0% found this document useful (0 votes)
136 views64 pages

Official Rules Player Release

This document provides terminology and definitions for skills, abilities, and mechanics used in the Frontier Dawn LARP game. It outlines attributes, defenses, status effects, and other key elements to understand how to build a character and participate in gameplay. The content is copyrighted and may not be used without permission from the producing company, Eternal Pizza Party Productions Incorporated.

Uploaded by

josh yoder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
136 views64 pages

Official Rules Player Release

This document provides terminology and definitions for skills, abilities, and mechanics used in the Frontier Dawn LARP game. It outlines attributes, defenses, status effects, and other key elements to understand how to build a character and participate in gameplay. The content is copyrighted and may not be used without permission from the producing company, Eternal Pizza Party Productions Incorporated.

Uploaded by

josh yoder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 64

Frontier Dawn Official Rulebook v1.

0
(last updated January 2017)

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

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


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

In Game Effects
Ally - Affected target will not attack you and will come to your defense if you are attacked
AOE Targets within 5 feet of the player or packet, number of targets specified in skill
Back Strike A successful hit with a small weapon on the back torso of a target
Base Damage The damage you deal with a weapon or spell unaltered by temporary skills
Battle cry Targets or objects within 10 feet of the player or packet, number of targets specified in skill
Blind affected target may not attack or defend but may still invoke buffs for 5 seconds, DO NOT CLOSE
YOUR EYES
Brandish- draw weapon and hold it in front of you. This is an RP requirement for certain skills.
Break limb Affected limb cannot be used until healed.
Buff Latent skills or abilities that can be stored until invoked, may only have one buff of any attribute at a time.
Casting another buff on the same target negates the prior buff.
Captivate - Affected target is taunted but cannot attack caster for the duration specified in the skill. Affected
target may still use defences
Compulsion Affected target must obey commands but cannot harm themselves for the duration of the skill.
Taking damage breaks this effect.
Disable Limb Affected limb hangs at the players side useless for 5 seconds
Disarm Affected target drops their weapon, and cannot pick it back up for 5 seconds
Empower - when a physical attack is defended you may deliver the effect specified in the skill. Target must call
an additional defense or take the effect.
Fear Affected target must choose one:
Fight: Target is Taunted and can only attack for 10 seconds
Flight: Target must retreat and can only defend for 10 seconds
Heal Restores health
Hidden You cannot be seen as long as you do not move, attack, or use a skill, unless stated in a skill
Invisible Affected target cannot be seen for duration of skill. Attacking, using a skill or a spell breaks
Invisibility.
Intimidate - Target must retreat and can only defend for 5 seconds
Knockback Affected target is pushed 5 feet away
Movement Must move the number of feet defined in the skill, you are immune to damage and effects until
movement is complete
Negate - to stop all effects and damage from an attack
Numb - weapon strike to affected targets shield, shield hangs at the players side useless for 5 seconds
Oath of Finis, The - All worshipers of Finis do not use a three second killing blow count. Instead they must
roleplay for ten seconds, praying over the body.
Old Way, The - challenge target of equal or lesser level to 1v1 honor combat, first 3 weapon strikes on either the
target or caster drops that person to 1st stage
Pain Affected target may not attack or use offensive skills for 5 seconds
Block - Defense against a single body attack or skill
Paralyze - Affected target may not attack or defend or move at all for 5 sec
Pin Affected targets limb is stuck to something defined by the skill (the ground counts as an object for
purposes of Pin). Target must RP 5 seconds and take 1 damage to break effect.
Pursue - Select a target that has called a Movement skill and move an equal number of feet towards the target
Rage Affected target gains +1 base damage and cannot tell friend from foe and must attack the nearest
target(s) for duration of the skill.
Reflect - attack damage is returned to the attacker. This damage can only be defended with a defense
Mitigate - Basic defense against an attack that stops only the damage of an attack
Willpower - Defense against a single Spirit attack or skill
Sever limb Affected limb is gone/unusable until restored with the appropriate skill.
Silence Affected target may not call out or cast spells for the duration of the effect for 5 seconds
Slow Affected target moves heel-to-toe for 5 seconds.
Smokebomb - You are considered hidden to affected target or targets while in weapons distance of packet for 5
seconds
Stagger Affected target takes a step backwards and cannot move from where they stand for 5 seconds, may
still attack and defend
Stance - the player calls and RPs they are in a stance and activates a buff
Stun - Cannot do anything including talk for 5 seconds any attack breaks a stun
Sunder Affected weapon is unusable until repaired.
Tame - Only works on natural beasts. Affected beast regards you as an ally and will obey simple commands.
Taunt - Affected target must attack the caster for as long as noted by the skill 5 seconds.
Telekinesis Move affected target without touching it, as you direct. Effect lasts as long as caster remains
pointing at target
Teleport Move affected target. Target cannot be seen while they are moving.
Unconscious Affected target falls into a non-moving, non-acting state for 5 minutes
Ward - Defense against a single Mind attack or skill
Gameplay
Holds and Clarifies
A player may call a hold in the matter of an injury or threatening situation. In which case everyone is
required to take a knee until the hold is resolved, those unable to take a knee must stay still.
We have 4 out of game calls in FD:

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

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

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

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

Rules of Consent and Personal Safety


At FD we use 4 techniques of handling intense situations. We will never have content aimed at Suicide
or Sexual Abuse. It is hard to know every players fear or keep track of what may cause duress for
some people, we want to make sure our players are safe as well as creating situations in game that
cause intense drama and an enhanced horror element.
*Please note that we will have immersive intense, potentially stressful and horrific mods that are meant
to enhance, dramatize and thrill but the players safety and mental well being are always our top
priority.
The stoplight rule:
If ever you are in a situation and feel it elevating say yellow light to let the player or NPC know that
they need to cool it down, If things continue say red light and that person is to stop step away and let
you collect yourself in any way you see fit.

The space rule:


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

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

The rule of consent:


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

The Orange wristband rule:


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

Combat
Frontier Dawn is a lightest touch, Boffer/Latex LARP. In order to maintain a safe and immersive
combat experience all players and NPCs are required to RP damage when taking hits. Please be
mindful of your surroundings when in combat. Charging into combat is not permitted. All combat rules
apply to both PCs and NPCs.
Attacking
Weapon strikes
Must be lightest touch and cannot be delivered to a players head, groin, feet or hands . Thrusting is
allowed with boffer weapons only and as long as the weapon tip has sufficient padding for player
safety (a member of rules staff will make this determination).
When delivering a skill with your weapon you must state the skill name, damage and effect; in that
order.
Example: Weapon Strike eye gouge, 1 damage, blind
When delivering base weapon attacks you must call damage number and, if applicable, source type.
When delivering multiple base weapon attacks you must complete the damage+source script before
delivering the next strike. (See example above)

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

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

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

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

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

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

Block
Defends against a Body attack

Ward
Defends against a Mind attack

Willpower
Defends against a Spirit attack

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

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

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

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

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

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

Armor Types

Light Armor (3 AP)


Cloth, Soft Hide, Soft Leather

Medium Armor (5 AP)


Hardened Leather, Chainmail

Heavy Armor (7 AP)


Plate, Bone, Scale

Death & Dying


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

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

Detriments
Once you take a death you will choose a Detriment from a deck of cards. The Detriments affect your
character for 3 consecutive events and you can acquire more than one detriment at a time. Each time
you draw a detriment a Death card is added to your deck in its place. If you draw the Death card you
may not be able to resurrect and your character is considered permed. You will be allowed to go
through final judgment and may come back with a permanent detriment instead. Every death
increases your odds of drawing a Death card.
Resurrection
After dying and receiving a detriment you return to the in-game location of your body. Your body
regenerates itself and you regain consciousness, retaining the memory of every aspect of your death.
Resurrection only happens in the new land and players have not witnessed this happening before on
the old continent. Players are encouraged to roleplay the effect this event has on their characters
mentally and emotionally.

Weapons
Note: Any player can use a shield as well as any weapon for its base damage.

Safety
All weapons must be boffer safe or latex and meet the length restrictions defined below. Players must
have their weapons assessed for safety and approved by a staff member before the start of each
event. Approved weapons will be marked by a staff member. Any weapon that is not marked is
considered Unsafe and is not to be used or worn at event.
If at any time during an event another player or staff member feels a weapon is or has become unsafe,
the player must allow a marshall to re-check the weapon. If the weapon is deemed to be unsafe, it will
be removed from the game and returned to the players sleeping area or be held at the staff hut until
the end of the event. It is the player's responsibility to maintain their weapons and gear and to secure a
replacement for a broken or unsafe weapon. The following are examples of conditions that would
make a weapon unsafe: exposed cores, sharp edges, cracked duct tape and exposed foam, cosmetic
attachments of material other than foam or latex such as metal studs, rope on border areas.

Weapon Size
Small Weapon
Length 18-24. Base damage of 1

Example: Dagger, Baton, Scepter

One-Handed
Length 24-42. Base damage of 1.
Example: Short Sword, Axe, Hammer, Mace, Club
Bastard Sword/Spear
Length 40-50. Base damage equal to how its wielded by the player.

Two-Handed
Length 48-60. Polearm/Staff Length 50-60. Base damage of 2.
Example: Longsword, Broadsword, Axe, Polearm, Great hammer, Staff

Ranged
Must have boffer safe phys rep for bows. Packet archery only. Bows may not be used to bash or push
a player or NPC.
Bow/Crossbow - Must have boffer safe phys rep. Base damage of 2.
Throwing Dagger/Shuriken - Minimum length 6. Base damage of 1.
Wrist Crossbow - Base damage of 1

Fists/Claw
Length 18. Base damage of 1.

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

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

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

All players are able to gather basic components which will be in an orange pouch. You must RP 10
counts of searching (searching 1, searching 2, searching 3...etc) and remove one item card from the
pouch. You can repeat this process to gain additional item cards.
NOTE: You are not allowed to pick up the pouch and move it to another location or keep it on your
person. This will be considered a rules violation. The pouch is a phys rep for the mooks body and if
you wish to move it, hide it, etc you must do so through in game roleplay.

