LARP, for those who stumbled across these rules by chance, stands for Live-Action Roleplaying. It is a kind of role-playing game similar to Final Fantasy and Dungeons & Dragons that is played with other people, padded weapons, and costumed monsters rather than in one's mind or on a computer. Much of this will be old hat if you've LARPed before, but if you haven't, or if you've never been involved in "NERO-style" weekend LARPing, read on for a taste of what to expect.
In a typical Tempest game, you will arrive at a camp (complete with cabins and bunks), and the game will begin on Friday night. You will remain in-game and in-character until Sunday at noon. You will sleep and eat while remaining in character, or "in-game."
Many adventures await you in-game: a young person may rush into town seeking for assistance in dealing with a wounded demon (which you may either vanquish or heal and free), or a horde of the unliving may stumble into one of the outlying villages and pleas for aid may interrupt your meal. Then, perhaps, the local wisewoman will seek your aid in creating arcane barriers against evil powers and will pay you a small sum of money to do so. Vampires may even be lurking around the cabins late at night, hunting the unwary.
After each weekend, you will be able to advance your character so that you grow in power, survivability, and options in the next game event.
Geas [ʤiːəs] 5 is a Live-Action Roleplaying rules system designed to allow for different worlds and settings, each with its own flavor and rules. Tempest is based upon this system, with some customizations for the specific world(s) that’s being presented during the campaign.
There are a few key ideas that are central to the Geas system. These are:
Throughout this manual, italics will be used for Conditions (e.g. Slept or Insubstantial), and capitalization will be used for Effects and other game-terms (e.g. Accent or Breed).
As a primarily online document, the Tempest Rulebook makes use of several convenience features, such as internal document links and the Outline feature. When possible, we highly recommend enabling / showing these features as they will make navigating the document substantially easier. In addition, the online document will have the most up-to-date revisions of the rules, and automatically supersedes any printed version when they are in conflict.
Geas, and Tempest by extension, are living rules systems - we believe that player feedback is extremely valuable as we move to provide the best larp experience we can. To that end, the Tempest Rules are not set in stone, and we will be making changes in the regular course of play to provide clarifications, close unintended loopholes, and generally align our Rules-as-Written with our Rules-as-Intended.
When rules significantly change, we will provide notice on our Primary Communication method (currently our Discord), and call these changes out during Opening Ceremonies on-site. We strive to be open, communicative, and transparent when possible, and we hope our community will positively engage with the rule process - please feel free to drop by and leave us a note online!
To best understand the Tempest rules, we suggest that you start with this section and the Glossary of Terms which will give you an overview of the structure of the game, and link to sections later on that go into more detail.
Next, The Call section will give you an overview of what Powers are capable of. Finally, skim through the rest of the book to look at Character Creation and Advancement, which will guide you through Base Classes, Skills, Character Options, Breeds, Religions, and Cultures. There is a lot here for everyone. You don’t have to memorize what the other Classes can do, but we recommend you skim through to see all the choices.
One of the main features of Tempest is the way that effects are communicated to others, known as “The Call”
Much of the rules revolve around The Call, this is the way the game conveys damage, Effects, and Conditions. Effects are things that happen to you (that often cause Conditions), and Conditions are ongoing things (like being Slept, being unable to use your Powers, or having Immunity to Fire, for example).
The Call is structured as a particular phrase that you use to tell someone else what you did. “Short Disable Right Arm by Agony” means you can’t use the arm until you’ve taken a five minute rest, and that you should role-play it as being extremely painful. Once you know them, the keywords in this “battle language” mean that you can quickly understand what is happening to you.
When you first create a character, you will be given a number of Character Points to spend on personalizing them, and these points may be spent on a variety of attributes that will set them apart from other characters.
Your Class grants you certain Powers that are generally unique to that Class: they may be spells you can cast, combat maneuvers you can employ, rituals you can perform, and so on. You may also find and choose to take on a Role, which is a unique set of Powers and role-playing guidelines, such as being a member of a guild or being cursed.
When you start your character, you begin at 2nd level in one Base Class.
Character Points may be spent on a variety of things, including Skills, Character Options, Religion, and Culture Powers, and some of the specialty Powers or Skills found in Base Classes, Advanced Classes, and Roles.
Breeds allow you to represent your lineage, and are very customisable, allowing you to further personalize your character.
A big part of any character is their background and personal history. There are some great lists of questions that can help refine and detail a great, deep character (try searching for “roleplaying character background questions” online).
A basic question would be: Why do you adventure and what are your goals? Keep in mind that a brand new character is much weaker than characters who have gained some levels, so it is best to conceive of a background and concept for your new adventurer that reflects their inexperience and lower-level of skill.
If you begin with a character who is already "master of the blade," or "immortal sorceress-queen," it will seem very strange to begin with only a few spells, or very limited things you can do with a single kind of sword.
As you play games, you earn Experience Points, which allow you to advance in level. When you achieve a level, you may select the Class you want to advance.
However, if you're seeking for something out of the ordinary, Advanced Classes provide additional options with distinct advantages and drawbacks to further specialize your character. Because Advanced Classes generally have prerequisites (whether story-based or mechanical), they may frequently act as goals as well.
Tier Powers are gained by Martial Classes when they level up (therefore classes with Powers are considered Martial Classes). As they level up, they acquire access to more sophisticated Powers, but will need to trade in existing Basic Powers to use them. Powers are divided into four Tiers: Basic, Advanced, Veteran, and Champion. Utility Powers are more concerned with character, background, and out-of-combat usefulness, whereas the other four are more often combat focused.
Tempest requires you to select your Powers as a permanent element of your character, but it also allows one to trade out these Powers slowly as you level up.
Tempest is a LARP system that uses light to moderate force for combat. Blows should not be swung at your full strength. The amount of force needed for a hit is only enough that the target either feels or hears the strike hit them. Combat in Tempest is simulated with light-weight foam "weapons," arrows with foam tips instead of arrowheads fired from real bows, and packages of cloth or birdseed (called packets) that are thrown to represent spells. Players will attempt to hit each other with their weapons or packets. Combat is kept safe, and players stand at a comfortable distance from other players. No physical contact between people is permitted during combat. Strikes that hit the head or throat are not allowed (and do not count, if they happen by accident). Basic weapon hits do one point of damage and do not need any verbal cue at all; if it hits, it counts.
This damage is counted against Life Points or Armor Points. If you have armor, it is damaged first, similar to additional Life Points. Life Points can be Healed while Armor may be Mended.
Characters have a number of Life Points that represent the amount of damage they can take before they begin to die. Physical Armor, which must be actual worn armor (or at least look like real armor). There are other ways to get Armor Points. Armor Points adds to that amount in protection; each hit will take away some of those Life Points or armor. Even at the highest levels, characters have around 7 Life Points and 10 Armor Points.
Effects will be communicated with keywords so that they are easy to understand in combat, see The Call.
Classes allow you to employ Spikes, which are a limited amount of hits that deal increased damage, or can be used to fuel Powers. Shields have a limited number of Shield-Points that can be depleted when struck by large weapons such as greatswords and halberds. If all Shield-Points are lost, the shield will break and must be repaired. Tempest employs live-fire archery, which entails using low-power bows and padded arrows.
Spells tend to be more powerful and useful than non-spell Powers, but they are considerably more restricted. Spellcasters have a Spellbook in which they can record a limited number of spells. They may prepare a number of spells from that book each Short Rest and can then pick from those spells to cast, expending spell-slots in the process. They may recharge some of their spell-slots during the day, allowing them to cast additional spells.
To cast a spell, you must plant one foot and remain undisturbed while reciting the spell’s incantation, which is generally longer for higher tier spells.
Once the spell is cast, you usually charge a spell-packet (a little packet of birdseed) for your Cantrips, or a spell-ball for your spells (a larger throwable ball). Spell-packets and spell-balls remain charged while you run around and get in throwing range, then discharge when they hit someone or something. These packets are in-game, and made of a specific magical substance.
There are four tiers of spells to pick from, and as the caster's level increases, they can begin to Prepare more and more powerful spells.
Casters can also utilize Cantrips, which are not Spells, but are spell-like Powers that do not require spell slots and can usually be cast at will. Casting a Cantrip follows the same process as casting a spell.
Many Powers refresh after a Short or Long Rest. A Short Rest is any five minute rest that the character wishes to count as a Short Rest. This can be spent doing anything non-strenuous, up to slow walking. Fighting, combat, running, and heavy exertion or high emotion will disrupt a Short Rest.
A Long Rest occurs on the “sevens”: at seven am, and seven pm on each game day. Thus, for a weekend event, a character will gain the effects of a Long Rest at seven pm Friday Night (usually at or before game-on), seven am Saturday morning, seven pm Saturday Night, and Sunday at seven am. Taking a Long Rest also counts as a Short Rest.
If the character is in-combat during the “seven”, the character must wait until they are no longer in combat before receiving the effects of their Long Rest. In addition, if you are Tainted at the beginning of a Long Rest, that Condition is cured before the Long Rest occurs.
When you reach 0 Life Points, you begin Dying. Unless you get healing or another effect that stabilizes you, you will die and begin dissipating. Your body dissipates and you take Spirit form and travel to the Spirit Well, where you can Resurrect, and create a new corporeal body. Tempest's Death system is a one-of-a-kind roleplaying experience, with its own mechanism for determining whether or not a character resurrects depending on the character's actions.
Service Points are gained by serving your game in some fashion. Perhaps you donate props, or your artistic talents, or your time to work as an NPC or other Staff position. Service Points can be used to buy Basic Resources, Wealth, Between Game Events, and so forth. Much more can be found about Service Points and their benefits in the Service section.
Spending Service Points will allow the character to perform some actions between in-person events. This might include research, negotiations, investigation, or anything that does not involve combat or require significant input and interaction with other PCs. More can be found on BGEs in the Service section.
There are a few principles of conduct for everyone involved in Tempest, numbered for easy reference. Note that the distinction between the player and the character is important in many of these principles. Your game may have additional Codes or requirements, but these eight points will be in effect for all Tempest games.
Players who are under 18 years old are welcome in Arcanorum! To maintain the safety, quality and enjoyment of the game for all players and staff, the following policies apply to players under 18.
For anyone under 18,
16-17 year-old players must have a guardian on site and must obey the 2x2 rule. As long as those criteria are met, they can play the game fully.
14-15 year-old players must have quick access to a guardian or designated adult (be with them, know their exact location), and must obey the 2x2 rule. The player must have at least one actual guardian on site. As long as those criteria are met, they can play the game fully.
12-13 year-old players must stay with a guardian or designated adult, and must obey the 2x2 rule. In addition, they need Staff approval in order to participate in combat. Otherwise they must wear a Green Crescent Moon (or green headband), and avoid combat areas. See the Green Crescent Moon sigil section of the Tempest Rulebook for details.
10-11 year-old players must stay with a guardian or designated adult, must obey the 2x2 rule, and must wear a Green Crescent Moon (or green headband), and avoid combat areas. See the Green Crescent Moon sigil section of the Tempest Rulebook for details.
Players 9 or younger may not attend Arcanorum games.
If you as a player ever feel unsafe, uncomfortable, harassed, or mistreated, we encourage you to discuss the issue with a member of Staff: likely your game will have specific Staff-roles that handle these kinds of issues. If not, contact the owners of the game themselves. Please tell that Staff member immediately if you would like to remain anonymous throughout this process. Although anonymous reports will have some constraints that open reports will not have, your identity will be protected as much as possible if that is your desire. Any immediate or urgent concerns will be immediately dealt with, which may include pulling all involved parties out-of-game. The report will be investigated, and all parties will be given their say.
