Reflect/Send Back Rel
Ward Ort

The School of Transmutation

Casters who study within the School of Transmutation (the common word is Item Encanter) are able to manipulate the physical properties of Items. Common examples are Lucky Rocks or Augments that are cast on weapons or doors. Note that enchanters work primarily in this school and the runes that are inscribed are primarily sourced from this school of magic.
The word of this school is: Ge

English Word Incant word
[Elemental] Strike A (Pronounced Ah)
Phase Resist/Phased to [Element] Fet
Teleport Wa
Wizard Mark Hom
Destroy Wall/Destroy Augment Deg

The School of Enchantment and Illusion (Mind)

Spells within the School of Encantment are designed to manipulate teh mental state of the target. This entire school is very similar to hypnotism, where the affected creature may act completely differently than how they normally behave, or see things that are not there. Examples of the spells found in this school are: Dominate, Confusion, and Fear
The word of this school is: Miz

English Word Incant word
Mind Effects: Befriend, Pacify, charm, fear, Command, Dominate, Knockout, Confuse, Terror, Taunt, and Berzerk Cor
Body Effects: Stun, Silence, Blind, Slow, Weakness, Blind, and Pin Ba
Illusion to True Form Muta
Dominate in Gameplay

Please note, there are “Dominate” like abilities in the gameplay. Any use of this ability is strictly protected and clearly limited. A player can not be compelled to violate the Code of Conduct, nor be compelled to do actions such as to damage their costuming/props. For example being compelled to break thier horns off and be also compelled to eat it as an example from a prior LARP.
In addition, Compulsion abilities are limited in duration and can not break an individual indefinately. This is considered extreme and if a player feels they are being pushed to a direction, please involved staff as soon as possible.

Words of Breaths

As mentioned before, Breaths are not spells, however they are an invocation of an Entity. All Breaths are by their nature only invoked via High Tongue and Start with the incant: Spiritus Invoke

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Tome of Labor

Background image

 

 

The Tome of Labor is a detailed guide to the Downtime and the system called Labor Points or LP. While this is a mechanic introduced to detail the energy devoted within the game to simplify and to keep things balanced.

Labor Points

Every month, players start with 20 LP. There is nothing that would increase this number however with game progression such as increasing skills or items could decrease the cost of such. Exactly what does what is undefined and is best to learn in game from experienced characters or to discover for yourself. Overall, everyone starts each month with 20 labor points. This also applies to months that do not have a game. If a player does not use all the labor points by the end of the month, these points are lost and not carried over to the next month.

To give a symbolic representation to the real world, LP would be described as physical/motivational stamina or what common modern colloquialism would phrase as your Spoon capacity. We understand that in real life we each have a different number, and while it might tie it to stats, we felt that it would cause too much complexity to distract from the game. As such we have a standard rule that 20 is the number for the month.

Labor Point Usage

Either in game, or during downtime there will be some expenditures of labor points that players should be made aware of. Here are some of the following for your awareness:

1 LP - Asking a Yes/No Question utilizing your Lore in which the Storyteller would  answer, Yes, No, or You do not have enough lore to know the answer.  The latter response would not require the LP expenditure.  (Note if you have Intelligence 2, you can ask two questions..3 would be three questions..)
1+2X LP - Research a Recipe in a profession where X is the Level of the Recipe
1+X LP - Research the existence of a spell (Information about a spell) Must have Spell Lore in order to perform this action
X LP - Copying a Spell from one that has been researched or from someone's spellbook.  Please refer to Spell Research for further information.  
1-20 LP - Skill execution *See Skill for details*
20 LP - Refresh 1 Fate Point (Can only be done once every 3 events you played).  Can be expended over multiple consecutive months.
1 LP - Expended on a slain creature/monster in the chance of getting special loot.  Such actions require gathering skills.  For example you killed a Blood of a Moon NPC of the Bear and you have skinning.  You can use that gathering skill to skin the NPC
1 LP - Some Mods will require this expenditure in order to participate.  The NPC will ask   “Are you feeling up to the Task?”  - High Risk/High Reward Mod
1 LP Per XP - Learning or Teaching someone a skill.  This does not apply if the person has Teacher.

Labor Points and NPC Duties

During a Boffer Event, players can use their Labor Points for crafting and research while they are fulfilling their NPC Duties. This is ideal because you’re not waiting on your LP outcome and it can be registered with staff and gives staff time to plan if they can work it in or to print/cut tags if necessary. As a thankyou, upon completing your NPC 4+ hour duty, all LP expenditure may double the effectiveness or yield success when registered during the time in Monster Camp. This includes loot gain from monster kill prior to coming to perform your NPC Duty

Downtime

Downtime is the period between games. While the game may be over, your character is not sitting idle. As such players can submit downtimes on what they are doing. We highly encourage that even if a player’s character is out of LP to submit a Downtime to give us an idea what you are doing over your free time for story purpose.

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For your awareness each downtime:

  • Character’s Hit Points is restored to max (unless under a special effect)
  • Character’s Mana Pool is restored to max (unless under a special effect)
  • All non-magical items are restored and repaired condition

Unskilled Labor

Do you not have a Profession to ask questions or to craft? No problem. In this system, we encourage co-op. Due to their limited labor pool, Professions characters will need unskilled labor to assist them in their chores. In this system, a character can at double the cost of activity can perform an action. The requirement is the Professional must supervise and the action can be performed at the Professional Level. Some professions such as Enchanting have extra requirements in order to participate. To encourage older veteran characters to be seeking out new players, new characters under PP 16 have this ability for free. If those characters wish to continue with Unskilled labor ability they must purchase it for 1 Profession Point. Note that this point is lost the moment the character learns a profession as they are no longer “unskilled”.

One other mechanic with regard to using this skill. When a character uses Unskilled Labor, they are able to pick up the skill applied as if they were taught the skill. If the character has the Profession Points available, they are able to pick up only the first level of the skill. In Addition, the character may add

Scribing Scrolls

As Scribe Scroll is an ability and not a profession, a mage can always used unskilled labor method of scribing scroll as long as they have someone who is mentoring them throught he process. The cost though is 1 LP more then if they have the skill.

This is primarily to encourage people to learn the magic system.

Spell Research

As indicated, Spells can be researched. As First and Second Circle, casters do not need to spend time in researching for information as it is part of having Spell Lore that they already know what is written in the book. The problem is that because most use low form of incant, they may not know the proper constructs and runes to scribe it into thier spell book.

A Spellcaster can devote energy to scribe a spell, however it is not an easy task to accomplish. It would require a Full Month per Spell Level of dedicated research, just to learn the spellform in addition to the effort to scribe the spell. This would mean to learn a First Circle Spell would require Spell Lore, one dedicated month of research (20 LP), and on the following month one Elemental Ink and 1 LP to scribe the spell into a scroll or a spellbook. This process could be divided up into multiple months but they must be consistant. For example the process could take four months (5LP the first three months and the last month be the 6LP for both the research and the cost to scribe the spell) but you can not have multiple magical research at once.

In this, second circle spells would require a total of 42LP and at least three months (two months of dedicated research and the 2LP with ink to scribe).