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

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

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

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

INSIGHT and Effective Character Level (ECL)


Every time you invest Insight it is counted towards your total character level. Insight is gained each
event and is used to unlock levels in the Paths and Attributes. The total spent Insight is equal to your
player level regardless of which Path or Attribute you choose. For example: you may have 2 Insight
into Body and 1 Insight into Mind but your Effective Character Level or ECL is 3. Your friend has 3
Insight into Mind and is also a level 3 character. Player level determines how many uses of a skill you
have per recoup according to the chart below:
Uses
Level Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1 3 1
2 3 2
3 4 2
4 4 2 1
5 4 2 2
6 4 3 2
7 5 3 2 1
8 5 3 2 2
9 5 3 3 2
10 5 4 3 2 1

Effective Character Level and the Common List


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

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

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

Building A Character
You will need to choose a Race and Kingdom. Then you will pick a profession which allows you to
gather resources that can be used for crafting, trading or upgrading the town. After picking a
profession you will need to choose a Path and/or an attribute. Paths are what would be known as
Crafting and you can only choose one of the available Paths. Attributes are combat related and you
are able to choose more than one. There is also a Common List that can add greater depth to your
character.
Frontier Dawn is a classless system and you are free to combine any Attribute with any Path as long
as you have the necessary build. For example: you could be an Orc/Miner/Alchemist from Yomi who
uses Body and Mind.
RACES
Selecting a race determines your base health and makeup requirements, as well as giving you a
unique racial skill! There are 11 unique races and 2 skills for each. Player's can only choose 1 of the 2
skills.

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

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

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

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

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

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

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

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

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

Grudgebound
Dwarven refugees, new to the surface world.

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

Oathbreakers
Banished dwarves, accustomed to the surface.

Makeup:
Beard for men, braids for women.

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

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

Seelie
Summer and Spring Courts

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

HUMAN
Based on the culture they are from, Urbane are city-folk and Tribesmen are rural-folk. Max age: 100
years.
Makeup:
None

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

Kitsune (Fox)
Tanuki (Raccoon)
Neko (Cat)
Usagi (Rabbit)
Shika (Deer/Faun)
Tengu (Crow)

Makeup (All subraces):


Elegant markings resembling kitsune masks. Small horns, and animals ears that match your sub race
(ie. Rabbit ears for Usagi). Tails are optional but if worn also must match your subrace.
ORC
The Mogatai Orcs are strong, nomadic humanoids who are excellent animal breeders and horsemen.
Slow to temper but usually looked at with distrust due to their monstrous features. Max Age: 100

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

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

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

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

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

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

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

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

WISHLING
Once thought to be mere story and legend, the Wishlings emerged from the Forbidden Forest
(Forbodenwoad) to reveal themselves around 2000 years ago. Their skills at hunting and monster
slaying are what they are most known for outside of Harshorne. Max Age: 200
Make-up:
Red or blue skin, long pointed ears and short or long horns on their forehead. They have a third eye or
jewel centered on their foreheads and black markings on their face and skin. The markings can be
detailed or subtle and are usually in a geometric or tribal pattern.

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

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

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

Racial Skills
Race Base Health Skill
6 Health Shadowcloak/Suncloak: Once per day, Reflect a mind effect back at the caster
Alfar Terrifying Beauty/Awe Inspiring: Once per day, Invoke, Packet Strike,Target is
affected by Fear
4 Health Epicurean: Once per day, defend against ingested poison or ingredient*
Bobbins Bobbin Bravery: Once per day, Defend against a fear effect

5 Health Slippery: Once per day, defend against a pin effect, or may escape from being
Djinn physically bound
Family Bonds: Once per day, call a defense you may extend it to another Djinn within
weapons distance.
6 Health Iron Stance: Once per day, Defend against a Movement effect *does not negate dmg
Dwarves Battering Ram: Once per day, Weapon Strike, Target is affected by stagger, 10
seconds *Can not be stopped by a shield.
4 Health Winter's Embrace/Summer's Serenity: Once per day, Invoke, swing ice or fire based
Fae on your Fae type for 3 hits.
Overgrowth/Cold Snap: Once per day, packet strike, Target is affected by slow, 10
seconds
5 Health Jack of All Trades: Can choose 2 Professions at level one
Humans Unwavering Spirit: Once per day, defend against an Mind effect
4 Health Honorable Tradition: Once per day, Intercept a Physical attack that has successfully hit
Obake a target within arm's length
Tea Ceremony: Once per day, 5 minute uninterrupted RP, you and anyone at a
Leystone next recoup in 5 minutes instead of 10
6 Health Mogatai Swiftness: Once per day, throw packet, Movement to packet location, up to
Orcs 10ft
Inner Calm: Once per day, Can tell friend from foe when under a rage effect
5 Health Assert Dominance: Once per day, 10 second RP, Tame a natural beast 5 minutes
Therians Bestial Nature: Once per day, +1 base damage with claws 5 minutes
6 Health Third Eye: Once per day, sense that a hidden target is within 10 feet, you see the
Wishlings target.
Strange Tidings: Once per day, packet strike, Target monstrous creature is affected by
Stun for 10 second
6 Health Dragons Roar: Once per day, invoke, packet strike, target affected by Stun
Wyrmkin Elemental Affinity: Once per day, Defend against an Elemental attack based on your
Wyrmkin element.
Air Lightning / Water Ice / Fire Fire / Earth - Earth

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

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

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

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

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

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

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

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

BOREAL-LURIN BAZAAR
The Boreal-Lurin Bazaar is a roving caravan. The bazaar appears almost from nowhere bringing
strange goods to trade and an unusual race known as the Djinn. The Caravan is made up almost
entirely of Djinn but other races have either married or been adopted into it. Ruled by the two great
families Boreal and Lurin the Djinn travel restlessly in search of new things and new people with which
to barter and trade with.
Costuming:
Those from the Boreal-Lurin Bazaar dress very exotic yet practical for the desert in which they spend
most of their travels through. Think fancy silks and linen materials sewn into baggy breathable shirts
and pants.

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

Costuming:
Kilts with clan tartans, highlander style clothing.

Iron Empire of

DURGHEIM
An empire that does not worship the gods, but the concept of law and justice. A book of laws given to
the nation by the first Iron Emperor, called the Iron Law, dictates every aspect of their lives. However
despite the seemingly oppressive landscape, it leads to a nominally peaceful life without crime.
They have a long and bloody history, created from the ashes and husks of small kingdoms and
city-states past. The capital was created on a large swath of iron, and with some of the best
blacksmiths in the world, created a unique way of blending metal called Durgheim steel.

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

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

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

GRAND CARAVAN OF BHUTAAR


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

Costuming:
Mongolian inspired, furs, leathers, rider esque clothing.

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

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

IL PARAONDE
The kingdom of Il Paraonde is the largest city on the western coast. The capital city resides directly at
the mouth of the river Kykr Vatn that springs from beneath the Cradled Mountains of Alfheimr. From
there it stretches for almost a hundred miles north and south of the river Kykr Vatn with the over 12
fleets of ships varying from trade ships, fishing ships, a naval fleet, and ships for diplomatic convoys.
The main port also has a dock specifically for the White Cloud Republic. This dock is where the ships
headed to the new world are, and where those who are traveling to the new frontier will gather before
setting sail.
The Kingdom itself is run by a council of wealthy merchants whose main concern is the health, wealth,
and safety of the kingdom and its citizens. The wealth and prosperity of the city has birthed some of
the most accomplished and respected schools on the continent. These schools range from music and
the arts to diplomacy and business; As such, many travel from around the world to learn at these
schools and to enjoy the rich and diverse cultural atmosphere the port kingdom attracts. It is the city
where dreams come true. Where a person can come with nothing and become rich.

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

PHEIA
Pheia is a nation that rests on the ocean floor inside of a large, magic bubble that serves to filter air in
and out whilst keeping the ocean from rushing in. There are no smaller cities or towns within the
Kingdom as Pheia itself is on the smaller side and is comprised of one large city. The Kings castle,
while large, is only the second largest structure next to Pheias library where ancient books and tombs
are kept that date back further than the existence of the Kingdom itself. Admittance to the library is
limited to only the King and his Advisors unless the King himself approves it. While there is no one
religion that is commonly practiced in Pheia, most citizens adore the god Pith who saved them from
destruction long, long ago.
Many people travel to this place to see it's wonder, and astounding underwater vistas. To ensure safe
travel to and from the Kingdom, a shuttle system was created to transport people to and from Pheia.
The carts themselves are pulled by a variety of sea creatures, which, to Pheias benefit are loved by
many of the travelers. Pheia is well known for being very welcoming of all visitors. They have many
crafts and foods that people come from miles around to obtain. One thing they specialize in is the
ability to craft a potion that allows anyone to breath underwater for extended periods of time.

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

Sultanate of

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

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

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

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

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

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

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

VALSAN
Massive spires jut into the sky all over the small kingdom of Valsan along with an arcane barrier that
protects it from direct attacks. Magic is a normal part of life of the kingdom; from lighting homes to
assisting them to farm, the kingdom is rife with arcane arts. Founded as a small wizards guild, locals
soon congregated near the guild for protection and eventually a large city was born. Six large and
famous wizard houses tend to rule the nation.
The ruler is decided by the Arcane Joust, in which the six major wizarding families and others compete
in a to-the-death duel to decide the most powerful wizard. As deadly as it is, most of the time there are
no Arcane Jousts at all, as no one is willing to risk their lives. Valsan is known for its wide variety of
magic schools, arcane workshops and more. The people of Valsan come from all varieties of life.