When mediation is called for, we feel that it is our responsibility to assist in making sure that everyone is having an excellent experience, but harm to others will not be allowed. If we find that the code of conduct is being willfully violated, we reserve the right to address the issue in the way that best serves the needs and safety of our players, up to and including banning players who are unwilling or unable to play safely.
In Tempest, we respect the choice of a player to portray a character of any gender or any orientation on the spectrum. When portraying any gender or orientation, especially ones that differ from your self-identity, please be respectful of the portrayal, and, if you have questions or concerns, please reach out to a Staff member. Caricatures of any gender or orientation will be treated as harassment and not tolerated regardless of whether or not the performance was aimed towards a particular player.
There will be things in this rules set that are required of the player (such as making Calls, or getting Physical Roleplay Consent) and things that are required of the character (such as taking damage, or being Repelled). It is important that the distinction between in-game and out-of-game be maintained. There are acts in-game (honor duels, arguments, even murder) which may be perfectly acceptable in the game world that are, of course, totally unacceptable out-of-game. These rules attempt to make it very clear which parts are for the player and which parts are for the character.
If you need to do or say something that will not occur in the reality of the game world (like ask a rules question, clarify what your character sees, and so forth), it is the convention to put a hand on top of your head to signal that whatever you are doing is not being done by your character. Most games encourage players to do this only when necessary. Similarly, you might see NPCs do something very similar. If you have a weapon in hand, putting a weapon on top of your head signals the same thing.
Although the rules support a fair amount of physical contact, players can still participate in the game when they do not feel comfortable or Conditionally do not want to be struck for safety concerns. To participate in this way they should inform staff that they wish to be a Non-Combatant. Noting this will allow staff to be aware that they should not be struck by NPCs and others. To physically denote that you are a Non-Combatant you must wear a green headband at all times. When combat starts to occur you should move safely to the edge of combat or leave the area entirely to minimize your chances of getting struck. If someone is striking you call for Safety and inform the individual striking you that you are a Non-Combatant and move safely out of combat.
It is important to understand the concept of bleed. Even experienced roleplayers have difficulty separating themselves entirely from their character. Bleed occurs when the boundaries between character and player become undefined and things that are meant only to affect one affect the other, or both. If another player's character has been unkind to your character, and you find yourself upset at that other player, that is Bleed. Similarly, if you really like another player, and your character ends up being much more charitable or forgiving towards that player's character because of it, that is also a kind of Bleed. Recognize that this can happen, and use the OK Check system (below) to try and mitigate these issues. Remember not to take things personally that happen only to your character, when you can.
Because of the difficulties in separating in-game and out-of-game disguise features, the use of physical disguises for the purpose of in-game deception becomes impractical. Therefore, a character is not allowed to apply a physical disguise during a game to hide their identity. Physical disguises are considered to be things that will change the character’s appearance, such as wigs, false beards or mustaches, fake ears, or masks. If necessary, sometimes a player may need to make it clear that they are portraying the same (or a different) character. This is especially important if the player takes a shift with a Non-Player Character. “It can be seen…” is a good Power Phrase to use in this case.
Many roleplayers believe that the ideal situation is when your character can be left to do whatever they would do in their situation, without bounds or restrictions on their choices. Unfortunately, because of issues like Bleed, there are times when their choices have to be steered for the good of the game and the community. If your character would naturally kill everyone else in the game, creating a poor experience for many other players, it may be worth steering your character’s choices. You may even be asked to steer your character by Staff, should the need arise.
Anything that makes a player feel uncomfortable, physically or emotionally, is something that we would like to avoid. As such, if anything makes you feel that way, please bring it up, either calmly with the person or people who are causing the discomfort, or with Staff. They can then address the issue and make the game better and more comfortable for you and for everyone.
While every effort should be made to avoid going out of game in public spaces, such as phrasing questions about the rules in an in-game manner, or using the Power Phrases to communicate game information, sometimes it is impractical to do so.
When a player or a Staff-member wants to indicate that something they are doing or saying is not in-game, such as asking a question, checking on a description, or clarifying something, you may use the Out-of-Game signal.
To indicate that you are out-of-game and speaking or acting as yourself, rather than as a character, the common signal is to put your weapon on top of your head, or if you have no weapon (or don’t have one in hand), to put a fist upside down on top of your head. This indicates that you are no longer speaking as your character.
For Example: “I can’t drink that. I’m lactose intolerant, but my character would drink it. Should I just dump it out when my character drinks it?”, “I can’t remember how Backstab works. Do you remember?”, “I feel like you are angry at me out-of-game… are we good?”
Keep in mind, Tempest chapters strive to remain in-game at all times, particularly in public areas, so get creative if necessary and ask questions couched in in-game terms and speech, or pull aside the target of your question into a less visible area to avoid disrupting other players whenever possible.
There are instances in every game where an interaction can become heated, uncomfortable, or aggressive. Sometimes your character can feel one way, where you as the player feel entirely different. These can include situations like your character really despising a character whose player you really like. In any kind of situation of this type, there is a system in place for checking in and making sure that everyone involved is comfortable enough with the situation to continue. Needless to say, this system should be used authentically and honestly, and is always out-of-game.
When one player is worried about the out-of-game feelings of another, they should hold up the "OK" hand-sign against their chest. This asks, "Are you, the player, doing ok with this, or do you need it to stop?" This sign can be subtle, and should be ignored in-game.
The other player or players have three options: First, a thumbs up against their chest. This signals, "Regardless of what is going on for my character, I am fine, and we can continue."
The second is a flat hand, palm down, against the chest. This signals "I'm not sure how I feel, but we need to put the brakes on." In this case, that interaction should break off, and both players should let it go, steering as much out-of-game as is necessary.
The last return signal is a thumbs down. This means the interaction should stop immediately and the player is in distress. It may be worth dropping entirely out-of-game at that point for both parties to check in and find out where the boundaries are and what the distressed player needs in terms of support, distance, or help.
All of these signals should be ignored in-game even though they may have in-game requirements.
If you feel uncomfortable with a scene or conversation and are not getting the OK check, feel free to just signal thumbs down without prompting, or go entirely out-of-game and end it.
Weapons, shields, garb, and other items belong to players as well as characters. Although many times in-game it becomes desirable to pick up someone else's equipment to use it, this equipment belongs to someone and that person has the final decision as to whether it is used or not. Even weapons and equipment being used by NPCs often belong to the person playing the NPC. Weapons, shields and other equipment cannot be taken from PCs (Player Characters) and used unless permission is obtained first.
"In-game" such items may still be taken away and may even be "used" if the Staff can find a replacement physical representation for the actual item. Items taken from NPCs are assumed to be usable by anyone, but the NPC can specifically ask that the item not be used. Missile weapons, Spell-balls, and thrown weapons must be returned to the player after each encounter, even if they have been destroyed or lost to the character.
This does not mean that the weapon comes back, only that the player's property is returned to them. "In-game" the item may still be gone, missing, or destroyed. It is assumed that thrown weapons, missile weapons and Spell-balls may be used by anyone unless the opposite is specifically stated by the owner of the items.
Consent is required for all physical roleplay. This includes romantic and un-romantic physical contact, including physical contact that may be called for by in-game materials such as rituals. Physical roleplay consent is also required for acts of physical aggression, such as pushing, shoving, or grabbing, and acts of physical intimidation, such as aggressively entering another player's physical space for the purpose of forcing them to step back or implying that violent physical contact may be imminent.
If Player 1 wants to engage in physical roleplay with Player 2 outside of combat (physical contact except with a weapon remains expressly forbidden in combat), they briefly go out-of-game by placing a hand on their head and expressly requesting the specific physical interaction they are seeking, i.e., "Physical roleplay negotiation: May I kiss you?" Player 2 now has numerous options, because this is stated to be a negotiation. Options might include:
There is absolutely no room for debate in a physical roleplay negotiation. If a player declines a physical interaction, they do not owe an explanation for why, nor should you ever make an effort to talk them into it. Out-of-game boundaries are not subject to either in-game or out-of-game pressure.
Some players may set up long-standing consent agreements with people they know well, that follow boundaries that are familiar to them due to out-of-game boundary agreements. This is fine, but those agreements are always subject to cancellation on either person's end, and no player should ever attempt physical roleplay with a new player or someone with whom they do not have established boundaries without expressly requesting consent.
Additionally, no individual physical roleplay negotiation should be interpreted as the setting of an ongoing consent agreement. The consent is on a case-by-case basis, meaning that if the player consents to being hugged once, you must still obtain fresh consent the next time you want to hug them. If you want an ongoing physical roleplay agreement with another player, you must specifically request that, and negotiate it clearly. If at any point either person wishes to terminate that agreement, they may do so, and are not required to provide an in-game or out-of-game explanation.
Physical contact with the intent to cause real bodily harm is not allowed in any form at any point in time, with or without consent. Reckless contact is also disallowed: if a reasonable person is likely to conclude that taking an action is likely to cause real injury, even by accident, you shouldn't do it.
If Player 1 wishes to engage in roleplay of physical or romantic attraction to Player 2, they briefly go out-of-game by placing a hand on their head and stating "Roleplay negotiation", followed by the specific form of attraction that they wish to roleplay going forward. For example:
Player 1: "Roleplay negotiation; do you consent to my character having a romantic crush on yours?"
Player 2 now has a number of options, including:
Player 2: "No, thank you."
Player 2: "Yes, and I may reciprocate the crush. Is that acceptable?"
Player 2: "Yes, but if you choose to do so the crush will be entirely unreciprocated.”
Note: Romantic roleplay consent does NOT grant physical roleplay consent unless explicitly stated. A romantic roleplay negotiation that does include physical roleplay negotiation might read as follows:
Player 1: "Roleplay negotiation: Do you consent to my character feeling romantic attraction to yours?"
Player 2: "Yes, and my character will likely reciprocate, but only briefly before losing interest."
Player 1: "Are you comfortable with physical roleplay expressed as hand holding, cuddling, and/or kissing?"
Player 2: "Kissing is unacceptable for me, but hand holding and cuddling are fine."
Player 1: "Okay!"
The requirement for consent does indeed include situations in which your character is under charm or domination type Effects or under special Conditions that might engender feelings of love or attraction. The expectation is that you will include a brief negotiation of what form the attraction will take. A love negotiation might look like this:
Player 1: "Roleplay negotiation: I am under the effects of a Power that make me love you until the next Short Rest. Do you consent to that taking the form of passionate sexual attraction?"
Player 2: "I am not comfortable with that; could you walk it back to a shy crush?"
Player 1: "Yes, thanks."
If you have taken a love-causing Effect to a character whose player is entirely uncomfortable with romantic roleplay from your character, use steering to redirect the effect to another player, i.e., "Whoops, guess I was looking 6 inches to your left!" and renegotiate. These are roleplay effects, intended largely for fun, and playing them to the letter is less important than respecting the comfort of your fellow players. If no negotiation is successful, feel free to simply shrug off the effect.