Spells of higher circles are not easy as the first two circles. The process of research requires either an exposure of the casting (aka someone casting in front of them) in which they must spend 1 LP after the encounter and the Level of LP to initiate that a spell of that element exists. Then a full month of research per level of the Spell that was researched. For example, Kalo casted a Earth Resurrection Spell infront of another Earth Caster. The Earth Caster could decide instead of asking Kalo for the spell, they must first register with the Storyteller that they spend 1 LP to research that spell, then during that months Downtime spend 5 LP as the spell casted was a Circle 5 spell. Then must spend 5 months of dedicated research (Total of 100 LP) to research the spell in question in which they can not perform any other magical research. Then after such they can scribe the spell into their spellbook with the approprate Ink. In this example the Earth caster would have invested 111 LP to learn a Circle 5 spell. It would have been easier to negociate with Kalo for a glimpse of the Spellbook. To repeat (6 LP for Research Existance + 100 LP for indepth Research + 5 LP plus Elemental Ink of the approprate rank to copy the spell into your spellbook)

Note this can not be accomplished by Breaths. Breaths are granted powers and are unable to be researched. It would be recommended that if a player has Spell Lore, and the approprate elemental lore, and an expending a Key of the Unknown, they could actually find out which entity can empower them the breaths. Finding out how to reach this entity and how to barter approprate.

What is described seems very inefficent, because it is easier to find a merchant or another spellcaster whom you could negociate access to the spell with far less effort. This method is made simply to satisfy those who insist on doing the hard way to be antisocial and self-sufficent.

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Corruption

Corruption a character has, has a negetive effect on labor points a player has on a month. For every 10 total corruption points a player has, the character has -1 labor points for a month. This means if a player has 30 points of corruption, they effectively have 17 LP for each month. The total number of Corruption point for this negative is based on what a character had in a season. If any point within lets say the Season of Earth that a player had 30 for just 5 minutes, that is the level they would have for the whole season of Earth. If they unequipt it before the end of the season, on the begining of the Season of Fire they would have no negative.

Out of Labor Points

Understand that the Labor Point system was created to avoid players to mass produce weapons and devalue the ecconomy. Its a check and balance system that your body and mind are taxed. When roleplaying that your out, just state that your overworked this moon and when things clear up, I should be avalible next moon. Thank you.

Indebt Labor Points

With storytellers approval, a player can use their allowance of Labor Points of the next month, however the cost is double as you are overextending yourself in order to achieve something great. This is primarily to assist in a projects that are time sensitive and compelling for plot/story. This is why it requires storyteller approval. Please be respectful and mindful to ask for such. If abused, it may be denied in the future.

Gathering

With the Labor Point System defined, the next is aspects that yield you raw materials. Not every character will be researching Lores, but attempting to harvest raw materials to be used in crafts or for trade. We attempted to make it easier for players as characters earn harvesting techniques free when they choose the approprate craft. We also made it cheaper for people to pick up gathering skills outside of crafting as it may be cost prohibided to choose multiple crafts.

One goal overall is that we want players to work together. The idea that you can do everything on your own is counter to the ideals of the game. This is another reason the Labor Point system was created to limit each character’s contribution to focus on cooperative play.

The reason we bring this up in this section, is to remind players that it may be cost prohibided for you to harvest and craft legendary weapons overnight. This system may be subject to evolution as the playerbase become more advance but the overall goal is to avoid characters to do everything without the aid or assistance of others.

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Harvesting

The system of Harvesting has three factors:

  • Harvest Tool Level
  • Character’s Crafting Level
  • Enviromental Conditions

Note “Enviromental Conditions”. This is factors that may be external and not within the character’s control. This may include the time of year, current plot influence such as elementals invasions, or political factors (a Lord restricting access to mines). These factors does not prevent you from harvesting however they may raise/lower the quality and/or quality of the products in question. Such factors can be learned and could be influenced/changed based on game actions.

Types of Harvesting

  • Farming / Lumberjack
  • Miner / Stone Cutter / Gold pan
  • Survivalist Skills
  • Archaeology
  • Essence Extractor

Tools Defined

Please do not express tools in a way of “level” but instead of the word ranks. If you were to have a disenchanting wand that maxes it would not be a Level 9 Disenchanting Wand, it would be called an “Elder” Disenchanting Wand. The following is the list of levels.

Tool Level Rank
Level 1 Novice
Level 2 Minor
Level 3 Basic
Level 4 Average
Level 5 Major
Level 6 Advance
Level 7 Greater
Level 8 Master
Level 9 Elder
Level 10 Ancient

How to go Harvest!

At game Harvesting is done 3 ways.

  • (In Game) Looting a node or NPC that is down may reward more drops if you have a Harvest skill and take 1 LP to loot.

  • (In Game) Harvest Mod. This requires all participants to contribute collectively 10-20 LP to initiate. Characters may be harvesting (must have the approprate harvesting tool and skill) or providing combat protection. The greater number of individuals harvesting, the greater quanty of the yield. The greater the threat the greater the quality of the bounty. This is factored by the characters upon initiating this type of Mod.

  • (In Game) Adventure. This is similar to the Harvest Mod, however this one pulls you out of game. You spend your time out of character as your character is “Harvesting”. We recommend highly that you spend your time out of character to assist the NPC Monster Camp for NPC Duties. Performing 4+ Hours in this fasion will yield not only a higher quality but yield double quantity as well as earning you Cheese Points in the process.

  • (Downtime) A Character could use downtime (non-game) time to harvest. Doing such, items will be credited to the player to be consumed in further downtime actions (such as crafting/trading) or will be given a physical tag/prop at the next live game.


    For Adventure and Downtime, a Character expends 5 LP. The payout is based on the factors mentioned before of the Tool Level, the Crafting Level, and Enviromental Conditions. The number of items obtained in a harvest is 0-2 per LP spent in the harvest. Each item's quality is determined based on the Factor. Please refer to the following chart.
Factor Level Roll (1d100)
Level 1 100% no roll need always can find
Level 2 95% 15-24
Level 3 85% 25-34
Level 4 75% 35-44
Level 5 65% 45-54
Level 6 45% 55-64
Level 7 35% 65-74
Level 8 25% 75-84
Level 9 15% 85-94
Level 10 5% 95-100

To explain how to read this chart, the Tool Level and the Character’s Crafting Level determins the highest “Factor” level a character can achieve. The lesser of the two is the highest that can be achieved. If a character rolls a higher roll then they are capable of, the character would achieve the quality of the material of thier factor level.

Enviromental Conditions (as mentioned before) may influence a bonus/negative to the roll.

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A character can opt to harvest below their tool level. This is important because harvesting above a character’s crafting level does conditional damage. A character can safely harvest one level above their crafting level without doing any conditional damage. For example Rudy has a mining pick that is level 5, but they only have blacksmithing at level 1. They can gather tier 1 and tier 2 without any conditional damage. However if they attempt to gather tier 3, each gathering attempt would do 1 condition damage each or if they attempt to gather tier 5, each attempt does 4 condition damage to the tool.

Not to complicate the system even further, a character can “Opt” to over-extend thier skill level/tool by “Over-extending” in which they risk the integrity of their tool to yield a higher factor level. This can increase the factor by 1 however there is a 50% the tool will break and can never be repaired.

Pull a 4-hour NPC shift as your character goes harvesting and you gain a higher chance to get more items so the chance to not get any loot drops to zero. 1-2 drops for every roll.

Archaeology

Note that Archaeology is an unusual type of gathering skill. Unlike other Gathering skills, there are no “Crafting” skill to provide factor levels. This Gathering skill is an information gathering skill that may yield some development of Lore or clues to aid in research. The biggest aspect of this Gathering skill is that it provides a method to create “Archeological Exploration Mods” where the Archaeologist can initiate expeditions. Note the system for this skill is still in development to ensure balance.

Essence Extractor

Essences and Motes are the life energy for all Enchanting crafting. All other crafts may generate such but in an inconsistant manor. For example if you are mining, there are chances based on enviromental factors that you would produce earth or fire motes. You may find when fishing you produced some water motes. Such is common occurance but unreliable in producing the materials.