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

WHITE CLOUD REPUBLIC


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

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

YOMI
The empire of Yomi is a lush, mountainous land brimming with beautiful flowers and small bodies of
fresh water. In the center of the empire is the Palace of Tsujin, an ornate building which towers over
every other structure in Yoshino, the capital of Yomi. This stunningly beautiful kingdom is continuously
shrouded in a glowing mist that seems almost magical.
The people of Yomi have a strong connection to nature and believe that their Emperor Tsujin is the
voice of the Goddess Solace, whom they hold festivals for many times throughout the year. Many
people travel to Yomi to experience the fine clothing, exotic foods and breath-taking landscapes; but
all those who travel there remark that the general atmosphere is very sophisticated and traditional
which can be stifling for some.
Beyond the empire lies the vast amount of Daimyo, or Lords, that rule over certain portions of the
nation. They pay taxes to the emperor in both coin and goods, as well as spending half their time in
Yoshino. In order to protect their land from bandits and roving monsters, they have hired out samurai
in order to serve them. Warriors trained from birth in all forms of weapons and armor. Some of these
samurais choose to not serve lords, and wander the lands fighting monsters and being adventurers.

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

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

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

SKILLS
Kingdom Skills
Kingdom Skill Description
Mesmerize Once per day, Target is Captivated to you for 10 seconds while in or out of combat
Alfheimr Flash
Dwarven Once per day, Requires 1 minute appropriate RP, repair Armor AP
Azarak Engineering
Gift of the Once per day you may recuperate by any campfire/fireplace, it takes 15 minutes.
Barrleybuck Hearth
1001 Nights Once per day, RP 1 minute to put a target under a compulsion as long as you
Boreal-Lurin continue the RP for up to 1 minute
Bazaar
Eye of Druth Once per day, sense a hidden unnatural target or object is near, weapons distance,
Draioch you see the target
Iron Once per day, strike, target is affected by Fear, 10 seconds, counts as a mind attack
Durgheim Dominance
Child of the
Once per day, channel 5 while in contact with a tree. You remain melded with that
Eternalwoad Forest tree for 5 minutes or until the tree takes damage.
When you are melded you are hidden and can only be detected by magical detection
Animal FriendOnce per day, you may make one natural animal (non-monster) an ally, counts as a
Grand mind attack
Caravan of
Bhutaar
Jury-rigged Once per day, can upgrade a weapon to do +1 base damage for a period or upgrade
Harshhorne a tool for 2x gathering bonus between 1 event action, the item is considered broken
afterwards and needs to be reforged, an item can only have 1 upgrade at a time
Merchant Once per day, 10 second RP, C ompulsion, Target is inclined to sell item for 20% less
Il Paraonde Persuasion than its asking price
Barrier Magic Once per day, Defend against 2 damage from a body attack, counts as a Defense
Pheia
Eye for Detail Once per day, sense that an item has latent magical abilities or properties
Sahir
Hunting Once per day, you can determine what animal or being left tracks, and follow that
Therian Instinct instance of tracks.
Tribes
Hand of Once per day, out of combat, point to an object within 10 feet of you and interact with
Valsan Valsan it, must have line of sight, can move an object up to 5 pounds
Hiding the Once per day, Hide a small item up to 12 on self
White Cloud Goods
Republic
Courtly Once percentr day, 5 second RP, Target under a rage regards you as an ally
Yomi Graces
Hubris Once per day, RP 5 sec monologue, Target is affected by Taunt for 30 seconds
Zenith

PROFESSIONS
A persons worth is measured by their pursuits and contribution to the good of the town....are you writing this
down? - Nigel Wanderfoot

An integral part to the overall well being of the town, the people, and their ability to prosper, The
Professions outline at game as well as in-between game actions. Players can use Professions and
Crafting to establish roles and add flavor to their character while interacting within the world of Frontier
Dawn.
THE QUARTERMASTER
Welcome to your new home away from home, please line up orderly so that we can get you to your posts as quickly as
possible - Quartermaster

The Quartermaster will be an at event NPC that runs the logistical aspects of the Professions in order
to track and log all player actions between games. They will make sure your character earns resources
accurately and properly between events as well as track player movement on the F
rontier Map.
Players can interact with The Quartermaster in a variety of different ways at event to learn about what
is going on in and around the town as well as receive orders that can be filled by players. Each
profession and crafting class has their own unique interactions which will be outlined individually in
their perspective professions and crafting classes.

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

THE FRONTIER MAP


The Hex Map

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

Gathering Resources
A character automatically starts each game in large hex A-1. Every
player may spend their in-between game action in any unlocked hex
(ex: H-16) to gather resources. Certain hexs will have better types of resources than others. Random
modifiers like droughts, infestations, bountiful harvest, etc. may be added which will affect the outcome
of the players haul. Surplus resources will be gathered as well.
In order to unlock a blocked out hex (J-4 for example), you need an explorer and a number of players
equaling the total ECL (effective character level) needed to unlock the hex.
You can only unlock a hex that is adjacent to an already unlocked hex.
The ECL needed to unlock each hex will change from month to month. This information will be
available at logistics.

In this instance the ECL to unlock J-4 is 20. If explorer X is ECL 5, and they
get their explorer bonus of 5, they need help from players totaling ECL 10
to help them explore. This can be any number of players so long as the
ECL requirement is met.
If player X is in fact ECL 15 on their own, using their explorer bonus, they
could unlock the hex by themselves. But exploring is a dangerous business
even more so when you are alone.
Once the ECL is met, those players spend their whole in-between game
action unlocking the hex. That means everyone may not gather resources
in another unlocked hex this month.

Storyteller Hex Map


The Storyteller Hex Map is a Plot and Logistical map that has potential encounters a player or group of
players may trigger while exploring the hex map. This map is hidden to players and changes from time
to time based on the plot for the month and players actions in previous games. Between games
logistics will refer to the storyteller hex map to see IF any special encounters occur. This could be
anything from simple narration, lore drops, special item finds and even mods that will occur
immediately Friday night.
A player taking the action to explore a hex should be prepared for the possibility of a Friday night mod.
These mods will take place in the past, and all players will be considered out of continuity until the mod
is resolved. If a player is unable to attend this mod, it will happen none the less, but benefits or
consequences will affect your character either way.

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

Surplus Resources
Surplus resources are resources gathered by NPC companions that accompany players on their
excursions to collect resources. They are referenced as surplus and can only be used at events to
upgrade the settlement and its buildings.
PROFESSIONS
We work together for the benefit of all, so that no one travails alone

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

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

The following professions are available to players:

Miner

Forager

Woodsmen

Explorer

Townsfolk

MINER
When all else fails, hit it harder - Heinrich Ironsable

Miners gather resources that benefit Smiths(Outfitters) and Ritualists

Gatherable Resources
Ores
Minerals
Crystals

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

FORAGER
All manner of useful things to muddle muddle muddle - Rosalind Epplebottom

Gatherable Resources
Mushrooms
Plants
Fibers
Critters

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

WOODSMEN
The best way to get to someones heart....is an incision below the ribcage - Iancaidus Apexblade

Gatherable Resources
Hides
Meat
Bones
Wood

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

EXPLORER
I have no idea what direction were going, but we should definitely keep going.... - Yuri Madskiff

Gatherable Resources and Actions


Random resources from any of the other professions
Map locations
Renown
Reveal the surrounding areas on the hex map

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

TOWNSFOLK
Money earned is money to spend on drinks - Draioch Proverb
The civil servant to the town proper, the Townsfolk reports directly to the Quartermaster for different
jobs that need to be done within the town itself.

Gatherable Resources and Actions


Money
Blueprints
Building structures
Renown

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

PATHS/CRAFTING
The following crafting paths are available for players. You may only choose one.
Alchemist:
The alchemist harnesses the innate abilities of natural ingredients such as plants and insects; crafting
them into potions, poisons and drugs. With the exploration of a new land comes the opportunity to
discover new and alien ingredients.

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

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

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

ALCHEMY
Pathways/Sources
Alchemists can specialize in 3 different crafting styles:
Restoration (body) can restore player's health.
Corruption (body) focuses on dealing damage.
Alteration (Mind/Spirit) changes how a target perceives and interacts with the world.

Tools of your Trade


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

Mortar & Pestle


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

To use your mortar & pestle place an item in the slot that corresponds to the ingredients desired effect.
You can add up to 5 portions of a single ingredient per slot to enhance its effect x1. (Ie. 5 portions of
healing aloe = 5 healing.) Repeat for additional slots to create effect combinations or to further
enhance a single effect. The amount of Ingredients put into consecutive slots must be equal to the
amount of ingredients in the first slot. Likewise when creating potions with multiple effects each slot
must be equal to one another and the individual effects must occupy equal slots as well. The only
exception to this is enhancements. The amount of which must be equal to half of the total ingredients
in the potion you wish to enhance for the first and second level of enhancement. This is because
enhancements and enhancement skills alter the potion itself and not the type of effects a potion can
have. There are 2 levels to every enhancement the level of which is determined by how many slots it
takes up. You can think of the Mortar and Pestle as a scale that must be equaled. First by the
ingredients and secondly by the enhancements layered across the scale.
Slot 3 and 4 can hold ingredients or enhancements. Slot 1 and 2 can only hold ingredients. Slot 5 can
only be used for enhancements and certain rare ingredients
Field Journal
As you gather ingredients and learn their hidden effects you log them in your journal. You must unlock
the effects in sequential order. This knowledge can be shared with other crafters or kept to yourself.
There are 3 ways to discover the hidden potential of an ingredient:
Study:you can choose to study a found ingredient between events instead of harvesting. You
must have at least 5 portions of an ingredient in order to cultivate it.
Ingestion- you can consume 10 portions of the ingredient in order to discover its effect and you
take that effect at a potency of 10.
Experimentation- you can create a potion following the mortar & pestle directions. This may
result in a dud potion or a surprising combination.