Both physical roleplay and romantic roleplay consent can be revoked by any player, at any time, and must be respected. The player is expected to use whatever steering is necessary to cease the connection. Phrases like "I suppose we just grew apart," and "Things just changed!" may be helpful here. Please remember that while the roleplay being negotiated is in-game, the negotiation is entirely out-of-game. This means that if you request consent to express romantic interest in a character, and the player declines during negotiation, your character has not been rejected in-game. Rather, your character has never felt an attraction to the other person's character. Thus, playing "the scorned lover" in this situation is inappropriate and could be a case of harassment (since it can be viewed as an in-game retaliation for an out-of-game rebuff).
If any player feels at any time that their right to roleplay consent is not being respected (if a player engages in unwelcome physical roleplay without requesting consent, for instance, or after consent has been revoked), this is an addressable concern, and should be brought to Staff attention.
For those who would prefer to opt-out of Nighttime Content, from 11pm to 7am, interacting with their cabins or tents, the following option is available to all players. This system affects the whole cabin, and so, cabin mates should come to an agreement on the state of the Nighttime Content Consent as a group.
The visual signal for NCCs is a door hanger of at least 10” long by 4” wide. These hangers are out of game, and are to be ignored by characters and NPCs. Adjustments to a cabin’s NCC status are to be made by the residents of that cabin, and Staff are generally instructed to leave them alone, save in the case of abuse of the system by the residents. Door hangers, while out-of-game, should make some attempt to blend in with the decor of the game to avoid harming immersion.
This Consent Status is marked with a Green door hanger, indicating that the cabin is open to nighttime NPC encounters of all types, from peaceful roleplay encounters, up to violent, combat-based, or strongly emotionally-engaging content. This is the default state of all player cabins, and a lack of a NCC door hanger will be interpreted as “Green.”
This Consent Status is marked with a Yellow door hanger, indicating that the cabin is open to nighttime NPC encounters of limited types, including peaceful roleplay encounters, messengers, or invitations to more strenuous encounters outside the cabin, such as module hooks, which may include combat, or other more strenuous content elsewhere.
This Consent Status is marked with a Red door hanger, indicating that the cabin is closed to nighttime NPC encounters of all types. Plot and wandering encounters will consider the residence off limits, and will not engage with the cabin directly.
This Consent Status is marked with a Blue door hanger, and some form of moderate light source, indicating that the cabin is closed to NPC encounters of all types due to medical necessity. This exemption from content extends into the daytime, and is considered active 24 hours a day.
The residents of the cabin should notify Staff that they intend to use the Blue hanger in pre-registration when possible, to allow adjustments in sleeping accommodations to avoid interactions and disruptions to the game and the needs of the residents. Plot and wandering encounters will consider the residence off limits, and will not engage with the cabin unless specifically requested to do so by the residents.
It is important to note that, if residents exit the building, they are considered fair play until the encounter concludes, and should not reenter the place they are staying if they are in a Yellow, Red, or Blue NCC status. Regardless of the cabin’s NCC status, if a player leaves the area to interact with content and re-enter the cabin’s NCC status, that character is still fair game and can receive punishment for doing so. Once a character engages with any content, they are considered active for the duration, to avoid abuse of the system as a “cabin defense.”
In addition, a cabin’s NCC status does not exempt the residents or visitors from the consequences of in-game actions, and attempting to use the NCC system to avoid the results of in-game actions may cause those consequences to expand, or even lead to out of game disciplinary actions. These markers are intended to be used freely, but it is highly encouraged that cabins or sleeping areas stay in Green or Yellow NCC statuses to experience the game as intended.
Note: Your NCC Status does not increase your chances of acquiring different types of content, but instead opts you out of content that would have come your way.
Also: as a reminder, the perk Othersleep exists for individual players that would prefer to be exempt from NCC entirely, and provides that exemption over and on top of any NCC cabin marker.
Lastly, the NCC system is a Plot / Staff marker, and Player Characters are not obligated to follow its restrictions, though we encourage players to be respectful of the residents, particularly when a yellow, red, or blue hanger is posted.
There are a couple of out-of-game words that are used to try and clarify the world and account for things that may not be able to be handled in-game. These words are entirely out-of-game and speak to the players and portrayers, not characters or NPCs.
This is called when the caller wants someone to watch out or be careful. It can be used to suggest people look around, and anyone who hears the "Caution!" call should pause for just a few seconds to check their area.
This word can be used to either give or request a clarification. This may be a clarification of a rule, or a situation, or even to understand better what is being viewed in-game. For some of these instances, in-game Power Phrases (see below) can be used instead, and “Clarification” will mostly come up in situations where there is time-pressure, such as combat. Examples: “Clarification: What Effect did that arrow do?”, “Clarification: Remember not to move your foot while casting.”, “Clarification: Does that appear to be the same zombie, or is that NPC now a different zombie?”
When the Staff needs the players to perform an action, they will use this Power Word. Unlike “Obey” which is an Effect that will cause the character to perform an action, this word is used to compel out-of-game actions. Instruction may be verbal, but it may also come on info cards or other methods of communication.
Sometimes, Staff will use Instruction and then specify who they are talking to, meaning that only that person needs to follow the directions. This may include the use of Qualifiers as if it were an Effect.
Examples: “Instruction: All players please close your eyes and open them again when you hear the whistle.”, “Instruction: Please read this trap card out loud.”, “Instruction to Human characters: You begin to feel dizzy.”, “Instruction: You in the red tunic, tell me which NPC you can see that your character fears the most.”
Once the "Safety!" call is made, everyone should stop what they are doing, and, if it is safe, kneel down and put their weapons over their heads. This call should ideally only be used by a person who is hurt or who believes that if action continues, they will be harmed.
There are some in-game phrases that, when heard, indicate something important, special, or out-of-game. NPCs use these regularly, but even PCs can use these phrases to convey out-of-game information, as part of specific powers, or if they have been instructed to do so. These phrases are an in-game way to convey out-of-game information without anyone having to go out-of-game.
Generally, if a player approaches Staff and uses one of the Power Phrases to make inquiries or request clarifications, the Staff-member should try to respond in kind, using Power Phrases as well. If the player talks to Staff using hand-on-head, or “Clarification”, it will be up to the Staff-member whether to respond out-of-game or using the Power Phrases. The Staff-member may use the Phrases to try and bring things back in-game, or because they prefer to stay in character (if an NPC for example).
This phrase is used to explain a story or piece of lore that is an official part of the world. Once communicated, those hearing may decide that their character remembers having learned this before. Thus, if the Marquess says "So it has been told, my husband, Marquis DeGarr, was responsible for the murder of the demon Jiathrax," those characters who hear it may "remember" that their characters have heard the story before, treating this as a well-known fact, rather than new information. Anything included in the "So it has been told" can be trusted by the players as some piece of lore that exists out in the world.
This phrase indicates information that the players can perceive for themselves. When the mercenary ice mage Luminaria says, "As can be seen, my bag is glowing," in-game, characters can see that her bag indeed glows with an unearthly aura.
This will be used to introduce information that the players can believe is true. When the players think that the spymaster Venrick (portrayed by Mike) is actually Mike’s PC, Triss, Mike might say "It can be believed, I am Venrick, regardless of any similarities" and the PCs will know that Venrick is not Triss.
We welcome characters to use in-genre light sources in the game for both safety and comfort, provided they follow the following guidelines:
In general, any light that appears in-genre is allowable: this includes lanterns, globes of fireflies, luminous crystals, torches, and so on. It also includes glowing runes, luminous weaponry, and the like.
Lights should be disguised so as not to appear as modern flashlights or similarly out-of-genre, and the total amount of light emitted should be at a reasonable level to avoid affecting others enjoyment of the game and immersion. Large floodlights, building lights, phone lights, etc. are generally disallowed and Staff has the final say on any light source.
Blacklights are disallowed, as they represent a specific mechanic in-game, if a character has an item that is stated to be a blacklight then they can use an in-genre blacklight rep. Similarly, blacklight-reactive paints should not be employed by players unless it is specifically called for from another Power or effect.
Sigils are special symbols that are extremely powerful and can appear in the natural world. They are ancient magical signs that should always be heeded. Although more may be defined by a game or game-setting, these are the default Sigils:
Death: A person who accidentally opens a door or enters an area marked with this symbol will immediately move outside the protected area and die there. A person who enters such an area on purpose will die permanently and will not take Spirit form.
Caution: Doors or areas marked with the yellow lock should be avoided. Those who enter accidentally will take a minor consequence, such as damage, and must leave the area. Those who enter such an area intentionally will take a major consequence, usually death, which may be permanent.
Peace: Creatures in an area marked with this Sigil are protected from harm. They have Immunity to all Effects, damage, and Powers, including their own. They cannot benefit from Rests in such an area or use Powers or skills. They are aware of things occurring outside the protected area but cannot interact with them (i.e. hold conversations, etc.). This symbol is often found on bathroom doors. Often it is acceptable to simply go out-of-game in such places (like the bathroom).
Persons marked with this symbol (or a green headband for ease of display) cannot, for in- or out-of-game reasons, be attacked. Thoughts of violence against them simply slip away from the mind, leaving the would-be attacker distracted or confused. Those wearing this symbol should have Staff permission to do so for health, safety, or other concerns. They themselves must avoid combat areas, leaving safely if such occurs.
Any attempt to game this system (using Crescent-protected individuals for protection, etc.) may result in Staff having to set further restrictions. If the Crescent-protected individual finds that they are in a situation where someone would normally have combat with the character (approached by a bloodthirsty bandit, the only witness to a murder, etc.) they will immediately drop to 0 Life Points and begin dying. A Deathblow against a Crescent-protected individual is done verbally, rather than with weapon contact.
Cloaked: Items, areas, or doors marked with this symbol slide away from the mind. They cannot be readily perceived consciously although they may be reacted to. A character who touches the doorknob of a door marked with the Halo will not register a door or a handle, but neither will they attempt to discover why there is an invisible doorknob, or attempt to use it as a step to see through the window above the door. A generator in the middle of a field protected with the Halo can be avoided, but it will not be heard or examined by characters.
This can also be used to mark containers that include your personal, out-of-game stuff. Items marked with or protected by a white Halo are not subject to Powers or in-game abilities. A Halo on a green or red background is a special case that can be seen only by special individuals. Individual Powers or Advantages will tell a character if they can see these. Halo on green background, for example, is used for Tracking abilities. Individuals wearing a white headband or clearly marked with the white halo sigil are considered marked by a white halo and should be ignored just like personal items.
Deadlocked: Items, areas, letters, and other in-game items may be found with a black key Sigils. This means that the item is in-game, but is un-openable by any method without Staff approval. Some items marked in this way will have names or Conditions written around the black key. These may detail ways (or individuals) which will bypass the deadlock. If the key is placed on an unopenable item (such as a ritual cord) it means the item cannot be moved or broken.
Attention: The Blue Exclamation Mark generally signals that there is an important information card nearby. When placed on a building or door, it means that the card should be read before the building is entered. Characters cannot see this sigil. If the mark is not purely blue, then the sigil exists in-game and can be seen and signals a Haven Ritual, a common way to protect buildings, tents, and cabins.
When adventuring, sometimes characters will run into problems that they cannot solve peacefully; combat often ensues. These rules exist to regulate that combat and make it fun and safe for all participants.