Enchanters can produce motes simply by disenchanting conjured spells such as earth walls. While this method may provide consistant earth motes, it does not provide varitety.

Much like other harvesting craft, an enchanter seeks out elemental nodes that may exist in the world. Such nodes are never found in the same spot as the season and game progression may change the factors significantly over game play. The enviromental factor in fact has a major factor in such as you will yield more fire motes in the season of fire then you would in the season of water. Note Enchanters can disenchant other enchantments but they need to have the recipe of the enchantment in order to accomplish this.

Crafting Basics

The System of Crafting within Sundering LARP is a system to create items from raw materials. The goal is to form an ecconomy system where players who may not want to get involved in the Combat system has an oppertunity to play, trade, and enjoy a different game. In Sundering, we allow players to both obtain profressions and combat skills with the option where players may forgo their combat to purchase more “Profession”.

The reason why we built this is that it does not make sense where your so focused on combat that you have no means of income. While you may be a Fighter, you should have some skills on self care of your weapons and armor. We built this to encourage players to be more rounded without forcing them on how they should build their character.

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Recipies of Crafting

The following is an example of a Recipe a crafter may encounter/collect in order to create. This example is a tool for harvesting leather and hide for a Survivalist.

Skinning Knife (Tier 1)

Tool Required for Harvesting Leather. The prop must be a knife or dagger. Can not be used in combat.
Condition 1

Skills to Craft:
Naturual Craft Art 1 or higher
Smithing 1 or higher

Materials Required:


Quantity Material Tier
4 Bone 1
2 Wood 1
or
4 Metal Ignot (Smith Assistance) 1
2 Wood 1

Tools Required:
Forge (if Metal Ignots are used) Tier 1 or Higher

The Top of the recipe notes the item and their Tier level. Under the Item is a discription. This may be just generic information or information relating to the item. In this example, it tells what the item is use for, the prop description, and some factors such that this item can not be used in combat.

Under the description is the number of conditions. If this was an Armor, the value may also include the armor value of the item would provide.

Under the mechanics description is the skills in order to craft it. Either a Natural Crafter could craft this item or a smith. Note that the skill listed here is the minimum skill to craft this, but the labor cost could be shared between multiple characters. If a skill is indicated here, they do not suffer the unskilled labor penalty for assisting in the craft.

Next is the material required. This indicates the quanity of material that needs to be collected and their tier level. If an “Or” is depicted as in this example, this means that you can have multiple options to craft the item. In this case, the Natural Crafter can create this item by themselves without smithing by using Bone but can not be accomplished the use of Metal Ignots without the assistance of a Smith. The Smith on the other hand can accomplish this product without any assistance of the Natural Crafter other then obtaining the Bone and Wood if they were craft it this way.

Finally the Tools required may indicate the level of tools required to create the product. As this is a Tier 1 recipe, this recipe is known by both the Natural Crafter and the Smith upon obtaining the skill. Higher tiers of the same recipe would include the “Recipe” as a tool. This means in order to craft a Tier 2 Skinning Knife, the crafter must have the recipe in order to craft it

Recipies Books

Recipe Books are similar to Spells to Casters. They include a collection of recipies that a crafter is able to perform. This must be repersented as a physical prop may it be a notebook or a bunch of scrolls. This is important because every recipe found in game will be serialized and tagged to allow Storytellers an awareness of the capability of the playerbase.

Unlike Spellbooks, Recipies do not require special ink, however they do require Labor Points to copy and skills. Any crafter is able to record their own recipies as long as they have the level of skill to copy them. It costs them the level of the recipe +1 to record in their Recipe books. Merchants are able to copy any crafting recipe at the level of the recipe.

Note that Labor Points used to research recipies do not need further “LP expendatures” to record in the book. It is considered part of the research of the recipe process. This is ment to copy/share recipies between other characters.

Researching Recipies

As indicated in the Labor Point Usage, a player can spend LP to research a recipe in a profession. They spend 1 LP + double the level of the Recipe they are researching. If there are no recipies remaining at the level, the character will receive a recipe at a lower level. Please note, this type of research is for current recipies that has been developed by Staff. A character can create new recipies if they would like. This is a Sandbox, and we want to encourage player contribution. Please work with the Storyteller for recipe ideas. We do reserve the right to reject recipies if they produce products that may disrupt the balance of the game, exists in another crafting tree (which could devalue the crafting tree), or is not approprate either to the story/technological advancement of the game. For example creating a computer at a medieval technology world. The cost for those may span many months but should be within reason.

Crafting

A character must have all the requirements such as materials, skill, and tools (to include the recipe) in order to craft the item. They may use higher materials however if it is indicated “Same Type” that means if there are multiple qualtiies called forth, the material must all be at the same tier. Unfortunately if you use Tier 4 material for a Tier 3 recipe, you will only yield a Tier 3 item. Please do not argue the mechanics, we did this to allow character flexiability and to keep the system not overly complex.

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Labor Points Calculation for Recipies

Craft Tier Level
Skill 1 2 3 4 5 6 7 8 9 10
1 10
2 9 10
3 8 9 10
4 7 8 9 10
5 6 7 8 9 10
6 5 6 7 8 9 10
7 4 5 6 7 8 9 10
8 3 4 5 6 7 8 9 10
9 2 3 4 5 6 7 8 9 10
10 1 2 3 4 5 6 7 8 9 10

To share a bit of the math of why we have such a steep cost. As metioned before we want to promote teaming. In the math, for someone to create a Tier 10 item, they need to collect Tier 10 materials. Those materials have a extremely rare chance to drop. In addition some of the material requires to be processed at a Tier 10 level. Based on this chart and the harvesting chart, a crafter with all the tools and skill to not only harvest but to craft the Tier 10 item would require at the very least 4.5 months of dedicated LP expendatures.

Again this is for a single character to accomplish this task. It seems very excessive for just one piece of equiptment but the idea that your creating a master crafted object by yourself. Assistance from either purchasing the required material or having others assist you for gathering can severely reduce the time. This system also makes such products extremerely valuable and less common.

Crafting Time

We as staff do not want to set a Set time of crafting. The Crafting can take away a lot of staffing during a game and it is silly to have people “Banging away” for hours crafting. We prefer players to submit crafting intentions either in the form of Downtime submissions, at the begining at game during checkin, or when the Forge is hot. If players wish to roleplay crafting, that is up to them but please ensure it is not done that could interfere with general roleplaying.

When the Forge is Hot

This is a term that refers to a period that is typically a period in a Boffer game as the Monster Camp is taking a break. This may be where the weatehr is a bit too hot and we want to give players an oppertunity to cool down and to roleplay. This is an oppertunity where storytellers would have time to create item tags or to provide lore research questions to players without disrupting the story. Typically this is a period during the zenith (Noon) to about the Second Watch from the zenith (2pm). Schedules may shift however the storytellers will inform the playerbase of such changes. Some factors may be if we start late or weather changes.

Physical Repersentation (Physrep)

We appreciate if players have physreps of items they created. We do not want this to be a game of trading cards, and value props. Tools should be properlly physreps. The more we add to the game to keep the immersion, the more we contribute to the success of this game.