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

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

Healing: Poison: Numb: Sleep:


+1 health -1 health disables limb for x duration Unconscious for x duration

Compulsion: Blind: Slow: Pain:


-1 resistance to mind effects effect for +1 second duration effect for +1 second duration effect for +1 second duration
Silence: Stun: Rage: Fear:
effect for +1 second duration effect for +1 second duration effect for +1 second duration effect for +1 second duration

Invisible: Strength: Weaken: Fortify Compulsion:


effect for +5 second duration 0.2 damage with next attack -0.2 damage with next attack +1 resistance to mind effects
rounded down

Migraine: Detect life: Cleanser: Itch:


target cannot be affected by sense nearby living creatures for removes effect from oils and other Must RP itching for +1 second
verbal skills +1 second +1 second things

Enhancements:
Some ingredients do not have an effect but instead enhance or change the effect or property of
another ingredient when combined. Adding these to your crafting can drastically change how the item
works.
Oils Preserve Dust Mask
Allows you to coat a weapon with Extends the life of a potion Allows you to turn a potion into an Allows you to mask the effects of a
a poison up close airborne poison in a drink

Ingredients
The following ingredients are known to most alchemists from Erolan. There are more...much much
more to discover as you explore the New Continent
Deathcap
Ghoulshroom
Aloe
Cave Cricket
Jewel Beetle
Meat
Honey

Skills
Gain a use of Mitigate
Insight 1
Cost Name Type
1 Double portions Passive Gain the ability to use 2 portions w
hile crafting
3 Down the Hatch Passive Gain the ability to ingest 5 potions p
er recoup
1 Once for good measure Skill Can add another poison to a blade without cleaning it
1 Mints my words Skill RP burping to a target within weapons distance they take a s tagger
2 Empty bottles Skill Packet strike, target takes a stun

Insight 2
Cost Name Type
2 Constitution I Passive Gain +2 Health
2 Alchemists Shovel Passive Gain +1 specialization type Small blunt weapon
2 Slots Passive Gain the use of a second slot while crafting in your mortar and pestle
2 Delectable Effect Passive Gain the ability to learn Secondary Effects
Knowledge
1 Novice Alchemy Teacher Passive Teach Alchemist Skills Insight 1-2
Gain a use of Mitigate
Insight 3
Cost Name Type
3 Back for Thirds Passive Gain the ability to use 3 portions w
hile crafting
4 Down the Hatch II Passive Gain the ability to ingest 7 potions p
er recoup
1 Climb Skill RP 15 seconds at base of object, climb up/rappel down up to 10 feet
2 The Natural Skill Able to enhance a potion i nto an oil in combat
2 Smashing Skill Packet throw to ground, create a smoke bomb effect

Insight 4
Tier Name Type
3 Constitution II Passive Gain +2 Health
2 Alchemists Shovel I Passive Gain +1 specialization type Small blunt weapon
3 Third Times the Charm Passive Gain the use of a Third slot while crafting in your mortar and pestle
3 Delectable Effects Passive Gain the ability to learn Tertiary Effects
Knowledge II
2 Apprentice Alchemy Passive Teach Alchemist Skills Insight 3-4
Teacher
Gain a use of Mitigate
Insight 5
Tier Name Type Delivery/Description/Effect/Range/Duration
4 High Tolerance Passive Once per recoup, negate a pain
5 Down the Hatch III Passive Gain the ability to ingest 9 potions p
er recoup
5 Tasted the Samplings Passive Able to determine how many effects an ingredient has
3 Preserves Skill Able to enhance a potion t o last 4 events
2 Stink Bomb Skill Packet strike, target RPs gagging, takes pain
3 Dirty Bottles Skill Packet Strike, target takes Blind

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

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

Pathways/Sources

Pathways
Ritualist
Summoner

Sources
Fire
Ice
Earth
Lightning
Blood
Shadow

Tools of your Trade

Ritualist Tapestry

The Tapestry
(temporary diagram)

First Second Third Fourth

Minor Greater Major Exalted

Items Items
Starting
Circle of power
Source Power / Lesser Crystals

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

Skills
Gain a use of Mitigate
First Words of the Ancient Knowledge Know the word for your chosen Source and lesser language of the ritualist

Gain Circle of Power

Can use 5 Crystals within your Circle of Power that give 1 charge
Insight 1
Cost Name Type
1 Taste of Power Passive Perform the ritual Circle of Power. Gain a Source Gem that can be fully charged
repeatedly through this method, 5mins of RP
2 Channel Passive Perform Ritual of Enchantment, 1min Enchant weapons with your Source or an
effect
2 Can you dig it, yes I can Passive Gain the Profession of Explorer as a secondary profession (Only 1 Profession can be
used at a time between games)
1 Path of the Enchanter Skill Invoke, weapon strike, +1 weapon damage with source
1 Path of the Summoner Skill Invoke, Packet strike, +1 damage with source
2 Clouded Diffusion Skil Invoke, Packet strike, target takes knockback

Insight 2
Cost Name Type
4 Constitution I Passive Gain +2 Health
2 Lesser Invocation Passive Gain Insight 2 invocation, allows you to do +2 damage with your chosen source,
and enchant weapons with 2 charges/uses
2 Chiseled Looker Miner Gain a base Chisel for Explorer
2 Path of the Syphon Enchanter When using your Source Gem you have 2 charges to invoke a weapon cast based
on your Invocation Level
2 Path of the Summoned Summoner When using your Source Gem you can cast the ritual of a Lesser Summon using a
recipe, This skill increases with your Circles of Power
Gain a use of Mitigate
Insight 3
Cost Name Type
1 Severance Skill Invoke, Packet strike, target takes a disarm
2 Not just another rock Passive Gain the ability to sense the Source of Crystals

3 Dispel Passive Learn the Ritual to Dispel enchantments, Your ability to dispel an enchantment is
based on your level of Invocation or Circles or Power
3 Keen Eye of The Passive Gain the ability to gather 5 lesser crystals overnight (Friday to Saturday must go to
Ritualist Quartermaster to call this skill)
3 Minor Circle Passive Gain a Minor Circle of Power
2 Interruption Skill Invoke, Packet Strike target takes S ilence
2 Beyond your Skill Spell, Packet Strike target takes fear
comprehension

Insight 4
Cost Name Type
4 Constitution II Passive Gain +2 Health
4 Minor Invocation Passive Gain level 3 invocation, allows you to do +3 damage and enchant weapons with 3
charges with your source
3 Perilous Pathways Enchanter Invoking Path of the Syphon can be cast to create traps through a sword strike on
the ground, 30 second RP, must leave Trap Phys Rep
3 Illuminated Pathways Summoner Invoking Path of the Summoner now creates an Illuminated Packet that pulls
energy from your Source gem that can be held to light the way or thrown to deal
damage based on invocation level
Gain a use of Mitigate
Insight 5
Cost Name Type
3 Greater Dispel Passive Learn the Ritual to Dispel wards(traps), your ability to dispel a ward is based on your
level of Invocation or Circles or Power
3 Is this Permanent? Passive Gain the ability to create Sigils imbuing them with words of power, the level of your
Invocation and/or Circles of Power *(its not permanent)
3 Attuned Passive Gain another Source Gem
3 Greater Circle Passive Gain a Greater Circle of Power
3 Mishap Skill Buff, reflect effect of a mind attack, you still take the effect
2 Bad Break Skill Invoke, Packet Strike, target takes break limb
3 Renegade Minds Skill Buff, Strike, target can defend against a compulsion

POLYMATH
Unless otherwise stated, all skills are to be used out of combat, during role play situations. Polymaths
earn renown between events through letters or location. They have quick minds capable of learning
languages at higher speeds than other people.
Pathways/Sources
Diplomat: Diplomats have quick tongues and are capable of reading people. They tend to be
well connected.
Scholar: Scholars are adept at research. They have keen minds capable of solving puzzles
and riddles with ease.

Tools of your Trade


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

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

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

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

Skills

Insight 1
Gain a use of Mitigate
Cost Name Type
0 Keen Eyes Passive Determine the Tier of an object
1 Paper Trade Passive Can exchange renown for paper
2 Create lesser Passive Study a Lesser Object for 10 minutes and gain the ability to create a
blueprint blueprint from it

2 Tidbit Scholar Call on a Marshal to gain basic information about a place or object,
information is determined by the Marshal
2 Cold Read Diplomat Call on a Marshal to gain basic information about an NPC you have RP with
for 1 minute, information is determined by the NPC or Marshal
1 Blend In Skill RP 30 seconds, if reasonable, people will not question your presence
2 Appraise Skill RP 30 seconds, appraise the rough value in gold of an item
Insight 2
Cost Name Type
4 Constitution Gain +2 Health
2 Linguist I Passive Able to learn through role play to read, write, and speak, and any Tier I
languages.
2 Novice Teacher Passive Teach Skills and Passives at Insight 1-2 to allow for players to use them after
next period
2 Decipher Script Scholar Gain knowledge behind the meanings of old runes and hieroglyphs.
1 Letter of Inquiry Diplomat Once per event, spend 1 paper resource per tier, RP 5 minutes writing a Letter
(Lesser Favor) Passive of Inquiry to an available contact of their choice from the Quartermaster. At
this Tier you can write to one contact and ask 3 questions of the contact. The
detail and relevance of the answers will scale with the insight you have spent
within diplomat. You will receive answers the following month.
1 Book of Inquiry Scholar Once per event, spend 1 paper resource per tier, RP 5 minutes researching an
(Lesser Passive available topic of your choice acquired from a Quartermaster. You may ask
Research) three questions on that topic. The detail and relevance of the answers will
scale with the insight you have spent within scholar. You will receive answers
the following month