Players should keep combat safe and keep the comfort of other combatants in mind. Physical contact without prior consent is absolutely off-limits and can result in consequences. If you are coming in fast on another combatant and they stop, it is your responsibility not to collide with them. Contact meant to harm another is never acceptable regardless of consent, and any contact which would restrain, hold, carry, or move another person must have clear and prior consent between the two parties, and should never occur between opponents in combat. Indeed, any attack or action meant to physically cow or intimidate another player (not character) is absolutely disallowed (such as swinging at the head to make someone flinch so you can get in other legal attacks). Similarly, try to avoid risky attacks that might hit others in the head if they miss. Finally, weapon and spell-ball strikes should never hurt or wound a player. If a weapon is being used hard enough to bruise or cause noticeable pain, it is being used too hard. Similarly hard throws (especially when linked with stiff or hard Packets) that cause actual pain, bruise, or wound, are disallowed.
No weapon may be pinned or trapped by another’s weapons or body. This means you should not grab an incoming sword, pin one against a wall with a shield, or otherwise stop another from regaining control of their weapon.
The first goal of Tempest combat is that it remains safe. Do not fight on unsafe ground, and try to avoid fighting near hazards such as drop-offs, trip-hazards, or sharp rocks. Anyone may call a "Caution" at any time if they see someone else in a dangerous situation or if someone gets hurt in a mild way. Calling “Caution” is an out-of-game message, and usually includes a pause in the actions of the immediate participants. A safety hold is used to stop the entire game and is called by yelling "Safety!" which is often repeated by other participants until all game-action stops.
No in-game action should ever take place during a safety hold, including in-character talking, retrieving weapons, casting, or moving. With a few exceptions, safety holds should be called by the person who they affect. Once the safety concern has been addressed, PCs and NPCs should retake (or retain) their original positions before the safety hold ends. An official or NPC will then countdown to game-in so that no one is taken by surprise when the action resumes. Blows or spells that happen right as a Caution or Safety is called are not counted, spent, or lost.
Combat should never entail physical blows or tackling, overbearing, etc. that are intended to harm. By default, all contact should be made with safe, foam-padded weapons.
In addition, players cannot intentionally grab, trap, or entangle weapons or shields. Shield rushes and punches are also strictly illegal although shield contact with someone you are fighting sometimes happens, but that should be generally avoided.
Often, characters seem to want to lug each other around. If a character wants to move a Helpless or Dying creature, they should follow this procedure:
If the carrier is Strengthened, they may move at any speed while carrying the body and need only have one hand free to start the carry. The Strengthened carrier may move as fast as they can get the portrayer of the carried character to move.
A character who finds themself underwater without any way to breathe will die in a Slow 180. Characters are considered able to swim as long as they are wearing fewer than 5 points of physical armor and have both hands free. A Strengthened character can swim in any amount of armor, assuming free hands, and can dogpaddle while holding equipment with 5 points or fewer of physical armor.
If a player finds their character stuck with no way to get out (such as permanently Imprisoned out in the woods somewhere), the player can choose to have their character take Spirit Form (as if they had died) and seek out Staff. Staff will find a way to get them back into the game, although there may be some cost or penalty. This penalty will generally be death but may not involve dying based on the situation - as always Staff has the final say.
Characters often come to doors and seem to need to break them down. A door can, by default, take 100 points of damage before being Shattered. If the character uses the Shield-Breaking Effect on a door, the door takes ten points of damage. Doors, by default, are immune to Mind, Madness, Fear, Terror, and other emotion and sentience-requiring Accents.
A door can be barred with an actual crossbar, or with furniture/planks, etc. This acts exactly like a second door. I.e. the first one is broken down and then the next must be dealt with. Only one “bar” per door can effectively be used. So, the defenders prop a chair up against the door to support it, and the attackers break down the door (then open the actual door which, presumably, has not been actually damaged) and see the chair there and repeat the process on the chair. Any fresh door or a door whose status is unknown should be assumed to be at full points.
With an intact door, those who want it closed automatically win any push/pull contest. As long as there is someone at the door who wants it to stay closed they can do so, and anyone trying to open it will fail. Instead, the outside attackers must destroy the door (and any barricade) to open it. Anyone who tries to close the door is allowed to do so unimpeded (though they can be attacked with weapons while it is closing). If an Insubstantial creature is trying to enter through a briefly open door, let them through.
Once a door is destroyed, this assumption reverses and anyone who wants it open automatically wins any push/pull contest. Anyone who tries to open the destroyed door is allowed to do so unimpeded (though they can be attacked with weapons).
Often, characters will bivouac in tents which, while often very private and comfortable, do not provide the best protection. Should an opponent attack a tent, they should come up to the tent to within melee distance and make it clear that they are attacking the tent. Then the Staff member overseeing the scenario should gather the names of the occupants of the tent. Review Nighttime Content Consent for consent rules regarding engaging at night.
Those inside can respond with one of several choices:
"Responding" - The players and staff move to a safe location and play out the scenario live. Those within the tent have a few minutes to gather themselves quietly, and reapply critical makeup to represent their characters appropriately. Any attempt to use this time to summon help ends the grace period, and Staff may impose penalties, up to, and including moving to narratively ending the scenario per “Staff Discretion.”
“Remain Within” - Those that choose to leave the tent then have a Slow 100 (counted by the attacker) to remove themselves from the tent without harm. Once they are fully outside the tent and standing, they can be attacked as normal. Once the Slow Count is completed, the attacker can begin calling damage or Effects on those still within the tent, using whatever Powers they have at their disposal. For normal attacks, they can call out “1 Damage” as often as they can/desire. All damage and all harmful Effects used on the tent will affect a single target, called with the [Name or Description] Delivery.
"Staff Discretion" - Staff will describe what happens to all involved without playing it out, including mechanics and statuses. This affords the least control to the Players, as should be used as a last resort.
For Example: Stirges is minding their own business in a shared tent, unwinding from the night while outside, two goblins are able to sneak up the tent. The marshal of those goblins announces to the occupants that the tent is being attacked, and Stirges chooses “Remain Within.” As Stirges hastily begins putting back on their costuming, they call out loudly for help.
After a slow 100 count, the Goblins begin calling “Stirges, 1 Damage,” “Stirges, 1 damage.” This deals two damage to Stirges. As they go to shout for help again, Stirges hears one of the goblins call “Stirges, Short Taint by Poison.” Stirges has a Protect vs Poison, however, so they call “Protect” to Counter that Effect.
Recks, a human fighter with no cosmetics to put on and who had not even taken off their armor yet, hears the tent being attacked from their own and exits it with a can-do attitude. They engage the Goblins, who are forced to focus on Recks rather than continue their assault on Stirges.
For Example: Jax is laying down in his tent. He has no cosmetics on, and plays a Chimera/Gheist with a bunch of cool prosthetics. He hears a group of bears approach from a nearby cave. When the marshaling spirit asks him what action he will take for this raid, Jax chooses ‘Staff Discretion’.
The Marshaling Spirit asks for his spirit, and quickly discusses with him what skills and abilities he would use to engage with this combat. Jax asks “Can I feed the bears? I have the Nature Lore skill and also I’m a second level Ranger.” Plot decides that he can, as long as he provides a food item, which he does. The Bears walk away, taking only his food.
In another part of the camp, however, the bears come to David’s tent. David also played a chimera and chose ‘Staff Discretion’ as his response. When asked what skills or abilities he wished to use, David had no real commentary to offer back, and simply said “I'll fight them.” “You’ll fight two bears alone?” “Yes.” David is told to report to the spirit well in the morning as he was ripped apart and eaten by bears.
While the vagaries of the divine can be debated, the effects of the divine upon the earth are clear, and the rituals used to create these locations are available to all faiths, devotions, and deities alike. However, some of these entities clearly favor one kind of influence over the other.
Consecrated areas are those devoted to a particular deity, faith, devotion, or religion, and offer up benefits to those matching the Consecrations Qualifier. Generally, Consecrated areas offer up a sense of peace and calm, perhaps even sanctuary to those who follow the faith and little else. Those outside of the intended audience feel little, if anything, sometimes even being unaware of the divine nature of the place.
An individual that is aware of the Consecration and has a matching Devotion, Religion, or Patron may choose to complete a Short Rest in half the normal time. As they do so, they should offer up a prayer to the greater power of the Consecrated area.
Likewise, Desecrated areas are those devoted to a particular deity, faith, devotion, or religion, and offer up detriments to those not matching the Desecration’s Qualifier. Generally, Desecrated areas offer up a sense of unease and anxiety to those who do not follow the faith and little else. Those who follow the faith or devotion feel little, if anything, sometimes even being unaware of the wards against intruders.
An individual that is aware of the Desecration and does not have a matching Devotion, Religion, or Patron may not complete Short Rests in that space.
All characters may choose to be competent enough with ropes and knots that they can tie others up without any normal chance of escape. If a tied up character can touch a bladed prop to a rope, they can cut themself free in a Quick 30. Ropes, when “tied” around a person, should be left so that they can, in fact, be removed by the player who is “tied." Do not actually physically tie individuals up, as this is a safety hazard.
The combat system is based around five separate hit locations. These locations are left leg, right leg, left arm, right arm, and torso. These will matter for Powers that disable a limb or various other Effects.
Head, throat, and hits to sensitive body parts, like the groin, are off-limits, and any attack which hits the head, neck, or sensitive location should not be counted (regardless of whether it hit another hit location before or after). Hits to a hand which is grasping a melee weapon are not counted but are not illegal (note that hand on shield, thrown weapon, or projectile weapon is counted normally). Similarly, it is illegal to purposefully block with the head, neck, or sensitive location, attempting to use them to stop an otherwise valid shot is illegal.
A shot (melee attack) is considered to be valid as long as it is not a graze (a slash that does little more than touch the skin, and has no percussion at all), draw cut (after a missed attack, the weapon being pulled back strikes the person), return (a shot that is being pulled back after a swing and accidentally strikes something), or push (a shot hits only after the initial motion has been stopped or blocked, and only hits because of continual pressure). Stabs are not allowed, and players should be careful to avoid them. If a shot still has enough percussion that it would have been a good hit, even though some amount of the blow has been caught on a block, the shot should be counted. A hit from a thrown or projectile weapon should be taken if it touches the player. Additionally, always remember to keep your swings safe such as not to harm others.
Whether a hit counts or not is always the decision of the person being struck, although this can be overruled by Staff when necessary.
Attacks that are begun after the attacker’s limb has been rendered useless, or after a character is made unable to attack (Repelled, Dying, Slept, etc.) do not count, and it is the responsibility of the attacker to let their opponent know that the attack was late. If the attack was already started, in motion, before the limb or character was made unable to attack, then the attack still counts.
For all attacks that only do damage (no additional Effects):
Shields and weapons can effectively block arrows and other projectiles.
Arrows and thrown weapons that bounce or deflect before hitting a target are valid and should be taken. Packets are only valid on the first target they strike. If the struck player cannot tell if the packet bounced or not, they should assume it didn't bounce and take the effect of the packet.
A few things to remember when engaged in melee combat:
The Call for a Counter is “Counter, [Power Name]. In Powers that have a Counter, the exact Call suggestion will be listed as the Call. Protect is a particular kind of Counter that is called specifically as “Protect."
Often, after combat is over, characters will want to search bodies for treasure or magic, or may want to take body parts or other resources. When one person wants to search the body of another, they should inform the person being searched that they are searching. They should mime checking pouches and boots, etc. for a Quick 100. At the end of that time they can use “Instruction: Give me your treasure.” Note that Searching and Scavenging can occur at the same time.
See the respective Effects and Accents sections below.