Repair

With many of the Crafts such as Smithing, Natural Craft, and Tinkering the character is able to restore conditions of an item. This is important because once an item has zero conditions it is considered broken and can only be salvage for parts. The process of Repairing requires the crafter to be at the same level or higher in skill as the tier of the item. They spend 1 LP per condition restored as well as 1 material of the same Tier or higher. Using Higher quality Materials will actually restore more conditions to the item. The Math (yes more of that) is if you have a tier five item with 1 condition remaining, a character could spend 4 LP and 4 metal ignots at tier five or 1 LP and one metal ignot of tier nine. As the item has max condition of 5, any additional conditions would be lost.

Salvaging

A character with the crafting skill equal or greater then the object being salvaging can recover materials from an object. If the object is not broken (aka zero condition) the crafter can with the expendature of 1 LP recover 75% of the material crafted into it. If the item is broken, the most a character can obtain is 25% of the materials.

Merchant

This profession unlike other crafting professions is an unique profession. Primarily this profession is the heart of the commerce of the game and the glue that binds crafting together. There are many things a Merchant can do:

  • Can create Copies of Recipies of any craft (with the exception of Enchanting which requires at least the combat skill of Spell Casting in order to copy). It cost the Merchant the rank of the recipe in LP and they can only copy up to or below their ranks in Merchant.
  • Each Rank of Merchant provides a greater area of influence from which a Character can find resources and/or instructors for other characters
  • Each Rank of Merchant may influence the price of items. Items that are higher tier then the character has in Merchant would be priced at a higher commision. Some factors can mitigate this cost especially with skillful roleplaying for example.

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  • Merchant may provide informants or points of contacts in which the Merchant Character can negociate payment for information with regarding a particular topic. The limitation of this may be the scope of the reach of the Merchant of thier influence.

  • Merchant because of thier skill has knowledge of the materials found in every craft. While they may not have the recipe, at the cost of 1 LP per question they can identify a item/component (of equal or lesser tier) and ask the Storytellers either:

    • Which Crafter would benefit from this material?
    • What is the rarity of this Material?
    • Does this item have any stories or lore associated with it (in the case of a crafted item)?
    • Is this item Magical?
    • Is there anyone in my scope of influence who is willing to buy this?
  • Merchants are the only individuals who can draft charters and contracts. Non-merchants can draft the words, however most would not recognize such agreements without the support and reputation of a Merchant. The extent of the influence is define by the rank of the merchant who ratifies it.

  • The number of Ranks in Merchants determins the number of contracts a Merchant can have.

Many Merchants rely on Cypressians because Maps are worth a kingdom, and for some reason the Cypressians have extensive knowledge to navigate the lands. Without the Aid of a Cypressian, a non-merchant would require 5 LP per level of geographical extent (use the chart to calculate it) for a one way direction. Merchants can reduce the LP cost by thier Ranks in Merchant. Note this is not shared LP cost but the price anyone pays in the caravan. This is partly the note multiple days/weeks of journey where each member is focused solely on surviving the passage. Also a note that there are chances of encountering bandits and raiders who pray on such caravans.

Note that we are hesitatnt as game developers to put definition on price of various materials. The reason for this is that the game is very determined by the course of the story and the choices made in the game. If a particular region for example is known for producing rich metals but is stricken with war, then the price of ignots would go up. If a particular area is known for farmlands and it has by player’s actions been bountful harvest, then the price for herbs would go down. The storyteller takes many of such items as a factor when they give pricing.

Merchant Influence Chart

Ranks in Merchant Extent of Influence
Rank 1 Within a Territory
Rank 2 Closest Town in next Territory
Rank 3 All Towns within neghboring Territories but within the same kingdom
Rank 4 All Towns within a Kingdom except those that are under seige or bans
Rank 5 All towns within the kingdom
Rank 6 Border Towns in the neighboring Kingdoms
Rank 7 All Towns in the neighboring Kingdoms that are not under seige or bans
Rank 8 All Towns in the neighboring Kingdoms
Rank 9 All Towns charted within the Map of Terra
Rank 10 Unrestricted access (within reason) to all towns

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Enchantments

As a craft, enchantment is a game in its self. This type of crafting is still being developed however unlike other crafting profession, which as a static recipe, enchantments work with mixing patterns, runes, components and a bit of luck. Enchanters are unable to “Craft” much without the aid of other crafters, if they do they are one use effects such as binding a spellbook to a table or setting up a temporary ward to detect someone crossing a threshold. Lasting magical items require high quality items.

Enchantment Patterns

Enchantment patterns are base enchantment blueprints. All permenant enchantment requires a Base Pattern to work from. These include but not limited to

Rings Bracers Chest Piece
Helmet/Hat Legs Robes
Belt Medium Bladed Weapon Medium Bashing Weapons
Long Bladed Weapons Long Bashing Weapons 2-Handed Bladed Weapons
Throwing Weapons Ranged Weapons Arrows
Wands Staffs Scepters
Doors Spell Books Gems

Some of these patterns are further defined by type of material, for example a leather chest piece pattern because it is crafted by a Natural Crafted Artisan is different then a platemail chest piece pattern which is crafted by a smith. Even with a smith, the pattern of a chainmail would be different pattern then one of platemail.

Overall, these recipies are requirement for an enchanter to work with the crafters in order to upgrade a particular item for enchantment.

Enchantment Runes

As each item has a particular pattern, the next part are runes. Each Rune has a special effect that modifies and defines the enchantment. These Runes which is too many to list help define the function of the enchantment. Some Runes could mitigate an item’s corruption value by limited its use or defining a limited scope of indivdiuals. Note that an item is limited on the number of runes based on its condition. Some runes may require more then one item condition. If the enchanter attempts to apply more runes then the item has condition, the result is the item breaks to zero condition and all material invested is lost.

Componenets

Before we go into the fuel of the enchantment, we would like to further note the importance of jewelers with regard to enchantments. Unlike items, which require patterns, enchanting gems are done via runes. These are special runes that the jeweler applies to the gem. This is important because some magical items have multiple effects or mana storage requirements for activation. These Gems may be used as elemental foci for recharging or supplying the magical item with energy.

Outside of Runic Gem components, typical enchanters work with magical components such as dust, motes, and bugs in order to attune an object. When an object has been prepared with both a pattern and the runes the object is then place at a center of an enchanter’s table from which the enchanter starts putting elements components to focus energy onto the object.

Some factors such as the Star Alignment, the Seasons, and the elemental influence of an area may benefit or hinder such enchantments in which the enchanter may have to adjust the number of components in order to get a higher success rate.

Success Rate with Enchantment

Do not worry, lower level enchantments are more static in nature and its may not require as much components as those of a higher level. When you are working at enchantments of 5 or higher have a higher failure rate which requires more planning to execute.

Enchantemnet Luck

While the enchanter has factors they can mitigate problems, please note that failure may not consitute a complete waste. Some products may be successful however due to some factor could have higher corruption values then estimated. Some results may even be positive such as generating an extra effect. Note that these are more common with enchantments of higher degree. The idea with regard to a luck table is to give a “High Risk, High Reward” aspect to enchantment which by itself could offset the balance of a game if overly done.

Careful planning and research may benefit the enchanter as well as consideration of the cosmology. Even seeking aid from Entities or including other enchanters may help mitigate the variables that may influence the enchantment. As always, “Find Out in Game”

 

 

Tome of Armor

Background image

 

 

Armor and equiptment is very important to within the game. It can provide additional protection and abilities. Within this Tome, we go into further information on how equiptment is used and physrepped. As mentioned within Tome of Life, a player has a Max:

Maximum Stats and Cap

Max Health Pool is 20
Max Armor Pool is 20
Max Magic Armor Pool is 20
Max Damage per attack/strike is 10
Max Condition of an Item is 10

Starting characters have the following chart for thier armor. These items have a max of three conditions. The properties of starting armor can not be enchanted.