Insight 3
Gain a use of Mitigate
Cost Name Type
2 Sense hidden Skill RP 10 seconds, detect hidden objects or passageways
2 Mesmerize Skill RP 10 seconds, packet strike, target takes Stun
2 Trust Me Skill RP 30 second , if reasonable, people believe your next statement to be true
4 Linguist II Passive Able to learn through RP to read, write, and speak any Tier II languages.
2 Create Minor Passive RP studying a Minor Object for 10 minutes and gain the ability to create a
Blueprint. blueprint from it.
2 Craft Simple Scholar RP 1 minute, fold paper into origami or other simple papercraft. Create an
Tags item that counts as a trinket, one time use of one Tier 1 tag. Polymath must
know the skill tag or roleplay with another PC who does.
4 Enscribe Lesser Scholar The scholar can create a manual to teach other players a specific skill (Insight
Manual 1 -3). The scholar must RP 1 minute and spend 1 paper per insight of the skill,
creating this manual. Lesser manual-Player must have spent their build on this
skill. Player will RP 1 minute reading manual, able to use skill/ language next
period.
2 Census Diplomat The Polymath should keep a census of the town. Talk to up to 5 PCs per
period, RP 1 minute talking with another PC, write down name, kingdom, and
any other information PC is willing to share, Polymath and other PC decrease
next recoup time by 1 minute. (Recoup can only be brought down to 5
minutes)The Polymath will give a stamped card with their personal stamp or
seal to the PC. The card should be ripped at the end of recuperation.
4 Cipher Diplomat The Diplomat can create a manual to teach other players a specific language,
Insight 4
Tier Name Type
4 Constitution II Gain +2 Health
4 Apprentice Passive Teach Skills and Passives at insight 3-4 to allow for players to use them after
Teacher next period (pre req Novice)
3 Book of Scholar Once per event, spend 1 paper resource per tier, RP 5 minutes researching
Inquiry Minor an available topic of your choice acquired from a Quartermaster. You may
Research ask three questions on that topic. The detail and relevance of the answers
will scale with the insight you have spent within scholar. You will receive
answers the following month
3 Letter Of Diplomat Once per event, The diplomat will spend renown, and 10 minutes RP writing
Inquiry Minor a Letter of Inquiry to a contact of their choice. They may ask three questions
Favor of their contact. The detail and relevance of their answers will scale with the
insight of the diplomat writing the letter. They will receive their answers the
following month.

Insight 5
Gain a use of Mitigate
Tier Name Type Delivery/Description/Effect/Range/Duration
5 Share A Drink Diplomat Once per recoup, RP 5 minutes with target in peaceful situation. Gain the
ability to speak the targets language until next recoup.
5 Filibuster Diplomat Once per recoup, RP 1 minutes, target takes compulsion, which lasts as long
as the polymath continues the roleplay up to 10 minutes
3 Caucus Diplomat Once per recoup, RP 1 minutes, caster and 3 targets converse and gain a
defense against a taunt or compulsion
5 CodeBreaker Scholar Once per recoup, ask for plot help on one puzzle or code.
5 Perfect Recall Scholar RP situations, recall a single event or fact perfectly
3 Craft Complex Scholar Once per recoup, RP 1 minute, fold paper into origami. Create an item that
Tags Passive counts as a trinket, one time use of one Tier 2 tag. Polymath must know the
skill tag or roleplay with another PC who does.
5 Create Greater Passive RP Study a Major Object for 10 minutes and gain the ability to create a
Blue Blueprint blueprint from it.
6 Linguist III Passive Able to learn through RP to read, write, and speak any Tier III languages.

OUTFITTER
Pathways/Sources
Tailor: weave Fibers into Cloth to create robes, light armor and tapestries.
Tanner: tan hides into leather to create medium armor and bags.
Smith: refine raw ore into ingots to create heavy armor and weapons.
Tools of your Trade
Every Outfitter starts off with a kit. Crafters are responsible for maintaining and bringing these tools to
game and will not be able to craft at event without one.

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

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

Skills

Insight 1
Gain a use of Mitigate
Tier Name Type Delivery/Description/Effect/Range/Duration
2 Fibrous Tailor Gain the Ability to craft and repair Tier 1 Fibers
Knowledge
2 Hide Tanner Gain the Ability to craft and repair Tier 1 Hides
Knowledge
2 Ore Smith Gain the Ability to craft and repair Tier 1 Ore
Knowledge
1 Throw Net Skill Packet Strike, target takes a slow.

1 Hammer Down Skill Weapon Strike, Numb


1 Between the Skill Weapon Strike, Stun
Seams
1 Strong Hands Skill Protect against disarm

Insight 2
Tiert Name Type Delivery/Description/Effect/Range/Duration
2 Constitution I Passive Gain +2 Health
2 Familiar Materials Passive Gain additional 1AP based on material you craft with
*Note: weapon proficiencies do not stack across Body and Outfitter*
2 Tailors Tools Tailor Plus 1 damage with small weapons
2 Tanners Arrow Tanner Plus 1 damage with ranged weapons
2 Smiths Hammer Smith Plus 1 damage with one handed blunt weapons

Insight 3
Gain a use of Mitigate
Tier Name Type Delivery/Description/Effect/Range/Duration
3 Fibrous Tailor Pre-req: Weave Tier 1 Fibers. Gain the ability to craft and repair Tier 2
Knowledge II source materials
3 Hide Tanner Pre-req: Work Tier 1 Leather. Gain the ability to craft and repair Tier 2
Knowledge II source materials
4 Ore Smith Pre-req: Weave Tier 1 Fibers. Gain the ability to craft and repair Tier 2
Knowledge II source materials
1 Appraisal Passive 30 Second RP, tell the base market value of an item of your craft and any
effects it has
1 Pins and Needles Skill Packet Strike, Slow
2 Your holding it skill Strike, target takes disarm
wrong
2 Deeper Pockets Skill Conceal an item up to 24 on you

Insight 4
Tier Name Type Delivery/Description/Effect/Range/Duration
3 Constitution II Gain +2 Health
3 Familiar Materials Passive Gain additional 1AP based on material you craft with
II
4 Tailors Tools II Tailor Plus 1 damage with small weapons
4 Tanners Arrow II Tanner Plus 1 damage with ranged weapons
4 Smiths Hammer II Smith Plus 1 damage with one handed blunt weapons

Insight 5
Gain a use of Mitigate
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Fibrous Passive Pre-Req: Weave Tier 2 Cloth. Gain the ability to craft and repair Tier 3 cloth
Knowledge II objects

4 Hide Passive Pre-req: Work Tier 2 Leather. Gain the ability to craft and repair Tier 3
Knowledge II leather objects.
5 Ore Pre-req: Weave Tier 2 Fibers. Gain the ability to craft and repair Tier 3
Knowledge II source materials
3 Fiber Blend Passive While crafting, Outfitter may choose to make an object out of 2 different
materials of the appropriate type, granting the object the special abilities of
both materials. However, now the object requires both of the materials to
be used in full to repair it, as well as lowering the overall maximum
durability of the object by one.
2 Field Splint Skill Buff, 10 second RP, apply splint, lasts 5 minutes
2 Needlepoint Skill Strike, pain, roleplay striking between armor folds
3 Weak Point Skill Weapon Strike, Sunder
3 Apply Patch Skill Buff, Strike, RP 5 seconds, target restores 1 AP.

ATTRIBUTES/COMBAT
BODY
Every hammer is great to a dwarf - Dwarven Proverb

Choose one of the following Focuses:

Dexterity: Endurance: Alacrity:


Small and ranged weapons and Sword and Board, and One-handed, and Fist/claws and
small bows/ wrist crossbows two-handed weapon and dual-wielding and Medium
Bows specialization.
specialization. Longbow specialization.
At Insight 1 you gain a use of Block

Insight 1
Tier Name Type Delivery/Description/Effect/Range/Duration
1 Bash Skill Shield only, when shield is struck with a regular attack, attacker affected by K
nockback
1 Vital Strike Skill Weapon Strike or Ranged Strike, deal base damage +1
2 Retain Skill Defend against a Disarm
2 Stagger Skill Strike, target takes Stagger, 10 seconds

1 Backstab Dexterity Back strike, deal +2 base weapon damage


2 Nail Down Dexterity Weapon Strike limb, target limb takes Pin. Cannot be delivered with a blunt weapon.

2 Numb Endurance Weapon Strike shield, Numb, target lowers shield to side, 5 seconds
1 Push Endurance Weapon Strike, target takes Knockback

1 Bypass Alacrity Weapon Strike, connect with weapon or shield, deal base weapon damage
2 Hamstring Alacrity Weapon Strike, target takes a Slow
At Insight 1 gain an extra use of Block
Insight 2
Cost Name Type Description
4 Break In/Out Dexterity Once per recoup, enter/exit a building instantly if you can see a way in/out within arms distance
Passive
4 Surefooted Endurance Once per recoup, Stance, can defend against M
ovement effects while standing with feet apart,
Passive moving your feet breaks this stance

4 Strong-arm Alacrity Out of combat, once per recoup, R


P 30 seconds with hand on your weapon, target takes
Passive Captivate, target gives information or object,

3 Sound Body I Passive +3 Health


2 Practice Passive +1 damage with specialization weapon type, this insight only, if your specialization is with a two
handed weapon gain + 2 damage instead
1 Novice Body Passive Teach Body Skills Insight 1-2
Teacher

Insight 3
Tier Name Type Delivery/Description/Effect/Range/Duration
2 Crit Strike Skill Weapon Strike or Ranged Strike, deal +2 base weapon damage
1 Disarm Skill Weapon Strike, strike on targets weapon, target takes a Disarm
2 Pursue Skill Select a target that has called a movement skill and move an equal number of feet towards
the target
2 Detect Skill While RPing searching for 30 seconds, detect a Hidden person/object within 5ft, can move
Hidden normally while using this skill
2 Stun Skill Weapon Strike, target takes a Stun

1 Cheap Shot Dexterity Back Strike, deal +1 base weapon damage, target takes Stagger forward
2 Quick Shot Dexterity Ranged Strike, without aim count, deal base weapon damage

1 Intercept Endurance Become the target of a body attack that has hit a target, within weapon distance
2 Charge Endurance Weapon strike, target takes, Knockback, S tagger