The damage a character does when swinging a weapon without any temporary damage bonuses or detriments. In the vast majority of cases, this number is one, and is uncalled damage. However, some classes, powers, and abilities can alter this number, often with a “Grant” Effect, or as part of the class’ progression.
Damage is always considered to be a single point of damage if no call accompanies an attack. Higher amounts of damage are always called out as the character swings their weapon. Thrown weapon, projectile weapon, and spell damage should always be called. The player may always, if they desire, do less damage than their maximum with weapon attacks.
A player may always call “Zero” or "Padded" as their damage. This will not hurt the opponents and is the equivalent of hitting with the flat of the blade, or hitting lightly, or any one of a number of ways of attempting not to actually wound or injure. Note that if a character is sparring, and forgets to call “Zero”, that is an accidental cut that will actually draw blood. Some weapons, like practice swords for example, can be limited to only doing zero damage. Once it is clear that characters are participating in an activity for which they do not intend to hurt each other, they can simply communicate that they will be doing zero damage until further notice.
Spikes are a way for characters to do more damage in combat. By default, Spikes do the character's current Spike Damage, which is one additional point of damage to a weapon attack's Base Damage, although some classes, skills, and powers can alter this.
Note: Be aware that some alterations to Spike Damage and Maximum Spikes are to the Base number (not subject to stacking) and some are added Bonuses (subject to stacking).
Whenever a Spike is used, the character will call the damage (unless it is one point) as the attack is made. Whether it hits, misses, is blocked or Prevented, the Spike is expended. Using a Spike to fuel a Power still counts as using or expending a Spike for the purposes of those Powers that trigger on Spike-usage. You may not use Spikes in conjunction with other Powers unless otherwise stated by that power’s description.
A Short Rest will refresh a character’s Spikes back to the current value of the character’s Maximum Spikes. The base number can be found on the Character Level Table, but is often altered by classes, skills, powers, and the like.
A flurry is a series of melee swings delivered at an enemy in combat with little or no pause. A flurry is reset by stepping out of melee weapon range and ceasing all attacks for the space of about one second. There are no restrictions on how long a flurry can last, but only one Spike per melee weapon can be expended during a single flurry, whether it is expended to do damage or for a Power. In order to prevent “rabbiting” or “machine gunning”, all shots that hit the same hit location successively (regardless of which weapon is used) in the same flurry (from the same attacker) do not count.
There are a number of ways that a character can get the Shield-Breaking Effect, including great weapons and spells. Whenever Shield-Breaking is called on a shield, it loses one Shield Point. A shield that drops to zero Shield Points is Shattered and cannot be used until it is Rebuilt. After being Rebuilt the shield will have one Shield Point. See the entry on Shields later in this chapter for more details.
As a general guideline, if a player makes an attack which is apparently unnoticed by the target, the player should feel free to assume that whatever Powers they used are not expended. The character, in this case, will experience this as a flub: the spell magic flickers before it hits, the blow is off somehow, etc. If the situation is not too hectic, it can be worth trying to communicate to the target that they have been struck, but in general, just try the attack again, including any spell-casting or incantation that was needed the first time.
Often, characters will find themselves trying to use weapons (or shields) with which they are not proficient. A character cannot do damage with a weapon with which they are not proficient. If a character blocks an attack using a weapon with which they do not have proficiency, they will take damage as if it were not blocked. It is also possible for a character to use a shield with which one is not proficient to block. In this case, any attacks blocked by the shield are effective as if there were no shield. Effects that target the shield will still affect the shield.
By default, any time a character holds more than one weapon in one hand, the character is considered non-proficient with all of them. If a character uses more than one shield at a time, they are considered non-proficient with both shields. If a character is using two weapons without the skills that would allow them to do so proficiently, they are considered non-proficient with both. If one weapon is obviously being held away and out of combat (literally just being held), then the character can still use their primary weapon proficiently. Hits that land on the held (not used) weapon do damage to the arm holding the weapon. Characters may hold a weapon in the same hand that holds a shield.
Often, creatures will attack with claws, tails, or other “natural” appendages. Natural weapons can be of any variety and should be marked by being mostly red or obviously marked with red. These weapons act as normal weapons for the purposes of Effects, except as follows: Natural weapons cannot be caused to be dropped; If the limb is Disabled, the weapon need not be dropped but the limb cannot be used and hits to the weapon will count as hits to the limb.
If the weapon is targeted by a Disarm Effect, the holding limb will take a Disable Effect instead, with the duration being the same as Called for the Disarm, or a Quick Count of 30 if no duration is called. Shatter will cause the weapon to be unusable and the weapon will cease to cause or block damage. Finally, the weapon cannot be taken when the creature becomes unconscious or dead.
Shields (more on Shields below) may also be “natural” if mostly red or obviously marked in red, and natural shields have the same properties as natural weapons. Additionally, if a natural shield takes Shield-Breaking enough to Shatter it, the shield need not be dropped, but no longer provides protection.
Shields, by default, are immune to all weapon damage and will stop any blow that hits them (see combat rules about valid blocks). Shields that are small size or larger must be gripped in the hand to offer protection, otherwise they give no protection, and damage that strikes the shield will be taken as if there were no shield present. Bucklers will offer protection if gripped or strapped to the arm. A character cannot proficiently use more than one shield. If a second shield is used, the character is considered non-proficient with either.
Characters may hold a weapon in the same hand that holds a shield. They may even wield a weapon that is both a shield and a weapon. In these cases, the item will be affected by Powers that target shields and/or weapons, and the whole item will be affected. “Shatter shield”, for example, will affect it, destroying both weapon and shield.
Shield Points, in the table below, shows the number of times a shield can be struck by the “Shield-breaking” Effect before being Shattered. A buckler shield will be Shattered after only one Shield-Breaking hit. Once a shield is Shattered, Mending cannot give it Shield Points back. It will need to be Rebuilt (with the Rebuild Effect) in order to be useful again. A shield that is affected by Rebuild will have one Shield Point by default.
Shield Point Table | |||||
Shield Type | Buckler | Small | Medium | Large | Great |
Perimeter | Up to 38” | 39”-63” | 64”-94” | 95”-106” | 107”-125” |
Shield Points | 1 | 2 | 3 | 4 | 5 |
Whenever a shield is handed to another, the receiver should, whenever possible, be informed how many Shield Points the item still has. If a shield is found unattended without any actual knowledge of its state, it will always have zero Shield Points and need Rebuilding.
Armor is designed to protect a character in combat. It will do this with a number of Armor Points which will protect the character from damage.
If a Character has Armor Points they will lose the Armor Points first instead of Life Points when they suffer damage. The only exception to this is the Piercing Effect, which bypasses Armor Points and does damage directly to Life Points. Armor Points can be returned by the Mend Effect, which can come from the Tinkering Skill, or various Powers or Skills. Natural Armor can be Mended in these ways and also by application of Healing. Armor Points do not normally refresh during Rests. Armor Points are always set at their maximum value at the beginning of an Event unless otherwise required by Staff. Any tinker can assist others in Mending their physical armor at a Tinker’s Forge.
Armor covering specific locations will contribute to the total number of Armor Points the character has. Each location will contribute based on the kind of armor it predominantly appears to be (meaning it is crafted to look like that armor type, even if it uses modern or unrealistic materials). If armor is layered (such as a quilted gambeson worn over a chainmail shirt) only the highest-value armor is counted (i.e., they are not added). The 10 locations are: Neck, Shoulders, Chest, Belly, Back, Sides, Upper Arms, Lower Arms, Upper Legs, Lower Legs (these are listed on the Armor Point Table below).
There are 5 categories of physical armor: Quilted, Leather, Chainmail, Brigandine/Scale/Lamellar and Plate Mail. These can all be simulated using modern or alternative materials. The basic requirement for an armor prop is always that the simulated armor should look like armor, and should look like the type of armor being simulated when viewed from more than a few feet away. More fantastic armors should be gauged in terms of appearance and similarity to existing armor types. Crystal plates might be most like plate mail or like brigandine. Vine armor might be most like Leather.
Quilted - Padded armor is far more than just cloth: It is made from heavy material, often has filler of some kind, is thick, and reinforced in various ways. Simulated quilted armor should mimic this look and should be obviously armor (not just clothing).
Leather - Real leather armor and simulated leather armor that is made to look like hide/leather. Simulated armor must meet the Basic Simulated Armor Requirement.
Chainmail - Chainmail that uses tightly connected rings of metal. The basic pattern has each small ring (half inch diameter, or smaller) connected to four others. Simulated chainmail can be made of other materials including knitted or crocheted yarn, or aluminum rings.
Brigantine/Scale/Lamellar - Brigandine armor that is made from metal plates between layers of leather or cloth, scale armor that is made up of overlapping metal scales, and lamellar armor that has overlapping plates of metal or thick leather joined to each other by cord or chain links. Simulated armor of these types can be made of other materials such as well-dressed plastic or vinyl plates.
Plate Mail - Plate mail armor that is made from rigid metal plates with complex joints to allow for movement. Simulated plate armor can be made of other materials such as heavy plastic or foam.
The following chart shows the Amor Point total a character would have if they had a "full suit" (all 10 locations) of that type of physical armor.
Physical Armor Type | Armor Points Per Location |
Quilted | 2 |
Leather | 4 |
Chainmail | 6 |
Brigantine/Scale/ | 8 |
Plate Mail | 10 |
To determine the total Armor Points for a character, use an Armor Point Table which shows the 10 locations, the armor type for each, and the full suit points for that type (example below). Each location only benefits from the highest armor type covering that location. They are not added. For shoulders, arms, and legs, armor on only one limb is given half points. Armor that is exceptionally beautiful, well-crafted, or otherwise immersion-building may (optionally) be submitted to the appropriate Staff who may grant one bonus Armor Point for its covered locations at their discretion. The location points are then added up and divided by 10 (i.e., averaged). Round to the nearest whole number (.5 rounds up) for the total represented armor. The player can then adjust their Armor Points if they wear only some pieces of armor, or add new ones.
For Example: Tymera is wearing a plate mail breastplate without pauldrons but with a gorget, with a short-sleeved chainmail shirt underneath. Her right arm has a leather bracer that is stunningly crafted. Her upper legs are protected by tassets of plate, and she has leather greaves on both legs.
Location | Armor Type | Location Points |
Shoulders | Chainmail (chain shirt) | 6 |
Upper Torso | Plate Mail (steel breastplate) | 10 |
Lower Torso | Plate Mail (steel breastplate) | 10 |
Back | Plate Mail (steel breastplate) | 10 |
Sides | Plate Mail (steel breastplate) | 10 |
Neck | Plate Mail (steel breastplate) | 10 |
Upper arms | Chainmail (chain shirt sleeve) | 6 |
Lower arms | Leather - Half (1 leather bracer) | 2+1 (for well-crafted) |
Upper legs | Plate Mail (plate tassets) | 10 |
Lower legs | Leather (leather greaves) | 4 |
Total | 79 | |
Divide by 10 and round to nearest whole | 7.9 → 8 Armor Points |
Once this table is complete the player should take note of the contributions from each piece of armor. From the example we see that If Tymera doesn’t wear her leather bracer, she will still have 8 Armor Points (7.6 rounded to 8). But if she removes both her plate tassets and her leather greaves, she would have 7 Armor Points (6.5 rounded to 7).