Starting Armor Value Table
Material Max Armor per location
Padded Cloth or Layered Cloth .2
Light Leather/ Gambeson .4
Thick Leather .6
Chain mail .8
Scale mail 1
Plate 1.2

For tagged armor (not starting), the armor values may use the following table:

Armor Value Calculation Table
Location Protection Value
Head 0.2 to 4
Arms and Shoulders 0.2 to 4
Chest 0.2 to 4
Back 0.2 to 4
Legs and Feet 0.2 to 4

The max achievable Armor is 20 without augments, also you can find an additional 20 magical armor with enchanted armor or augmented armor. Go on an adventure! Find the things!

Armor item card is made up by Staff Marshals at checking for item creation. They will do the math but the rule of thumb is if it’s below 1, it’s rounded up to 1. Else, we would round normally. So if you have 1.4 it’s round down and 1.5 would round up to 2.

Once the armor is reduced to 0 Armor points the armor Losses a Condition. Then it can be refitted to give the armor points again if it still has more conditions. However, once it reaches 0 armor is broken and the tag is turned into a member of Sundered staff.

Example of an Armor
Tag Item: Leather Suit of armor
Location: Head, Chest, Legs, Arms, Back
Total Armor Protection: 2    [] []
Condition: 4            [] [] [] []
Special Properties: None

So this armor can be refitted 2 times before it’s broken for good. Meaning you have 2 armor once at 0 you can subtract the conditions down to -1 to refit the armor back to 2 armor points.

Then once you refit it again subtract the Conditions to zero once the armor has hit 0 Armor points it is broken for good and can not be refit or repaired and only good as leather armor scrap for a crafter.

Smiths can repair all Conditions before armor breaks at the Forge but once at zero conditions the item only scraps. This is very much a honer system but could be subject to change if there are any cheating issues.

How do you Refit an Armor?

A Character can Refit their Armor only with skill in Armor Smithing, Banneret skill, or during a Rest. 30 seconds for every point of armor also is a good time to mark off conditions.

Weapons

Also have the same Conditions as armor once at 0 they can not be repaired and are considered scrap and can not be used.

If you go to your cabin and take a rest you can pull out a lesser item that has 1 Condition. If broken it does not yield scrap but you have to go back to the cabin and take a rest to get a new 1 condition item.

Weapon Size Requirements
Weapon Size
Daggers 12-20 inch prop
1-H Med Bladed/Blunt Weapons 20-32 inch prop
1-H Long Bladed/Blunt Weapons 32-46 inch prop
Staff Weapons 46-74 Inch prop
2-handed Blade/Blunt Weapons 20-80 inch prop

Larp safe throwing weapons no core over 3 feet

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Shield Sizes
Shield Size
Buckler Height 10 - 18 Width 12
Small shield Height 18 - 24 Width 24
Large Shield Height 25 - 36 Width 28
Tower Shield Height 37 - 54 Width 28 or wider

Equipting a Tower shield requires user to move at a 3 count.

Bows and Arrows

We do allow foamed tip arrows however it requires Storyteller review. Arrows can be also packets with Long Tails/streamers (at least 1 foot). Packets should be white or brown. Packets are restricted much like spell packets to be only biodegradable pellets.

Thrown Weapons and Night We will not stop players from throwing packets/items at night, however, we recommend against such. Even with glow in the dark with black lights, it may be harder to clean up.

Game Policies with regards to Weapons

“LARP SAFE Foam” weapons have no wood, metal, or solid cores Latex tips for thrusting must be approved by staff; some are just too hard and still hurt. There have been issues with some games where dagger people get punched if you are not being safe using daggers you will be asked to no longer use them and Med weapons can be used like daggers for Dagger abilities so way we can keep everyone safe. Punching weapons is unsafe (the force can hurt someone) however each of these may have been designed so we will review each weapon and a case-by-case basis based on a demonstration before making a ruling per weapon. Players with fast spins of a staff (weapon), please make sure no hand contact, just foam area contacts are permitted. Shields must be padded or made from foam.

This does not permit kicking someone’s Shield or to Shield Bash

Please do not bash Shield against Shield Other players should not body slam into people’s shield Avoid getting very close to people to prevent them from attacking this may be considered charging Spell packets or spell components must be filled with plastic bb’s “Airsoft” (unless we are playing where birdseed packets are allowed) and be colored any bright colors to be found and so they can be removed from woods ( NO AIMING FOR HEADS OR PRIVATE PARTS) also do not throw as hard as you can do not try to injure other players. Color will be important especially as it must match the element of the Spell Must contain the player’s # or name to be permitted in-game All LARP weapons (must be approved by staff before used at check-in)

Magical Items

A character has a base 28 corruption resistant points and can increase the corruption points by increasing will. Two times the will is added to the Base. So if a character has 1 Will, they would have a total of 30 points of corruption resistance.

Typical Magical Item
Item Corruption Points
Trivial Magical Item (Lucky Stones, etc) 1-2
Minor Magical Item (Wands, Healer’s Necklace, etc) 3-9
Soulbound Item 10
Major Magical Items 11-15
Legendary Items (Named Objects of significant power) 16-20

Just possessing a magical item does not cause you to gain corruption. These are the only items that are attuned. (not always true…)

Corruption Bleed

Note that Corruption has a negetive effect on your Labor Point (LP). For every 10 total corruption a player has, they lose 1 LP for that month. It does not matter if a player loses the corruption, it is a matter of if they achieve that level of corruption within the season that the penalty applies.

Condition Damage

As stated the max an item can have is 10 conditions. There are some abilities found in Tome of War in which a player can use but the result would be condition item on an object. In the case of items that exists in a Set such as Armor, the condition damage is always applied to the item with the least condition. If the object of the set with the lowest condition brakes (zero condition) the whole set is considered broken and does not provide any value (aka Armor Points) until either the the piece of the set is replaced. It may be a good idea that all pieces within an armor set is roughly the same to avoid similar issues. As the piece is replaced, the full armor needs to be refitted which takes condition from all pieces in order to be restored Armor Points.

There is nothing that can restore a broken item. The best one can do with a broken item (zero condition item) is to salvage it for parts and create a new.

Attribution 4.0 International (CC BY 4.0) | Tome of Armor

 

 

Tome of Cheesecake

Background image

 

 

Progression

Progression has been set with a goal for continous character growth but at set milestones. The following chart shows the progression.

Game Progression Chart
Chronicle Season End Max Players’ XP
Cycle 1 16
Cycle 2 28
Cycle 3 40
Cycle 4 52
Cycle 5 64
Cycle 6 76
Cycle 7 88
Cycle 8 100
Cycle 9 112
Cycle 10 124
Cycle 11 136
Cycle 12 148
Cycle 13 160
Cycle 14 172
Cycle 15 184

The progression follows that the most a character can earn in a cycle (year) is 12 XP. As each game earns them 1XP per attendance (and the ability to buy up to 2 additional XP) this means a character can cap for the year by attending at least 4 games in a year.

It is the goal to have each year at least three boffer events and three parlor events.

In addition of setting the XP standard, we recognize that there is a social divide between veterian players and new players who may come into the game at a later date. To address the divide, newer players will have a higher cap then the veterian players. The math and concept is that if the game has been runing for 5 years that a new player can match the veterian player by year 10 if both players have been dedicated since playing.

For more information on the XP Caps for newer players please reference Experience Chart based on Starting Year

Cheese and how to get it

As mentioned before that a player is able to “buy” additional XP. Unfortunately we fear that buying XP with real money would consitute a “Pay-To-Win” which we do not want to be considered. Yet we do need supplies and people to support the game’s success. Instead we created the system of Cheese Points. This is why we created a system where players can gain their gouda/asiago/lambert/cheddar/etc.