1 Got your Alacrity Strike, target within weapons distance, become the target of a Ranged Strike or Packet
back Strike on that target
2 Lead the Alacrity From hidden, placing your sword on targets shoulder, target takes Compulsion, 10 sec.
way
At Insight 3 gain an extra use of Block
Insight 4
Cost Name Type Description
4 Sound Body II Passive +3 Health
4 Practice 2 Passive +1 damage with specialization weapon type,

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


5 Tally ho Alacrity Once per recoup, Movement, you can throw a packet and move as if swinging through the air for
up to 20 ft, considered 10ft in the air
4 Thick Skinned Endurance Once per recoup, Stance, defend against P
ain, must stand with feet apart, moving your feet
breaks the stance.
2 Apprentice Passive Teach Body Skills Insight 3-4 (pre req Novice)
Body Teacher

Insight 5
Tier Name Type Delivery/Description/Effect/Range/Duration
3 Acrobatics Skill Movement 10, taking damage does not break this effect
(Medium and Light armor only)
3 Riposte Skill Reflect a basic melee attack
3 Feint Skill May use a fighting style fist skill for free after it was defended against within 2 seconds
3 Dire Strike Skill Weapon Strike or Ranged Strike, +3 base damage

2 Throat Shot Dexterity Weapon Strike or Ranged Strike, target takes S ilence, 10 seconds
3 Back Sap Dexterity Back strike, deal +4 base weapon damage

3 Focused Rage Endurance Invoke, Rage, can only attack and defend from one target, considered T aunted to that target
until the target or caster is dead.
3 Break Limb Endurance Weapon Strike, target takes a Break Limb

3 Recovery Alacrity Invoke, When user takes S tagger or Knockback, Weapon Strike, 3 damage, target takes a
Knockback, D
efend the Stagger or Knockback
2 Flurry Alacrity Buff, next 3 basic attacks do +1 base damage if made within 2 seconds of each other

Path of the If you have reached insight 5 in this tree but have spent a total of 10 insight spread among other trees you may
Sojourner buy the following skill
10 Rally Allies Skill Battlecry, You and 2 targets deal +2 base weapon damage for 3 Weapon Strikes
At Insight 5 gain an extra use of Block
Insight 6
Cost Name Type Description
5 Sound Body III Passive +3 Health
6 Practice 3 Passive +1 damage with specialization weapon type
5 Expert Grip Passive Once per recoup, immune to Disarm with a weapon type within your specialization, 1
minute
5 Montage Ceremony Roleplay required, see marshal for details. Choose a second source from the Body source
list .User may now pick and use skills from an additional Spirit source.
5 Rage Passive Once per recoup, can go into a Rage, 1 min, +2 base weapon damage
5 Honed Senses Dexterity Once per recoup, can defend while Blind
4 Push on Alacrity Once per recoup, Can fight with a Broken Limb, for 1 min
4 Pump You Up Endurance Once per recoup, Stance, y ou and up to 2 allies within weapons distance do +1 base
damage. Must stand with feet apart, moving your feet breaks the stance. Allies must stay
within weapons distance.
3 Journeyman Passive Teach Body Skills Insight 5-6 (pre req Apprentice)
Body Teacher
At Insight 7 gain an extra use of Block
Insight 7
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Agility Skill Movement 20 in any direction (Medium and Light armor only)
3 Concuss Skill Weapon Strike, target takes base weapon damage and Numb, 10 seconds
4 Power Strike Skill Weapon or Ranged strike, +4 base damage
4 Point Blank Skill Ranged Strike without aim count, +3 base damage

3 Eye Gouge Dexterity Strike, deal base damage, target takes Blind, 5 seconds
4 Piercing Blow Dexterity Back strike, +8 base damage
4 Waylay Dexterity Back strike, deal 3 damage, target is Unconscious

4 Intimidating Endurance RP 5 seconds, Fear, 3 target AOE


4 Slice Endurance Bladed Weapon Strike, target takes a Sever Limb
4 Charge Endurance Battle Cry, Movement, You and 2 allies move 10 toward an enemy and gain +1 base damage
on the next attack,

3 Itami Alacrity Fist Weapon Strike, +2 base damage, target takes Pain, 10 seconds
3 Quick Strike Alacrity Weapon Strike, Movement 5, 2 consecutive targets take 9 damage each
4 Broadside Alacrity Weapon Strike, deal +2 base damage, target takes Stun

Insight 8
Cost Name Type Description
6 Sound Body IV Passive +3 Health
8 Practice 4 Passive +1 damage with specialization weapon type
5 Tenacious Endurance +1 minute to death count
5 One-Liner Alacrity 6 syllable verbal, target within 5 in death count takes instant Killing Blow
5 Mobility Dexterity While wearing light armor or less, +5 to Movement skills
3 Adept Body Teacher Passive Teach Body Skills Insight 7-8 (pre req Journeyman)
At Insight 9 gain an extra use of Block

Insight 9
Tier Name Type Delivery/Description/Effect/Range/Duration
5 Sized up Skill 10 seconds rp searching target within 10 for weakness, next strike on target delivered
by user requires 2 defenses from that target
4 Deadly Strike Skill Weapon Strike or Ranged strike, +5 base damage
4 Vendetta Skill After you hit zero health, select another skill, target that dropped you to 0 health takes
effects from that skill, this requires 2 defenses to block.
4 Garrote Dexterity Back Strike, deal +6 base damage, target takes Silence, 30 seconds
4 Parkour Dexterity Instant at base of object, climb/rappel up to 20 feet

4 Hold the Line Endurance Battlecry, Buff, You and up to 2 allies reflect 1 Knockback each,
4 Mighty Strike Endurance Strike the ground, 3 targets take 6 damage, AOE Knockback

4 Impale Alacrity Bladed Weapon Strike, target takes Pain and Pin 5 secs, target is pinned to your weapon
until you remove your weapon, target takes base weapon damage, or until 5 seconds
have passed 1 damage as per the pin and self removal - outlined in terminology
4 Swift Strike Alacrity Movement, up to 15, W
eapon Strike, up to 3 targets take 6 damage and Stagger

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

Insight 10
Cost Name Type Description
7 Sound Body V Passive +3 Health
Last Stand Specialization: Once per recoup you may continue to fight at 0 health for 1 minute this skill replaces your
Endurance death count, and you drop to zero
Wall of Steel Specialization: Once per recoup Reflect all basic attacks for 1 minute, must RP for duration of skill
Alacrity
Assassination Specialization: Once per recoup, Back strike, +20 damage
Dexterity
Master skills
5 Get em! Alacrity Select target, you and up to 2 allies deal +2 base damage against a single target, 1 minute
5 Take Down Dexterity Back strike, target takes Stun, 30 seconds, then Unconscious
5 Devastate Endurance Weapon Strike, +10 base damage
5 Fists of Death Skill Brandish fist/claw, next 3 weapon strikes do 6 damage and Pain, single to multiple targets
5 Indomitable Skill Brandish weapon/fist, Reflect one body attack per target, up to 3 targets. Each target takes
Stun.

5 Master Body Passive Teach Body Skills Insight 9-10 (pre req Adept)
Teacher

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

When spending 1st Insight in Mind, choose two of the sources below and gain:
Cost Name Type Description
0 Mystic Focus Passive Invoke, packet strike, deal 1 mystic/source damage
Sources:
Fire:
More than just destruction, the manipulation of fire comes from the heart. Passion and inner fire burn
within. Ones soul feels alight with the rage and intensity of the heat

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

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

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

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

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

At insight 1 gain a use of Ward


Insight 1
Tier Name Type Delivery/Description/Effect/Range/Duration
1 Charm Skill RP 10 seconds, target regards you as Ally, 1 minute
1 Demoralize Skill Point to target, target may not attack you as long as you are pointing, L OS, up to 10
seconds
1 Magic Missile Skill Spell, packet strike, deal +2 mystic/source focus damage
1 Illuminate Skill Invoke, removes shadows within weapons distance of caster, 5 minutes
1 Knock Skill Spell, instantly break open rank 1 locks
2 Mage Hand Skill RP point to object in LOS that weighs no more than 5 lbs, Telekinesis
2 Jeer Skill RP 5 seconds, target takes Taunt, 10 seconds
2 Hoodwink Skill Spell, throw packet, target must look towards packet for 5 seconds, breaks LOS

Insight 2
Cost Name Type Description
2 Sound Mind I Passive +2 Health
2 Focus Increase Passive +1 Focus Damage
2 Riddle of Passive Once per recoup, RP telling a riddle for 5 seconds, packet strike, target must fight
Confusion their ally, 30 seconds
3 Sense Magic Passive Once per recoup, caster knows if an object or area is magical
4 Mystic Ward Passive Once per recoup, caster conjures ward of their source type and can block base focus
damage and one spell of their source type before dissipating.
1 Novice Mind Passive Teach Mind Skills Insight 1-2
Teacher
At insight 3 gain an extra use of Ward

Insight 3
Tier Name Type Delivery/Description/Effect/Range/Duration
2 Suggestion Skill Spell, target follows a single command for up to 1 minute may not be
commanded to attack someone or hurt themselves
2 Mystic Blast Skill Spell, packet strike, +4 mystic/source focus damage

1 Fire Burst Fire Invoke, packet strike, target takes Stagger


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

1 Frostbite* Ice Invoke, packet strike, target takes Numb in the hand of casters choice
2 Ice Block Ice Spell, packet strike, target is encased in ice for 30 seconds, cannot move, attack
or defend, does not take damage for duration

1 Earth Hammer Earth Invoke, packet strike, target takes knockback


2 Boulder Earth Spell, Movement 10, c aster moves in straight line, up to 3 targets within
weapons distance take K nockback 5
2 Conducting Rod Lightning Invoke, become the target of a single Mind attack that has successfully hit a
target within weapons distance, this attack is considered defended
1 Static Shock Lightning Spell, packet strike, target take Disarm on limb of casters choice