Physical armor that is worn is often referred to as the represented or “repped” armor that a character is wearing. This is the total armor points that the character is awarded for the armor that is currently worn via the table above. The Armor Points a character can get from represented armor is also capped by their highest armor Skill. Without an armor Skill, the character doesn't get any points from physical armor.
Finally, the maximum Physical Armor Points a character can benefit from is determined by their Skills and may be altered by Powers. Those limits and alterations are applied after their total armor is calculated above. Thus if Tymera is wearing all of her armor from the example above and has the Medium Armor Skill, she would only benefit from 6 Armor Points. If she took the Armored Shell Fighter Power she would gain one more, for a total of 7 Armor Points.
Any armor that is created by spells, Powers, or other abilities is called “summoned armor.” In most ways, summoned armor works just like physical armor, however, it can only be Mended or Rebuilt by spells or powers, or by an Enchanter who spends a Slow 60 roleplaying re-forging the magical armor at the Planar Weir’s circle of Foundational Empowerment. There are some Powers that may Dispel summoned armor, removing it entirely, however, Shatter will work normally, removing all Armor points, but not dispelling it, thus requiring it to be Rebuilt before being of use again.
Almost every creature that a character might face will have some amount of natural armor. It has two properties that set it apart from physical armor. First, it is not represented with a prop. The creature has a thick hide, or armor plates, or chitin, etc. to protect itself from harm, and will not wear plate mail, or chain, or worked leather, etc. The second difference is that natural armor can be Healed or Mended. This means that Effects that “Heal to Full” or “Heal to Full Life Points” will fully Mend natural armor. It is bypassed normally by Piercing damage and can be Shattered and Rebuilt just like physical armor.
Especially when summoned armor from Powers becomes available, characters will often find themselves both wearing physical armor and being affected by summoned armor, or having natural armor and wearing physical armor over it. As soon as the character gains two different types of armor they must choose which type of armor will be used. This is not on a piece-by-piece basis: the character can gain benefit from only one of physical, summoned, or natural armor, just as if that were the only type they had. All other armor is immediately exhausted and will grant no Armor Points. Once this choice has been made, it cannot be changed until a Short Rest, or until one is removed, at which point the exhausted armor would need to be Mended in order to function. For example, Triss is wearing some pieces of leather armor, giving him 3 Armor Points. He is the recipient of “Armor of the Ancestors”, a summoned armor which would give him 6 Armor Points. He chooses Armor of the Ancestors, and his leather armor becomes exhausted (losing 3 Armor Points). During the battle, he loses his Armor of the Ancestors. He immediately asks his Cleric to give him Mending spells to bring his leather armor back up to its full value.
Similarly, Nasarack, wearing a combination of plate mail and chainmail that gives him 6 Armor Points, gets “Greater Darkshroud” which gives him 8 Armor Points of summoned armor. He chooses to keep the physical armor and fights the next battle with 6 Armor Points. During a Short Rest he learns that he will be fighting some Paladins and decides Greater Darkshroud will be better, so during the rest he switches exhausting his physical armor (note that Greater Darkshroud has a duration of Long Rest so it is still in effect). The Greater Darkshroud is currently exhausted, so he gets Mending to bring it back up to 8 Armor Points.
All armor can be Mended (Armor Points restored) or Rebuilt (made useful again after being Shattered). Magic is a common way to do this.
When the temperature, weather, or other conditions exist such that the wearing of armor or similar clothing, prosthetics, or challenge-required costuming is detrimental to the health of the players, the Staff may call a “Armor Safety” condition. This will relieve the player community of representing these requirements for the duration of the condition. Items covered under this condition include:
This list may be amended at any time, or on-site: please consult the Staff if you feel that a Challenge should be affected by this condition.
Those who have lost Life Points will likely want to be healed. There are a number of ways that a character can regain Life Points. Alchemists can make potions that will restore Life Points, but most healing will come from the Powers of various Classes, especially ones like Clerics. Warrior-types often have a limited ability to heal themselves as well. No Life Points are restored from Rests. Characters start each Event at full Life Points unless otherwise required by Staff.
Characters always know how many Life Points (and Armor Points) they have and how many they are missing, although they will not be thinking of it in terms of points. In addition, characters know what Conditions they have, with the exception of Charm which causes the target to be unwilling to believe they have been Charmed.
When a character is incapable or unwilling to defend themselves they are considered Helpless, and are subject to Touch spells by foes, and gain the Qualifier “Helpless.” Many conditions and being unconscious, stabilized, or dying qualify the victim as being Helpless, as does being a Willing target.
A character that drops to 0 Life Points is Dying and should begin their “death-count” which is a Slow 180. During the death-count the character drops all held objects including packets and spell balls and can do nothing other than roleplay their anguish and call for help. No other information can be imparted.
When Healed, a Dying character starts at 0 Life Points and gains from there. So, they will have however many Life Points they were Healed for (and will no longer be Dying).
A character who is Dying is considered Helpless. Dying is considered stressful enough that a Short Rest is not possible while Dying unless the character has been stabilized.
A Dying character can also be Stabilized, meaning that they stop their death-count but are still at 0 Life Points and are still considered Dying in all other ways. This means that the character will not be able to use any Powers unless otherwise stated by the Power. Taking any damage will end the stabilization and re-start the death-count, giving the character another 180 seconds. If a character is at 0 Life Points but stable at the end of a Short Rest (five minutes) they will regain 1 Life Point.
A character who dies immediately loses all Conditions and the durations of all Powers expire. Similarly, a character who comes back to life loses all Conditions and the durations of all Powers expire.
A character who is dead begins their “discorporation-count." During this time they can be brought back to life with various Powers and Spells. However, once they have been dead for a Slow 180, they discorporate, becoming a Spirit.
Once a character has completed their discorporation-count they become a Spirit and gain the Spirit Type.
As a Spirit, they can pick up any of their equipment that is not held/wielded/possessed by another person. They should then proceed immediately to a Spirit Well, an area that will be designated by the Staff. They should walk slowly and make eye contact with no one. They cannot drop any items they have picked up nor interact with anyone who does not use an ability or Power that allows for that (those that have the specific Qualifier “to Spirit”).
The portrayer should take care not to convey any information to the living through their actions on the way to the Spirit Well. If attacked or otherwise targeted by Powers that do not affect them, they should call “No Effect, Spirit.” Once a character reaches the Well, the last hour before they died will become hazy and hard to remember, to the point where they will not remember who or what killed them or how they died, although they may have residual feelings about people or places who were involved in their death. A character who dies immediately loses all Conditions and the durations of all Powers expire. Similarly, a character who comes back to life loses all Conditions and the durations of all Powers expire.
When the Spirit arrives at the Spirit Well, they should check in with Staff, who will address a variety of issues, depending on the specifics of the death. Spirits may have to complete tasks, complete quests, make things right with other Spirits, or have a chance to make discoveries that can only be seen while in the Well.
In some circumstances, there may be no coming back (see Final Death below). In other circumstances, the character may not suffer any consequences at all. Through deals, rituals, or virtue they may avoid the consequences of their Spirit weakening, though the character may find the price to continue to become more difficult to bear each time they pass through.
Unless otherwise instructed by a Marshal Spirit, when a character has been cleared to resurrect, they should head to a consecrated area which may include circles of power or other specially designated sites. Once there, the character must Focus Slow 300 in order to return to life. This period will be a time of reflection, of the character remembering their life, their triumphs and their mistakes. Staff may have other instructions for the character at this time too. At the end of the count, the character loses the Spirit Type, and generally becomes alive with one current Life Point.
When the character visits the Spirit Well for the last time, that character has died their final death. In most cases the Spirit is allowed to return to the general area in which they died, depositing a pile of black bones, as well as any physical items they wish to leave there. This Final Spirit may stay with the bones as long as they want, and may communicate with anyone as if they were not a Spirit. Once they leave the bones, the Final Spirit falls apart as it is at long last claimed by Death.
Any character can perform a “Deathblow” on a Dying or otherwise Helpless target. This will take them 3-5 seconds and they should role-play an obvious killing maneuver, such as snapping the neck, chopping off a head, twisting a blade in the heart, etc. A simple tap or negligent blow will not be enough to get the job done. Once this has been done, the target’s death-count drops to a Slow 10.
A target that is feigning unconsciousness or Helplessness and takes no action to stop the deathblow will still be affected and will immediately drop to 0 Life Points and start Dying with a death-count of Slow 10. Deathblows can be done with weapons, equipment, or even bare hands or damaging magical bolts, but have no called damage (the damage is assumed to be of a special, mortal kind that is not represented by a number). In addition, the person performing the Deathblow needs to take care not to actually hit, hurt, or touch the target without consent.
In games, conflict will occur. Sometimes this conflict is dogmatic, other times emotional, sometimes deadly. Although the level of conflict between characters will be determined by the setting and the plot of the game, the ideal is that all conflict remains between characters, rather than being between players. For this reason, in this chapter a careful distinction will be maintained between players and characters and a framework will be provided for handling those conflicts. The abbreviation “CvC” is often used as shorthand for Character vs Character conflict.
PvP is the abbreviation used to mean ‘Player vs. Player’ and is the more common term used in video games, and, until recently, LARPs as well. We avoid PvP because the ideal is that the players themselves have no serious conflicts and are all working together for a common story. We try to keep the conflicts between characters and thus use the CvC term almost exclusively.
See above for rules and guidelines regarding consent.
See above for guidelines regarding bleed.
See above for guidelines regarding steering.
Above all, the guideline in all interactions between players must be one of respect. Players must respect the choices, boundaries, and enjoyment of other players. This is not the Golden Rule: players should not treat each other as they themselves would wish to be treated. Rather, they should treat other players the way those players wish to be treated. Some players love conflict; they thrill in knowing that they may be killed, betrayed, or abandoned. Others do not. Remembering that these differences exist and that communication and compassion are the keys to co-existence will make the game work much more smoothly for everyone.
Because it would be easy to scarper off without consequences by going out of game, there are a few rules about when character vs. character aggression can actually occur. Sometimes, such conflict erupts spontaneously, but sometimes it is premeditated. No player can engage in pre-meditated CvC within two hours of when the player knows they will be going out-of-game. If the player knows that they are taking an NPC shift at 6pm, they cannot plan to act against others any time after 4pm. Similarly, once a character has attacked or harmed another character, they may not go out-of-game for at least two hours, unless that is a mandatory game-down (like the end of the Event). This is to allow for the natural consequences of such actions. If a character does go out-of-game after such an attack, by default, the worst likely occurrence will be assumed (i.e. they are caught and made prisoner by those they harmed).
Some campaigns that wish to rein in rampant CvC killings may decide to use reapermarks. The Reapers, enigmatic creatures responsible for regulating death and guiding/herding the dead, keep track of those responsible for sending Spirits to the Spirit Well. If they begin to see a lot of Spirits sent by the same person, that character will be reapermarked. This mark can have a number of effects, from changing the interactions with the Keepers, to being actively hunted by the Reapers. In general, no reapermark is issued until the third death in as many days.
Many times, CvC takes the form of theft or espionage, rather than outright attacks or social manipulation. If a character wishes to enter the sleeping area of another for nefarious purposes, they are encouraged to let Staff know and may wish to ask for a Marshal Spirit to witness that everything was done fairly and above board to avoid complaints later. A Marshal Spirit is not required, however. The would-be infiltrator should make sure to read all building notes on the info card and obey all known rules, especially things like the Haven Ritual.