Please review the following chart, as these are methods on which players can earn CP.

CP Earning Chart
CP Reward
2CP Completion of a 4 hour NPC shift
+2 Working an NPC Shift during Prime Time (6pm to 12am Saturday)
+1 per 2 hours work in addition to the four 4 hour NPC Shift
+1 if doing the duty waiting for “Death Mod”
1CP Helping Setup/Teardown Game Site
1CP Model Player Award (Having the most votes in a PEL)
1to5CP Awarded for Game support such as writing a Lore Document or accepted Story Line
1to5CP Donating Requested Supplies, Props, and Services
1CP New Player Recruitment
+1 if the new player plays more than 3 games
2CP Providing 4+ hours NPC shifts at a partnered/affiliate LARP
+2 If you do not get any other benefits from NPCing
+2 If you NPC slot covers the Partnered/Affiliated LARP’s Main Combat Mod
1CP Travel 8+ Hours to attend the game
+1 If you provide transportation for players for long travel
1CP Costuming and Roleplaying at a Parlor Game
1CP Accepted PEL Submission
1CP If attending a game with capped XP, the normal automatic XP is converted to CP

All Earned/Expenditure of CP should be registered by Full Staff members in the Book of Cheese.

Partnered LARPs

A player has the opportunity to support other LARPs and earn CP for this game. We do this to encourage better relationships with other games in hopes to foster positivity within the community. The following games are in our partnership:

Crux LARP

Numina LARP

To earn CP for NPCing, the player must email SunderingLARP@gmail.com and carbon copy (CC) the respected game that you performed an NPCing for 4+ hours. It is important to CC the game as it eliminates the need to validate with the partnered game. Please also indicate if you did not receive any other forms of compensation in the game (e.g. Experience, In game Currency, etc). If you did not, you will be eligible for additional Cheese Points as indicated above.

For further clarification please use the email above to forward any clarification necessary.

Attribution 4.0 International (CC BY 4.0) | Tome of Cheese

 

 

How can I spend my Cheese

The following Chart details what you can use your well earned cheese on:

CP Expendature Chart
CP Reward
1CP +1 XP for Character
1CP Double Rewards/Odds when spending Labor Points (S1)
1CP A pull from the Copper Grab Bag
1CP Allows you to Reroll a Grab Bag Roll
2CP A pull from the Silver Grab Bag
2CP Identifying a Teacher for a Basic Skill (S2)
3CP A pull from the Gold Grab Bag (Once per Cycle)
3CP Audience with a minor important NPC (GM with Approval)
4CP A pull from the Platinum Grab Bag (Once per Cycle)
4CP From the Underworld, you’re able to commission an assassin bounty on a character (S3)
5CP Identifying a Teacher for an Advance skill (S4)
5CP Unlearn a Skill or Profession (All levels)
6CP Audience with a Major important NPC
6CP Allow the Spirit of a Dead Character to talk to the Living (With player’s approval approval). And suffer the consequences.
16CP Resets the Cycle Clock for Platinum Grab Bag (Once Per Cycle) Still requires spending for Platinum Roll afterwards
12CP Resets the Cycle Clock for Gold Grab Bag (Once Per Cycle) Still requires spending for Gold Roll afterwards
20CP Completely Rewrite of the Character (Only thing that stays the same is Echo/Anima)

(S1) Applies only to Non-Game Events. To gain this ability during Boffer Events players must first complete a 4 hour NPC Shift and they would gain this bonus for free as an additional thank you. Additional notes, some items are unaffected as this is primarily for gathering skills or items that have chances to yield higher results as well as it must be declared upfront of the intention and not be assumed to be active.

(S2) Given a Silver Ticket which through a PC Merchant (if the Merchant has the appropriate rank) can arrange a meeting with the Teacher. Silver Tickets do not cost LP for the Merchant to perform this transaction. The player still has to roleplay with the teacher in order to negotiate the skill.

(S3) This does not mean NPCs will be after the character, but that anyone with Lore Reprobates will know that if they fulfill the hit they are entitled to a “Dragon’s Note” upon a “Full” completion of the hit. This also does not protect the identity of the individual who requested this hit but such may be quite difficult to figure out. Players choosing this option do so at their own risk. For more information about “Dragon Notes” refer to Lore Reprobates if you have it.

(S4) Given a Platinum Ticket which through a PC Merchant can arrange a meeting with the Teacher. Platinum Ticket does cost LP for the Merchant to perform this transaction. The player still has to roleplay with the teacher in order to negotiate the skill. In addition, this is subject to Game Master Approval.

Convention Event

Note while there exists the cap, there is one exception to the cap. Once a year, Sundering LARP ‘may’ run a Convention Event. These Convention Events are usually high risks, high reward games. At these events a player will earn up to 2 XP for one of their characters either if they are actually playing or NPCing. This cap allows the player to obtain next year XP and will be subjected to the same cap the following year as they would have earned normally.

To give an example, Jane is capped for Year 2, so they have 28 XP. They attend the special event, and have earned 2 XP overcap. So when they come into the game in Year 3, they start the year at 30 XP however because Cap for Year 3 is 40 XP, Jane would only be able to earn 10 XP that year before hitting the cap. The advantage is that in Year 3, they are ahead of anyone who did not benefit in the overcap event.

Character Death/Retirement

In the event that a character dies or the Player chooses to retire the character, the earned CP is transferred to the new character. In addition, the new character will receive 75% of their XP total converted to CP

Character Rewrite

A player may choose to do a character rewrite within the first five games. Note that the rewrite, the player must be a completely different character/name from what the character was initially. The character does not lose any XP or CP in this rewrite. This is important because we do not want to confuse players that one day you come in as a blood of an old one and then the next game you come in as a blood of the Toraliyan.

We will be reviewing how much it would cost in CP after the five games.

Multiple Characters

A player has as many characters as they wish, however none of the characters should have a conflict of interest where they have any knowledge or relationship with each other. This is an honor policy that we expect players to adhere to. Violations of such would result in disciplinary actions.

Attribution 4.0 International (CC BY 4.0) | Tome of Cheese

 

 

At a game, a Player can only apply the XP they receive for game attendance to only one character, and can apply XP for other characters using CP.

We would discourage switching characters abruptly or to yo-yo characters. The Staff has the ability to waive this requirement on a case by case basis, but switching a character can only be done at the start of the day. For example, a player has three characters and the event is three day. They can play all three characters but must be done on different days.

The changing of characters should not be used as a method to avoid consequences. If a behavior is found where a player switches characters to avoid them from such is observed, a warning may be issued. If the behavior persists there may be appropriate disciplinary actions made. All changes also should be registered with Staff possibly at the Nightmare Camp (NPC Shack)

Warnings and Disciplinary Actions

Unfortunately there are times that the staff would have to take away your cheese. We are reluctant to do so but as cheese is rewards for helping the game, there are things that hinder the game that we have to take action. If you leave your cabin after a game or assigned a mod site a mess a warning would be issued and the players involved would potentially lose CP. We wish to note that if we do not keep the sites clean, we may lose the rights to play at these sites. Multiple warnings may result in ban. Appeals can be submitted to the Community Manager for review.

Please do not use Cheese Points as currency for maid service or disciplinary buffers. It’s a method of rewarding players for aiding the game. We do not want it to be a method of disciplinary action.

Warnings and Disciplinary actions is the only time a player can go into CP debt.