2 Syphon Strike Blood Invoke, packet strike, deal + 2 blood focus damage, heal half
1 Blood Pressure Blood RP 10 Seconds, Packet Strike, target takes Captivate, 30 seconds

1 Throw Shade Shadow Spell, You may conceal a small weapon or an item up to 12 from a search
attempt for 30 seconds
2 Shadow Vanish Shadow Invoke, become invisible, Movement 5, reappear

Insight 4
Cost Name Type Description
3 Sound Mind II Passive +2 Health
4 Focus Increase Passive +1 focus damage
5 Scepter of Passive Casters may use a wand (small blunt weapon), to deliver packet strikes, must still use
Power verbals
5 Soulgaze Passive Once per recoup, RP 1 minute, determine targets M
ind source
5 Detect Magic Passive Once per recoup, caster knows if an object or area is magical and the skill/source
2 Apprentice Passive Teach Mind Skills Insight 3-4 (pre req Novice)
Mind Teacher
At insight 5 gain an extra use of Ward
Insight 5
Tier Name Type Delivery/Description/Effect/Range/Duration
2 Silence Skill Spell, packet strike, target takes Silence
3 Eye for Magic Skill Invoke, detect a magically Invisible target within weapons distance, 10
seconds, walking
3 Ethereal Blast Skill Spell, packet strike, target takes Knockback 1
0 in direction caster chooses
3 Overload Skill Spell, packet strike, deal +6 mystic/source focus damage

3 Melt Fire Invoke, packet strike, weapon/shield, target item takes Sunder

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

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

3 Surge Lance Lightning Invoke, packet strike, 3 Lightning damage, Stun

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

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

Path of the Sojourner If you have reached insight 5 in this tree but have ECL 10 insight spread out among other trees you
Tier 5 skill may buy the following skill
10 Mystic Explosion Skill Invoke, packet strike, up to 3* targets take 5 mystic/source damage, AOE

Insight 6
Cost Name Type Description
4 Sound Mind III Passive +2 health
6 Focus Increase II Passive +1 focus source damage
5 Concentration Passive May continue casting a spell even when struck
5 Attunement Passive Roleplay required, see marshal for details. Choose a second source from the Mind
source list. User may now pick and use skills from an additional Mind s ource.
5 Shield of Magic Passive Once per recoup, Invoke, caster gains a shield of their source type, 6 AP, can block
any damage, Phys Rep required * (Max Size 18x18)
3 Journeyman Passive Teach Mind Skills Insight 5-6 (pre req Apprentice)
Mind Teacher

Insight 7
At Insight 7 gain an extra use of Ward
Tier Name Type Delivery/Description/Effect/Range/Duration
3 Iaijutsu Focus Skill RP 5 seconds, you may Weapon Strike your next Mind attack
4 Arcane Unity Skill Spell, Buff, negate source damage from the next attack that match your source, self
only
4 Destructive Orb Skill Spell, packet strike, AOE up to 3 targets take +3 Mystic/Source focus damage
4 Coerce Skill RP 30 seconds, target becomes Captivated for 10 seconds

3 Fired up Fire Invoke, Packet strike, consecutively* throw 3 packets dealing 3 Fire damage each
4 Scorched Limb Fire Invoke, packet strike limb, target takes Sever Limb and Pain

3 On thin Ice Ice Invoke, packet strike, deals 6 Ice damage and target takes Slow
4 Frosted Glass Ice Invoke, Reflect one base Mind attack

3 Encase in Earth Earth Stance, Caster encases self in a wall of earth for 1 min, during this state they do not
take damage, they can not cast any spells or take any actions
4 Fist of Stone Earth Invoke, packet strike, deals 6 earth damage, knockback 10

3 Lightning Surge Lightning Invoke, Buff, target can defend 1 projectile attack of any type, lasts until recoup
4 Chain Lightning Lightning Spell, packet strike, Movement, choose up to 3 targets within weapons distance of
packet target, move through them while you deal 9 lightning damage to first target, 6
to the 2nd target and 3 to the 3rd target

3 Transfusion Blood Invoke, packet strike, caster takes 4* damage, target heals 10* and takes Pain
4 Blood Thrall Blood Invoke, packet strike, target becomes Ally, 1 minute

3 Move in Shadow Invoke, become Invisible, may throw packet to jump to next shadow or move heel-toe
Shadow pace between shadows without breaking effect
4 Into the Shadow Invoke, while hidden or Invisible can pull target into shadow and they are knocked
Shadow unconscious

Insight 8
Cost Name Type Description
5 Sound Mind IV Passive +2 Health
8 Focus Increase III Passive +1 focus source damage
5 Hypnotic Polymorph Passive Once per recoup, Person believes they are a small animal of casters choice, 1 minute,
Compulsion, damage breaks this effect
5 Shape Spell Passive Once per recoup, Give up a Tier 3 use to deliver a Tier 1 spell as an AOE up to 3
targets
10 Acumen Passive Once per recoup, Double the damage or duration of one* skill up to Tier 3

3 Adept Mind Teacher Passive Teach Mind Skills Insight 7-8 (pre req Journeyman)
At Insight 9 gain an extra use of Ward
Insight 9
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Mystic Shard Skill Spell, packet strike, deal +8 mystic/source focus damage
4 Mystic Bind Skill Spell, packet strike, target takes Stun, 1 minute
4 Turnabout Skill Invoke, reflect a Compulsion
4 True Sight Skill Invoke, see Invisible or Hidden within 10, 30 seconds, heel toe

4 Floor is Lava Fire Invoke, 3 target AOE Pain, Targets must RP feet on fire for 30 seconds

4 Ice Beam Ice Spell, packet strike, target takes Sever Limb

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

4 Vortex Lightning Spell, packet strike, targets take Stagger, 3 target A


OE, 10 seconds

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

4 Enshroud Shadow Spell, packet strike, 3 target AOE from p


acket, Blind

Insight 10
Cost Name Type Description
6 Sound Mind V Passive +2 Health
5 Somatic Aura Passive While not wearing armor, gain 6 AP per recoup, can be sundered
Influential Specialization Once per recoup, choose up to 1 additional target for any Mind affect up to Tier 4,
ability must not affect more than a single target
Prodigy Specialization Once per recoup, cast three M
ind skill within 2 seconds of each other without saying
a verbal, up to Tier 4
Master Skills
5 Mystic Explosion Skill Invoke, packet strike, AOE up to 3 targets take +6 mystic/source focus damage
5 Counterspell Skill Invoke, Reflect a known spell

5 Will O'Wisp Fire Spell, Buff, attacks and spells deal fire damage instead of their normal damage type,
while this spell is active any physical attacks to the caster even if theyre are defended
deal 5 fire to the attacker, 30sec

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

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

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

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

5 Shadow Form Shadow Spell, Attacks and spells deal shadow damage instead of their normal damage type.
While this spell is active, you may Channel 3 to call a Invisible, Movement 5 effect,
5 minutes
5 Master of Mind Passive Teach Mind Skills Insight 9-10 (pre req Adept)
Teacher

SPIRIT
The world is becoming a dangerous place. I can feel it in my bones. It will need great leaders of spirit to steer the
world in the direction it must go - Unknown
Hallowed:
The power one receives from a deity in return for service can be deadly to the deitys foes or beneficial
to the Anointed allies. Maintaining the facets and beliefs of that deity is integral. Every deitys service is
different. Hallowed skills are delivered through praying or other roleplay of a sacred nature.

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

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

When spending 1st Insight in Spirit, choose to be Anointed as one of three sources listed above
(when choosing Hallowed, must choose one god) and gain:

Hallowed Primal Sonus

Healing Focus Primal Focus Healing Focus


Passive Passive Passive
RP Praying, 10 seconds, RP Channel 10 seconds, RP Perform 10 seconds,
strike, target heals 1 health strike, target heals 1 health strike, target heals 1 health

At Insight 1 gain a use of Willpower


Insight 1
Tier Name Type Delivery/Description/Effect/Range/Duration
1 Sense Life Skill Invoke, caster knows health and status effects of target
1 Cure Minor Wound Skill Invoke, strike, packet strike, target heals focus +2
1 Cure Minor Disease Skill Invoke, strike, remove minor disease effect
2 Spirit Wave Skill Spell, packet strike, target takes Knockback
2 Grasping Winds Skill Spell, packet strike, target takes Movement, pulled towards you up to 5

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

2 Verdant Blast Primal Spell, packet strike, deal 3 primal damage

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

Insight 2
Cost Name Type Description
1 Sound Spirit I Passive +1 Health
2 Focus Increase Passive +1 focus Increase
3 Sense Vile Hallowed Once per recoup, can detect a vile target within 25.

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

3 Natures Eyes Primal Once per recoup, Can sense the presence of natural beasts within 25.

1 Novice Spirit Teacher Passive Teach Spirit Skills Insight 1-2

At Insight 3 gain an extra use of Willpower


Insight 3
Tier Name Type Delivery/Description/Effect/Range/Duration
1 Quake Skill Spell, packet strike, 2 targets take Stagger
1 Cleanse Skill Invoke, remove a Spirit skill effect on target
1 Voice of Truth Skill Invoke, others can tell if the caster is trying to deceive them in any way, 1 minute
2 Cure Light Wound Skill Invoke, strike, packet strike, target heals focus +3 health

1 Smite Hallowed Invoke, weapon strike, deal Hallowed base weapon damage
1 Repel the Wicked Hallowed Spell, Packet strike, Knockback, vile targets take Fear
2 Radiant Smite Hallowed Invoke, Weapon Strike, deal +3 Hallowed damage

1 Interlude Sonus Spell, Packet strike, Silence, 5 seconds


1 Sour Note Sonus Spell, packet strike, 3 sonus damage
2 Horrific Visage Sonus RP 10 seconds, packet strike, target* takes Fear, 5 seconds

1 Entangling Root Primal Spell, packet strike, target takes Pin


1 Thorns Primal Invoke, packet strike, target takes Slow
2 Shillelagh Primal Invoke, weapon strike, deal +3 Primal damage

Insight 4
Cost Name Type Description
2 Sound Spirit II Passive +1 Health
4 Focus Increase Passive +1 focus Increase
5 Concentration Passive May continue to cast spell or RP performance even when struck.