Once inside, anything that is not marked with a white halo is up for grabs. This in no way allows the robber’s player to do anything illegal or immoral. Care should be taken with props and decorations, and anything stolen must be returned (the prop must be returned out-of-game). If the robber wishes to destroy property, the player should leave info cards that say “item destroyed” or “item defaced." Personal property should never be disrespected. As always, it is up to the honor of the person playing the robber to properly role-play all traps and other obstructions encountered. There are additional rules on handling personal property in the Getting Started chapter.
Games may have an area designated as ‘Serenity’. This is a purely out-of-game space where people can go and hang out out-of-character. It is meant to be a place one can get away from intense RP, character conflict, or to just decompress. Although it is a good place to go when a player has been experiencing bleed, or a character has been in conflict, it is not meant as a refuge from in-game consequences. Similarly, if someone is heading to Serenity, they should only be followed or accompanied by those who are explicitly invited. If there are any problems with this space, Staff should be contacted as soon as possible.
See above for guidelines and information regarding reporting.
If players are having difficulty getting along, or having trouble negotiating with each other, they can request mediation help from Staff.
All of the things that can happen to a character in a game are broken down into a few specific categories. These are Conditions and Effects.
All calls are composed as: [Delivery] [Duration] [Effect] to [Qualifier] by [Accent]
Most calls will only have a few of these elements, but remain in this order, with the exception of the “By My Voice” call, which puts the Qualifier immediately after the Delivery to ensure the appropriate audience listens to the rest of the call.
For Example:
In Tempest, Effects can be delivered in a number of different ways. See the Deliveries section below for more information.
Durations are the length of time that any Delivered effect is supposed to last. See the Durations section below for more information.
In Tempest, there are a variety of effects. Effects are anything beyond straight damage. See the Effects section below for more information.
In Tempest, there are a number of Conditions that a character can be under. Conditions are ongoing effects. See the Conditions section below for more information.
Modifiers are uncommon, but no less important. See the Modifiers section below for more information.
Sometimes attacks will only affect targets of a particular Type or trait. When this is true, a "to" is added to the call. An attack that stated "Wounding 10 to Undead by Radiant" would be an example of an attack with a Qualifier, and the attack would only affect creatures with the Undead Type. A target who loses the qualities that are targeted by such an attack can immediately end the Effect. Thus a character who was struck with “Slow to Undead” who stops being Undead, would no longer be Slowed. The “on Willing” Qualifier means the target must be Willing.
In Tempest, there are a variety of accents. Accents are descriptors as to how things happen. See the Accents section below for more information.
There are some features of a creature that act like Conditions, but are intrinsic to that creature, and cannot be Cured. The Type indicates a suite of features common to these beings. Creatures can also have multiple Types.
By default, all Effects (and Damage) are perceptible to all observing characters. Although the exact contents of a Call are out-of-game, the paradigm is that the characters can see what is occurring. If Tam is struck by a “Root by Wood”, it is a visible thing to observing onlookers that Tam has been wrapped in branches and cannot move their foot. If Argentine is speaking with Tristan and uses “Discern by Mind: How many spells do you have Prepared?”, it can be assumed that whatever method Argentine is using to discover the information, that it is understandable to onlookers. The “Subtle” Modifier, found later in this Chapter, can be used to signal to others that the Effect (or Damage) is not something that can be perceived by other characters or even by the target.
No Effect
Whenever a character or their equipment is hit by a Power, Ability, Skill, or Attack that normally should affect them or their equipment, but does not for any reason, they must call out the appropriate defense used, such as “Protect”, or “Parry." This lets those using the Power know that the target heard and understood that he had been hit, but that the attack was Countered.
However, in the case of a weapon striking a shield the character need not call it out, as it is generally understood that shields block weapon attacks.
If no other call is applicable then the appropriate and mandatory call of “No Effect” is required. The general call for this is “No Effect” followed by the source of the defense.
For Example: Jack, an NPC, is currently roleplaying a statue in a mod for the PCs. One of the PCs comes up and casually strikes Jack with their sword, testing the statue. Jack responds with “No Effect, Object”, as the statue has no statistics, and is simply a stone carving. Later on, after the party has triggered a magical trap, the statue Jack is representing animates and becomes a Golem. It now calls “No Effect, Immune” to the sword strikes of the PC party, as it now has statistics, and is Immune to Uncalled Damage. The party can intuit that the golem is now a valid target from its call of “No Effect, Immune”, but the strikes they are utilizing are simply ineffective.
Even if the spell, ability or skill was intended to be beneficial the recipient must call “No Effect” (such as Healing someone who is currently immune to Healing). This applies to a character’s armor, shield, and other equipment, too.
Other common sources of the “No Effect” defense include being Insubstantial, and being the victim of the Imprisoned Condition.
Whenever an Effect is applied multiple times, the Duration becomes the longer one, thus one never has the same Condition multiple times with different Durations. Characters may be under multiple different Conditions at the same time (and need to perform different Counts for each one), but if a Slept character is hit with Sleep, the longer Duration between what is left on the old one or the new duration started from the beginning will take precedence.
No Power with a Target of Self can be applied more than once at a time.
A character can’t gain more than the following bonuses when adding multiple bonuses. However, any single source of a bonus can surpass these limits. For example, two different Effects of Grant Barrier could not give more than three points, but if one Power Granted five points of Barrier, that would not be limited by these restrictions.
In some cases, there are alterations granted by classes, skills, and powers that have the denotation of “Base.” These bonuses are indicative of bonuses (or detriments) that are intended to ignore the stacking rules.
For Example: Rogue Class Level 3 has an entry on its class table that reads “+1 Base Maximum Spikes.” This is an increase to the “Base” of the character as opposed to a buff received. These Base increase are to be considered exactly like the increase that one receives from being a higher character level, and are not affected by the limitations of stacking.
To limit confusion, no weapon attack can have more than one Effect. No Effect can have more than one Accent. Packets and other deliveries can have multiple Effects, but each of those Effects will still only have one Accent each.
If an ability allows changing an Accent, then the Accent can be substituted or it can be added if there is no Accent originally.
For Example: Triss is carrying his Relic Blade, which can add Flame damage, change an Accent to Wood damage, or do a Weakness by Radiance once per Short Rest. From these effects, he would have to choose which he would use on any one swing. He could not swing 3 Flame and Wood, nor could he do 3 Flame and Weakness by Radiance. He could do Weakness by Wood.
In Tempest, Effects can be delivered in a number of different ways. Individual Powers will describe which Deliveries are available. They are as follows:
These Powers require a strike by a weapon. Technically, normal combat attacks are Weapon Delivery. Remember, weapon-delivered damage that is not part of an Effect has to hit a person in order to harm, but Effects that are weapon-delivered can hit the person or their equipment. Usually, Weapon-Delivered Powers are called as the weapon hits. Weapon-Delivered spells charge the weapon for later use, just like charging a Packet.
An Effect, added damage, or Accent is given by a weapon hit on the target. When it hits, the Effect is then described. By default, if an Effect is Called on a Weapon attack, the Effect takes place if the weapon hits the individual or their equipment. This can be Delivered with any type of weapon, Melee, Ranged, or Thrown. Many Powers restrict this to certain weapon types
See Appendix II: Weapon Construction for guidelines on how to make safe weaponry.
These Powers require a packet (either a spell-packet or spell-ball) to be charged and then later thrown. Many Powers that are delivered by packet need only hit equipment to be effective, but others, mostly Cantrips, will need to hit the person properly. Any Power with a Packet Delivery can be used as a Touch spell on a Willing or Helpless target. Doing so does not require the user to have a packet. Packet-delivery refers to both spell-balls and spell-packets.
If a Packet Delivery Power being used as a Touch spell creates more than one Packet, then that is how many targets may be affected at once, but all targets must be within Touch range upon completion of the incantation. If the Packets have different Effects, it must be made clear who got which Effects. The caster themself is a viable target choice if the Power allows it. Finally, a single Power can “mix” between Touch and Packet with this option, charging some number of Packets and giving others Touch Delivery, although care must be then taken to make clear who was given what.
The Effect is sent by charging a packet (spell-ball or spell-packet) with the appropriate Incantation. The packet is then thrown as the Effect is described. By default, if the Packet delivers an Effect, it is successfully delivered if the Packet hits the individual or their equipment.
Recall that, a Packet delivering damage acts just like a weapon, unless it is delivering an Effect such as Piercing or Wounding.
See Appendix II: Weapon Construction for Spell-Packet and Spell-Ball Construction guides on how to make safe packets.
These Powers require the user to reach out a hand to within 6” of some part of the target, although actual touch is absolutely not required and must be avoided unless Physical Roleplay Consent has already been explicitly negotiated. Touch spells will never be used against opponents in combat. In order for a spell with Touch delivery to work (or a packet spell being used with Touch delivery) the target must either be Helpless (Dying, Bound, Slept, etc.) or Willing.
Role-playing delivery means that the use of the Power requires the character to perform some kind of in-game activities. This might be teaching another character, making a potion, or sharpening a sword.
A verbal delivery requires the user to call the name or a description of the target, and then give the Call of the Power. The user must be able to see some part of the target at the end of the Incantation in order to use a Verbal. These affect a single individual but are entirely verbal in nature. Although characters can see who is being affected by a Verbal Effect, the Verbal is a Call and is thus out-of-game.
The Effect is given by clearly identifying the target and then making the Call. This need not necessarily be the player’s or character’s name. Verbal damage is not blocked by swords or other equipment.
Unlike a verbal, Voice Delivery affects multiple people. It is called with “By My Voice” and affects everyone who hears the Call. As a default, the person using the Voice Effect is not one of the targets. Although characters can see who is being affected by a Voice-Delivered Effect, the Delivery is a Call and is thus out-of-game. Some Voice attacks may have an accompanying Accent that makes it obvious that there is an in-game component to the sound, such as “By My Voice Death by Scream."
The Effect is given by voice targeting everyone who can hear the Call regardless of other barriers. This is often a simulation of an area of Effect, rather than a specifically aural one, so reacting to a By My Voice by plugging one’s ears or taking other measures to prevent hearing are disallowed. If a player hears that a By My Voice Effect was used, but cannot hear clearly what was Called, but can easily find out, the Effect should be taken. If the player honestly didn’t hear the Call, even if standing next to the source, and can’t easily find out what was Called, they are not affected.
The Call should begin with “By My Voice” followed by any Qualifiers.
This is the same as a Voice Delivery, but only affects people in the same room or demarcated area. Room-Delivered Effects are called with “In This Room”, even if they are in caves, cages, or other delineated areas. As a default, the person using the Voice Effect is not one of the targets. If an “In This Room” Effect is delivered outside a demarcated area, it will generally only affect the person that triggers it.
Effects are always applied for a certain amount of time. These can be as follows:
These Powers have no duration. Their effect is immediate and permanent. This is generally used for Powers that Mend, Rebuild, do damage, or return the target to a “normal” state like Cure.
Powers that last for a Quick 100 are the default, and add “Quick” before the Effect. To complete a Quick Count, the player must, out loud or preferably under their breath, count to the number in question. They may count as quickly as they can or as slowly as they want; this is not seconds. The expectation is that every number will be counted (i.e. not “1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,20”) normally. When this task is completed, the duration expires. This is an out-of-game count.
For Example: A “Quick Silence” would mean Silenced for a Quick 100, lasting as long as it takes for the character to complete their count to 100.