Attribution 4.0 International (CC BY 4.0) | Tome of Cheese

 

 

Experience Chart based on Starting Year

To read this chart, the years across is your starting year and the years going down are the actual years of gameplay.

Years 1 2 3 4 5 6 7 8 9 10
1 16 - - - - - - - - -
2 28 22 - - - - - - - -
3 40 38 28 - - - - - - -
4 52 52 46 34 - - - - -
5 64 64 62 52 40 - - - - -
6 76 76 76 70 58 46 - - - -
7 88 88 88 86 76 64 52 - - -
8 100 100 100 100 94 82 70 58 - -
9 112 112 112 112 110 100 88 76 64 -
10 124 124 124 124 124 116 106 94 82 70
11 136 136 136 136 136 134 124 112 100 88
12 148 148 148 148 148 148 142 130 118 106
13 160 160 160 160 160 160 158 148 136 124
14 172 172 172 172 172 172 172 166 154 142
15 184 184 184 184 184 184 184 182 172 160
16 196 196 196 196 196 196 196 196 190 176
17 208 208 208 208 208 208 208 208 206 196
18 220 220 220 220 220 220 220 220 220 214
19 232 232 232 232 232 232 232 232 232 230
20 244 244 244 244 244 244 244 244 244 244

This system was basically designed that everyone can eventually catch up eventually, however as all games reward you with 1XP, the remaining XP to reach the caps for newer players will have to be spent via Cheese Points. Yet the system was designed primarily to give players no matter what, an oppertunity to never be left behind.

Each Game XP Cap

2XP per Game in CP Purchases plus the 1 XP you get for game attendance for a total of 3XP.

If you start at Year 2, Your max to buy per Game is 4 (2+2) per game for a total of 5xp.

If you start at Year 3, Your per Game is 5 (2+3) per game for a total of 6xp.

This is though only for the first year of your gameplay. The math starts getting progressively less for caps each time you hit your cap. For example a player who started at year two, will have 5 XP per game…They would hit thier cap after 4 games at 22. Thier Cap would reduce by 1 to 4xp per game in Year three. And they would earn normal XP at Year four.

Players who do not reach their cap the year prior would get +1 to thier cap. This would go away if they either reach the cap based on the chart above or if they reached the XP level of the the highest player. If you have any questions feel free to ask Staff.

Attribution 4.0 International (CC BY 4.0) | Tome of Cheese

 

 

appendix

Background image

 

 

List of Contributors

James the Brains of the operation. Without Jame’s Sundering would not exist.

Dominic the secretary of the operation. Without him, Sundering would be far greater disorganized.

Katie for tolerating LARP equiptment all over her house.

Mike for assisting in introducing us to Homebrewery, proofing and game testing, may people learn the error of Swords.

Tom for contributions to written materials.

Louis for many props to make this game awesome.

Trent for taking much of the NPC burden. Before we lost you, you asked to be a Game Master (System), and we make it offical. Your support and spirit will always be remembered.

Rick for splash of reality input for the game.

David and Mountain Run Winery for giving us the oppertunity for a game site.

To our V1 players: Alyx, Brandi, Caleb, Chaz, Chris, Chuck, Daniel, Ethan, Erik, Garrett, Heather, Jordan, Josh, Katie, Katrina, Lee, Lexie, Michael, Michelle, Shaw, Tina, Tucker, and Xavier

Some other thanks would go to Luke and John

To our partnered games Numina and Crux for establishing this great relationship.

Homebrewery giving us the ability to make this gamebook

Imgur for housing our pictures.

Nightcafeand Gencraft for AI generated art

Attribution 4.0 International (CC BY 4.0) | List of Contributers

 

 

Revision Page

Version Date Changes
.1 27 Feb 2023 This is the initial version prior to release. Information contained in this version was an import from the Tomes drafted in Discord.
.2 5 Mar 2023 Imported more documents from Discord as well as incorperated V2 Changes. Added more details to Spellcasting, Blood of Journiers, Blood of Old Ones
.3 5 Apr 2023 Changed Blood of the Journiers to Cypressians
.4 15 Apr 2023 Added the Graphics such as the coverpage, and spell graphics to elimate white space.
.5 16 Apr 2023 Put more content in Bloodlines and added Blood Feats
.6 29 Apr 2023 Combind Tome of Labor and Tome of Item Creation. Detailed a great deal for the gathering/crafting system as well as to define more about merchants. In addition included a new section within Tome of Magic to give detail of a new type of spellcaster “Sorceror”
.7 11 May 2023 Changed all the Art to AI Generated Art. Removed Social Feats and changed Blood Feats to be awarded upon reaching Cap for the year
.8 20 May 2023 Updated some skills within Tome of War to include Blade and Blunt Styles
.9 9 June 2023 Added Tome Dividers. Augments have been adjusted to +1 from originally written. The Blood of the Moon Animalistic Feat has been tone down. It does not give you Attributes instead it gives you abilities based on discussion. K’Thu Naming blessing is a Social/society benefit. Some further definitions were added. Further explination of stat such as dex/str/Int were added. Content were added and change for “Greater Cantrip” for Old ones. Some Knightly orders and Organizations have changed from further clarifications.

Attribution 4.0 International (CC BY 4.0) | Version Index

 

 

Sundering LARP Charter

General Information

Sundering LARP and their sister organizations (if applicable) goals are the three pillars to a great Live Action Roleplaying (LARP) game. The three Pillars are: Great Community, Great System, and Great Story

Licening

This Charter is to outline the acceptance and respect of the organization in order to be a part of it. Any and all works created are protected under the Creative Commons Attribution 4.0 International (CC BY 4.0). By participating in any event or contribution in the organization, you are agreeing to the terms and conditions found within. This includes any and all contributions such as system, characters, and creative materials to be incorporated under the CC BY 4.0 which allows you to share and distribute the works in any material and to adapt, remix, transfer, and build upon the material for any purpose, even commercially as long as you give appropriate credit in doing so.

By accepting this, the works contained within the CC BY 4.0 can not be restricted or copyrighted which would prevent the organization from future usage.

The Three Pillars

Community

All members are considered within the community and the goal is as a community we treat others as they would like to be treated, to keep things fair, sharing clean content, and respect the rules and laws. While members may include minors, it is the responsibility of the minor’s guardian to ensure that those members are in accordance with these goals. Further details of policy will be found in the Code of Conduct section.

System

The system is the mechanics, rules, and documentation annotated as Tomes. This includes both In Game (IG) and Out of Game Mechanics (OOG) to provide things such as game mechanics and reward systems like Cheese Points (CP). The system will evolve over time especially in the first year (Calendar Year 2022) as we seek to balance the mechanics. These rules are open to the membership and members have the right to contribute new mechanics and to voice concerns or suggestions. The system as mentioned above is protected by CC BY 4.0 and the member has the right to request that their name be included in its attribution as a contribution.

Story

The story is the creative development of many individuals. All members by simply portraying their character are contributing to the story. The Sunder LARP is an Open SandBox Story where the collected players contribute and change the environment.

As this exists in a Open Sandbox story world, there are individuals who would attempt to plagiarize and to exploit contributions which causes disharmony to the gaming environment. To avoid such, all story written and contributed to this game which includes characters are protected under the terms of CC BY 4.0 in that it is protected under public license and can not be fully copyrighted to prevent our usage. This does not prevent the community to remix, adapt, and build upon the material even in commercial use as long as attribution is given to the source. This does also come where it is the contributor’s responsibility before submission to ensure that the materials do not violate any other copyrights or licenses. By contributing to the community you are accepting the terms and agreement. For more information of the terms and agreement of CC BY 4.0 or the link to creativecommons.org for more legal language

Members playing within the story must understand that the story in Sundering LARP will not be politically correct and some items may trigger you. It is set in a grim and dark setting that will test your mental and physical tolerance. This includes but not limited: death, explicit violence and gore, slavery, abuse, language, non-real world ethnic bigotry/intolerance, and xenophobia.