3 Blessed Circle Hallowed Once per recoup, RP 30 seconds, draw a 5 circle. If a target with the Vile subtype
crosses the circle, they must yell ALARM as loud as they can for 10 seconds.
Functions as a trap. Expires at the end of the period.
3 Germinate Primal Once per recoup, RP 30 seconds, draw a 5 circle. If a target with the unnatural
subtype crosses the circle target is slowed while in the circle. Expires at the end of the
period

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

2 Apprentice Spirit Passive Teach Spirit Skills Insight 3-4 (pre req Novice)
Teacher

Insight 5
At Insight 5 gain an extra use of Willpower
Tier Name Type Delivery/Description/Effect/Range/Duration
2 Ethereal Skill RP 10 seconds, packet strike 2 targets, targets must remain 10 away from you
Countenance for as long as you perform, channel or pray
3 Consecrate Limb Skill Invoke, heal a target's Disabled or Broken Limb

3 Keeping the Skill Invoke, Strike, target cured of Rage effect


Peace
3 Healing Arc Skill Spell, strike, packet strike, up to two targets heal focus +2

2 Turn Vile Hallowed Invoke, select 2 vile targets within 5 of caster, targets take Fear: Flight
3 Righteous Stand Hallowed Stance, you and up to 2 allies within weapons distance do hallowed damage with
base weapon. Must stand with feet apart, moving your feet breaks the stance.
Allies must stay within weapons distance.

2 Charm Animal Primal RP 30 seconds, target animal regards you as an ally, 1 minute
3 Black Widows Primal Invoke, weapon strike, deal base Primal damage, target takes Pain
Bite

2 Inspire Fleetness Sonus RP 10 seconds, Buff, you and 2 a


llies within 5 gain one use of Pursue
3 Outperform Sonus Spell, packet strike, performance, target or wards current effect is negated for
as long as you perform*
Path of the Sojourner If you have reached insight 5 in this tree but have spent a total of 10 insight spread among other trees
Tier 5 you may buy the following skill
10 Divine Skill Invoke, up to 3 targets within weapons distance heal focus +5
Resplendence

Insight 6
Cost Name Type Description
3 Sound Spirit III Passive +1 Health
6 Focus Increase Passive +1 focus Increase

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

5 Vine grasp Primal Once per recoup, Invoke a P


acket Strike, Pull a Target 10 ft towards you

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

3 Journeyman Spirit Passive Teach Spirit Skills Insight 5-6 (pre req Apprentice)
Teacher
5 Second Ceremony Roleplay required, see marshal for details. Choose a second source from the Spirit
Confirmation source list. User may now pick and use skills from an additional Spirit source.
At Insight 7 gain an extra use of Willpower
Insight 7
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Purge Skill Invoke, strike, removes all effects from target (excluding severed/broken Limb,
and potions), caster takes Stagger
4 Cure Major Skill Spell*, strike, packet strike, target heals focus +6
Wound

3 Judgement Hallowed Invoke, weapon strike, target takes Stun


3 Hunt the Hallowed Invoke, Movement 10, deal +5 source damage on next strike, 5 seconds
Damned
3 Expurgate Hallowed Spell, packet strike, deal 6 hallowed damage
4 Retributions Hallowed Invoke, weapon strike, deal +6 hallowed damage.
Blade

3 Barkskin Primal Invoke, Buff, gain 4 AP, that cannot be restored, till end of recoup
3 Wolfs Rend Primal Invoke, weapon strike, deal +4 primal damage, target takes Slow
4 Animal Nature Primal RP 30 seconds, target animal is Tame
4 Regenerate Limb Primal Invoke, remove Severed Limb effect from targets limb, targets limb is useable
after 1 minute for broken limb and 5 minutes for s evered limb

3 Disrupt Sonus Spell, packet strike, target immune to non-damaging Sonus skills, 1 minute
4 Shatter Sonus Spell, packet strike, target limb takes Broken Limb
4 Invoke Courage Sonus Invoke, you and up to 2* allies within 5 feet may negate 1 Fear effect each
4 Eldritch Visage Sonus RP 10 seconds, packet strike 2 targets, targets take 6 Sonus damage

Insight 8
Cost Name Type Description
4 Sound Spirit IV Passive +1 health
8 Focus Increase Passive +1 focus Increase
10 Acumen Passive Once per recoup, Double the damage, healing or duration of one* skill up to Tier 3

5 Radiant Beacon Hallowed Once per recoup, AOE 5 targets, Vile targets take taunt

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

5 Lizard's Tail Primal At the end of a period may regrow a limb

3 Adept Spirit Passive Teach Spirit Skills Insight 7-8 (pre req Journeyman)
Teacher
At Insight 9 gain an extra use of Willpower
Insight 9
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Blinding Light Skill Invoke, caster is filled with radiance, targets within weapons distance, you and
targets take Blind
4 Esper Skill Invoke, Movement, you and 2 allies within 10 move 10 away from enemy
4 Inspire Heroism Skill Invoke, Movement, you and 2 allies within 5 deal +2 damage

4 Anointment Hallowed RP 10 min, Buff, give a mass, 2 allies who hear the entire mass get +5 Health,
Non-healable.
4 Righteous Fury Hallowed Invoke, Caster takes a Rage effect, gain +2 hallowed base damage, one minute

4 Primal Instinct Primal Invoke, Strike 3 targets, Buff, Targets immune to Fear for 1 minute
4 Manifest Beast Primal Invoke, 3 targets within 10 take Fear
4 Stern Visage Sonus RP 10 seconds, up to 3 targets take Disarm, AOE
3 Sound waves Sonus RP 5 Seconds, you can detect hidden targets or objects within 10ft

Insight 10
Cost Name Type Description
5 Sound Spirit V Passive +1 Health
Shapeshift Specialization Once per recup y ou may shapeshift into any animal and gain a single benefit and the
: Primal use of claws for 5 minutes. Benefits: Fly, Hide, Climb, Strength
Encore Specialization Once per recoup you gain another use of 1 Sonus p
erformance(RP) ability
: Sonus
Empyrial Focus Specialization Once per recoup, deal +1 Hallowed damage, 5 minutes
: Hallowed

5 Divine Beacon Skill Each target who touches you can heal amount based on your Focus Increase once, for
5 min. In addition, they can also choose to heal a broken limb. At the end of Skill you
drop to 0 HP.
5 Miraculous Skill Invoke, up to 3* targets within 5 heal up to max hitpoints
Resplendence

5 Rebuke Hallowed Invoke, up to 3* targets take 5 hallowed damage and Knockback, AOE
5 Sound Nova Sonus Invoke, up to 3* targets take 5 Sonus damage and Stun, AOE
5 Manifest Wilds Primal Invoke, you and 3* allies swing +1 primal damage, AOE, 1 minute

5 Master Spirit Passive Teach Spirit Skills Insight 9-10 (pre req Adept)
Teacher

COMMON
ECL Insight 1
Tier Name Type Delivery/Description/Effect/Range/Duration
1 Hide Skill Target is Hidden, self only, lasts until broken
1 Alert Skill Brandish weapon, target affected by Captivate, LOS, up to 5 seconds or break LOS
1 Taunt Skill Taunt, 5 seconds
2 Palm Object Skill You may take a palm sized object within 6 of your torso without detection.
2 Close Wound Skill RP 10 seconds, target heals 4

Insight 2
Tier Name Type Delivery/Description/Effect/Range/Duration
1 Distract Skill Packet throw, target must look towards directed packet location for 5 seconds, Out of
Combat
1 Retreat Skill Combat use only, Movement, 10 feet away from combat
1 Climb Skill RP 10 seconds at base of object, climb up/rappel down up to 10 feet for up to a minute
4 Strength Passive RP 10 seconds per rank to perform a feat of strength, can only be performed on objects

Insight 4
Tier Name Type Delivery/Description/Effect/Range/Duration
2 Headbutt Skill Weapon Strike, target and user affected by unconscious
2 Smuggle Skill You may conceal a small weapon or an item up to 12 from a search attempt
(Requires Palm object)
2 Carry Skil Move a willing or unconscious target at normal walking pace up to 10, cannot attack
(Requires Strength)
2 Tumble Skill While Hidden, may move to a shadow or cover within 5 and remain Hidden
(Medium and Light armor only) (Requires Hide skill)
3 Set Limb Skill RP 10 seconds on Broken Limb, target limb is usable after 1 minute (Requires Close
Wound skill)

Insight 6
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Smash Skill Pre-reg: Strength, Weapon strike, break Rank 1 lock. Does not bypass traps (Requires
Strength)
3 Intimidate Skill RP 10 seconds, target is affected by Intimidate
2 Ambush Skill From Hidden, Battlecry, Taunt targets to you breaks hide. (Requires Hide)
4 Leave no one Skill 5 sec rp in order to lift willing target to their feet, can be carried with their arm around
behind your shoulder while running up to 20, target can defend if conscious but not attack,
Caster can attack but not defend (Requires Carry skill)

Insight 8
Tier Name Type Delivery/Description/Effect/Range/Duration
4 Forced Entry Skill Roleplay looking for weak spots in door/gate for 10 seconds, Strike, d
oor/gate breaks
inward. (Requires Smash)
5 Pocket Sand Skill Packet strike, target takes Blind
2 Tit for tat Skill From hidden, Weapon or Ranged strike, target takes base weapon damage and attacks
closest Ally within weapons distance (Requires Ambush)
4 Replantation Skill RP 1 minute, undo Sever Limb, limb is usable after 5 minutes.(Requires Set Limb)

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

You might also like