Members are not restricted with their characters sexual orientation or identity however it is requested that it be tone down and not be overbearing in the game. They are prohibited from excessive nudity, and public displays of affection while at events and will be ban for any acts of unsolicited touching or sexual aggression such as stalking. If members wish to perform consent of affections, they can do this privately but it must not be disruptive to any members and should be done discreetly and respectfully.

Members are prohibited from using the story to promote real world politics or to use this as a platform for current events criticism. While all fantasies have some foot within reality, it is typically done with a non-blaten explicit manner. We as the community use this to escape reality and explicit real world issues may cause unsolicited conflicts and debates that distract from the game. If a story feels to be violating such, make the staff know immediately. Attribution 4.0 International (CC BY 4.0) | Sundering Charter

 

 

Code of Conduct

Sundering LARP is dedicated to provide a harassment-free experience for everyone; we do not tolerate harassment of participants in any form. This code of conduct applies to all spaces, including gaming events, and online spaces such as facebook groups, discord, emails, etc.

Acts or conduct that violate this policy are those that have the purpose, intention, or effect of creating intimidating, hostile, or unreadable offensive environment for other members of the organization; that have the purpose, intention, or effect of interfering with a member’s enjoyment of or participation in the organization, or that otherwise adversely affect a member’s opportunities within the organization because of the membership in a protected class.

Zero Tolerance with regard to unwanted sexual contact such as unwanted sexual advances, sexual epithets, jokes, written/spoken references to content, gossip of sexual life, comments about an individual’s body, comments about an individual’s sexual activity, deficiencies, or prowess. Displaying sexually suggestive objects, pictures, or cartoons. Unwelcome leering, whistling, brushing against the body, sexual gestures, or suggestive or insulting comments. Inquiring into one’s sexual experiences; or discussion of one’s sexual activites.

Any touching within the LARP must be consensual with the exception of doing hits with a boffer weapon for the mechanics of doing in character damage and this is limited to safe zones. Touching is forbidden unless consent is given such as lifting someone up or acting such as looting or bandaging and even those are restricted to safe areas. Acts such as using a boffer weapon to sexually touch or corresse another member as a loophole will fall under the Zero Tolerance policy of unwanted sexual contact.

The organization has within its Zero Tolerance stance to ban registered sex offenders. The organization also has the right to temporarily ban members who are under United States trial for such offenses that would lead to being placed on such a registry until they are acquitted of the charges. It is the responsibility of the membership to report any suspect to the Staff for investigation. The Staff will protect the member’s identity however for the organization’s protection perform a background check/investigation to such claims. The staff will notify of such an investigation to the suspected member and will request permission to perform a background check. The member has the right to refuse however must understand that if the staff can not invalidate such claims they will have to suspend the member from further participation. If a member within the organization is using this investigation as a method of harassment or is suspected of such, they may also be suspended and/or banned, please be respectful in its use because investigations do cost money and this takes away from the organization.

Attendance at any and all Boffer Events must have a sign a Release, Waiver and Hold Harmless Agreement associated with that year. This is to free the organization from any losses, liabilities, damages, costs or expenses (including but not limited to reasonable attorneys’ fee and other litigation costs and expenses). This must be signed at the first attended game of that year and failure to do so will bar the member from participating at any event until such a document has been signed. An Online Copy of the agreement will be made available before the event at the time of ticket sales. Signatures will be made at the time of checkin and no one can sign for another unless it’s in the capacity of a parent/guardian.

Cheating and Rules exploitation will not be tolerated. It is the member’s obligation to report any suspected cheating/exploitation to the attention of Staff for future investigation.

Members are prohibited from involvement in any illegal activities. Any evidence of such, especially in regards to the organization, will be banned. This includes but not limited to selling/distribution/usage of drugs/narcotics, suspected acts of terrorism, vandalism, death threats, etc.

It is the member’s personal responsibility to let people know their personal limits are being pushed to express their discomfort. Be it during game or during an out of character event, if a topic, word, or subject matter causes distress to an individual we ask that that individual express this to those involved. We may not be aware of how our actions might be affecting others and we can not adjust such behaviors if we are not made aware of them. As such it is in the member’s best interest to make such issues known so that we may adjust.

In the same point, it is our responsibility within the community that we treat others as they would like to be treated as well as to ensure that things are kept fair.

In conclusion, to avoid overburdening this Code of Conduct, detailed examples of do’s and don’ts can be found in the Tome of Life. There are details of boundaries and fair gameplay.

Attribution 4.0 International (CC BY 4.0) | Code of Conduct

 

 

Licensing

Creative Commons Attribution 4.0 International Public License

By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License (“Public License”). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.

Section 1 – Definitions.

Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image. Adapter’s License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License. Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights. Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements. Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material. Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License. Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license. Licensor means the individual(s) or entity(ies) granting rights under this Public License. Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them. Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world. You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.

Section 2 – Scope.

License grant. Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to: reproduce and Share the Licensed Material, in whole or in part; and produce, reproduce, and Share Adapted Material. Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions. Term. The term of this Public License is specified in Section 6(a). Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material. Downstream recipients. Offer from the Licensor – Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License. No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material. No endorsement. Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i). Other rights.

Attribution 4.0 International (CC BY 4.0) | Copyright Legal Information

 

 

Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise. Patent and trademark rights are not licensed under this Public License. To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.

Section 3 – License Conditions.

Your exercise of the Licensed Rights is expressly made subject to the following conditions.

Attribution.

If You Share the Licensed Material (including in modified form), You must:

retain the following if it is supplied by the Licensor with the Licensed Material: identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated); a copyright notice; a notice that refers to this Public License; a notice that refers to the disclaimer of warranties; a URI or hyperlink to the Licensed Material to the extent reasonably practicable; indicate if You modified the Licensed Material and retain an indication of any previous modifications; and indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License. You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information. If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable. If You Share Adapted Material You produce, the Adapter’s License You apply must not prevent recipients of the Adapted Material from complying with this Public License.

Section 4 – Sui Generis Database Rights.

Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:

for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database; if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database. For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.

Section 5 – Disclaimer of Warranties and Limitation of Liability.

Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You. To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You. The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.

Section 6 – Term and Termination.

This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically. Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:

automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or upon express reinstatement by the Licensor. For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.

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For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License. Sections 1, 5, 6, 7, and 8 survive termination of this Public License.

Section 7 – Other Terms and Conditions.

The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed. Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.

Section 8 – Interpretation.

For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License. To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions. No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor. Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority. Creative Commons is not a party to its public licenses. Notwithstanding, Creative Commons may elect to apply one of its public licenses to material it publishes and in those instances will be considered the “Licensor.” The text of the Creative Commons public licenses is dedicated to the public domain under the CC0 Public Domain Dedication. Except for the limited purpose of indicating that material is shared under a Creative Commons public license or as otherwise permitted by the Creative Commons policies published at creativecommons.org/policies, Creative Commons does not authorize the use of the trademark “Creative Commons” or any other trademark or logo of Creative Commons without its prior written consent including, without limitation, in connection with any unauthorized modifications to any of its public licenses or any other arrangements, understandings, or agreements concerning use of licensed material. For the avoidance of doubt, this paragraph does not form part of the public licenses.

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