Unlike a Quick Count, a Slow Count is done silently, and is expected to approximate the passing of seconds. When this task is completed, the duration expires. This is an out-of-game count. This does NOT allow you to count as slow or as fast as you would like.
For Example: A “Slow 180” means approximately 3-minutes, give or take.
Effects that have a duration of Short Rest will last until the player completes a Short Rest. This is generally five minutes of low activity performed out of combat, during which time no other Powers can be used. A Short Rest can be taken even if the character is incapacitated, such as being Imprisoned or Slept. Dying is considered stressful enough that a Short Rest is not possible while Dying unless the character has been stabilized. An Effect with this duration will have “Short” before the Effect name.
Effects that have a duration of Long Rest will last until the player completes a Long Rest and are communicated by adding “Long” before the Effect.
These Effects last until the end of the Event unless they are removed somehow in-game. By default, if no duration is communicated, the Effect duration is Permanent. While under a permanent Effect or condition that prevents the player from playing, if the player wishes, they can take Spirit Form (as if they had died) and seek out Staff. Staff will find a way to get them back into the game, although there may be some cost or penalty.
If a character is being affected by multiple durations of either a Quick or Slow Count, each one must be completed individually. For example, if a character is affected by an “Quick Imprison by Ice” and a “Quick Sleep by Poison” the player will have to do both Quick Counts separately, and may choose which one completes which Effect.
Often, a player will not get to complete a duration count in one go. In this case, the player is allowed to pick up the count where it was left off. Perhaps they are Rooted for a Quick 100 and, 43 into their Quick Count, they decide they need to toss a Magebolt. They can cast the Magebolt, then resume their Quick Count at 44.
Sometimes characters are hit by Effects instead of just straight damage. In these cases, the attack cannot be blocked by weapon or shield: if an Effect hits equipment or garb it is still effective. An easy rule of thumb is that if only damage is called, it can be blocked. If an Effect is called, (e.g. “Wounding” or “Imprison”) that attack cannot be blocked by weapons/shields. This is true of both weapon-delivered attacks and Packet attacks. Some calls come with Accents (see below), such as “2 Ice”, but those are not Effects, and so a weapon or Packet attack with that call would be blockable.
In Tempest, there are a variety of Effects. If any new Effects are going to be used, all players will be informed well in advance of the game. The Tempest Effects are as follows:
Causes the Berserk Condition.
Causes the Bound Condition.
Causes the Charmed Condition.
Cancels out a Power or attack. Characters have about 2 seconds or so to Call a Counter after the Effect or attack being Countered hits them, and they cannot have initiated other attacks or Powers in the meantime. So a Fighter can finish Calling his swing before Calling a “Counter, Parry” but if they start another swing, the opportunity to Parry has passed.
Protect is a type of Counter that is granted to another person or yourself. Note that Protect is a Counter but not all Counters are Protects. In order to use a Counter, the character must be capable of making the decision to use it (i.e cannot be insensible, dead, etc.) unless the Power specifically makes exceptions.
The Cure Effect is used to remove a Condition or group of Conditions from a target. Most often, this cures the Condition itself, but Cure may be used to remove any Condition with a specific Accent. “Cure Darkness” would remove any Conditions that were caused by Darkness. In general, Cure is used for beneficial applications. Cure does not work on Inherent Conditions, resulting in a call of “No Effect, Inherent.” Cure Condition will Cure all instances of the Condition on the target, so “Cure disabled” will bring back any and all limbs that have been disabled.
Cause the target to die.
Causes the Disabled Condition to one limb. If no limb is specified, this is whichever limb is struck by the attack, and if no limb is specified and the attack does not strike a limb, the target of the attack can choose which limb is Disabled.
The call should include either a description of a piece of equipment that is held in the hand or the name of a limb. The specified item, or an item held by the specified limb, must be let go and allowed to fall. If the specified equipment is a shield (or the limb is wearing a shield) the arm must be straightened so that it is pointing directly at the ground to allow the shield to slide off the arm if possible. Unlike other Effects, if no duration is called, the duration of Disarm is Instantaneous, and the item may be picked up immediately upon hitting the ground. Any other duration will set the length of time until the disarmed character can pick up the item.
The target of the Discern must answer the question given in the use of the Effect. “Discern by Mind: In which Classes do you have levels?” would determine a character’s character classes. “Discern by Mind: What spells do you have active?” would require the target to describe what spells she currently had on her. The Call and response are out of game and the response must be truthful (unless a Power allows otherwise). Unless the Subtle modifier is used, the contents of the question are understood by observers, but the response should be ignored (i.e. the player must act as if she has not heard the answer to the Discern). Some Discerns are meant to gain information from out-of-game sources. Note: while a Discern may garner truthful information from the character, it does not mean that the character is factually correct. A character may be misinformed or unaware, but will answer to the best of their knowledge.
Dispel is a more powerful form of Cure. It can be used to remove Conditions, anything that came from a specific Accent (“Dispel Darkness” would remove any Conditions that were caused by Darkness), anything Granted by another Power, and even less solid things like “circles” or “animation." The call for the particular Dispel Power will make clear what needs to be communicated to the target. In general, Dispel is used to remove Conditions without the character’s consent. Dispel does not work on Inherent Conditions, resulting in a call of “No Effect, Inherent.”
Causes the Dominated Condition.
Double causes a number of points of damage [Number], to the target, twice. Specifically, Double causes multiple attacks to affect the target: it is as though they had been struck twice by the same damage in rapid succession. Each attack requires a separate defense. Note that Double is considered both an Effect and damage, and the damage is unable to be altered by Spike Bonuses and Grant Effects.
For Example: Jarvin, the mage, throws a packet and calls out "Double 2 by Flame" as it hits Travanis. Travanis must take two "2 Flame" attacks. Travanis has a single Protect vs Packets, which he may use to negate one of these attacks. However, he would still take the remaining attack. If Travanis had further defenses against Packets, Damage, or Flame, or any other reasonable Defenses, he would be able to use multiple defenses against these attacks, on a one for one basis. In this case, Travanis is also Resistant to Flame. So he Resists the second attack, taking one damage.
Causes the Drained Condition.
An Expose Call usually uses a Voice Delivery and includes a Qualifier, such as “By My Voice to Clerics, Expose.” Any character that qualifies must respond to the Call with a verbal response that reveals her location, such as “Here.” The volume of the response must be at roughly the same volume as the original Expose Call. Regardless of the volume level, the exposed targets must make some attempt to make sure that the caller discovers their location. The response Call is out-of-game and will happen even if the target is silenced, imprisoned, etc. Both the Expose call itself and the responses are noticeable by observers in some way, such as an expanding glow, or a ringing sound, etc. Unlike with other Effects, a target who does not qualify or Counters the Expose should remain silent and does not need to call “No Effect.”
Using the Grant Effect applies one of the following Conditions. By default, these Conditions are considered a Bonus, and subject to Stacking.
This gives the character one “Protect” against the listed type given. A Protect is a Counter that will stop that Effect completely, and can be used by the character who has it to negate the Effect by saying “Protect!” in a loud, clear voice. The character can choose when the Protect is used, but if the character begins an attack, uses a Power, or lets more than about 2 seconds pass, the opportunity to use the Protect also passes.
The kinds of things that can be specified are myriad and are defined by whatever Power grants the Protect. They can be Effects such as “Grant Protect Vs. Slow” or from Accents “Grant Protect Vs.Flame” or many other things such as damage, wounds, weapons, or weirder things (like “Grant Protect Vs.Damage by Flame over 4 points”). Note that Protect is used at the desire of the player and is neither automatic nor required. Characters cannot have more than three Protects at any one time.
For Example: Nightingale wants to give Tymera Protect Vs. Darkness. She uses “Grant Protect vs Darkness” to allow Tymera to call “Protect” instead of taking a Darkness Accented Effect.
This gives the target additional Armor Points. These Armor Points cannot be Mended.
Gives the target a number of Armor Points. These Armor Points can be Mended. This will not add to existing armor, but will only replace it. See the Combat Chapter for more information on stacking different armors.
Adds a number of Armor Points to the target’s current Armor Point maximum. It will also add to the current points of the armor, acting in some ways like a Mend. This cannot be used on a target that has no armor. Any additional armor granted in this way will be of the same type (physical, natural, or summoned) as the rest of the armor.
Gives the target a number of additional Spikes, these Spikes can be refreshed unless otherwise stated.
Adds to the damage that the target’s Spikes do. Even adding damage to one Spike falls into this category.
Adds to the constant damage that the target does. This is very rare.
Gives the target the ability to change or add the Accent for all Effects and Damage the target does. Note: Accents granted in this way can replace the normal Accent of the Power.
The Grant Effect can be used to give Conditions or Types directly. Grant Melee Immunity, Grant Undead are examples of this. It cannot be used to Grant any Condition which can be given by an Effect (such as Slowed, Strengthened, etc.)
Adds the number indicated to the Dark Territory for all Rituals cast by the target for the duration. This can be negative, in which case the number would be subtracted instead.
Adds to the maximum Life Points (and current Life Points) of the target. These points can be healed as normal.
If dead, the recipient of a Grant Life will be alive with one Life Point. If used on an Undead, it will cause the creature to immediately discorporate and take Spirit Form.
This gives the target character some ability which is too complex to be handled by Imbue. This always requires a full explanation of what is being given, and in general, should be limited to out of combat Powers.
Grant can be used in a number of ingenious ways by Staff and rules to help get across given boons or other properties. “Grant Lost Memories Back” might be useful for plot teams running an amnesia story. In general, as long as it is clear, and not covered by some other Effect (such as Imbue), Grant can be used in all sorts of different ways. Regardless of how it is used, it should be clear and not need any special knowledge to fully understand.
Restores the number of Life Points stated, up to the creature’s maximum. It will also Mend Natural Armors. “Heal to Full” sets the creature’s Life Points to their maximum and will fully Mend Natural Armors.
Imbue is used to give one use of a Power to another individual. Where many Effects give the Condition itself, Imbue gives the ability to apply it. For clarity’s sake, Imbue is very constrained. It can have a Duration, but cannot be given Qualifiers, Accents, or Modifiers and any information about the Imbue Effect comes before the “with.” The Imbue is given with a Delivery and then “with” and the Call for the Power being Imbued. No character can be Imbued with more than one Power at a time. An Imbued Power can be used once and then is gone.
Tymera gives Morcallen the power to Mend armor by invoking “Short Imbue Touch with Mend 4 by Radiance”” which would allow Morcallen to then use “Mend 4 by Radiance” once at Touch Range before her next Short Rest. The Mage Tristan gives Nasarack the ability to use a Power that does 3 Fire by saying, “Short Imbue Spell-Ball with 3 Fire”. When Nasarack throws the packet, he should Call, "3 Fire”..
Causes the Imprisoned Condition.
Causes the Intoxicated Condition.
Restores the number of Armor Points stated, up to the creature’s maximum. “Mend to Full”' sets the creature’s Armor Points to their maximum. Mend does not work on Shattered armor or items, which must be Rebuilt instead. If explicitly stated in a Power, mend can also be used to restore Shield Points to a still-functional shield, restoring them up to its maximum Shield Points. Mend will not work on a shield with zero Shield-Points (because that Shatters the shield).
Obey [Command] - Causes the obedient Condition.
Note: This will not cause any physical or romantic roleplay that is not consented to by both or all involved characters.
Causes the Obfuscated Condition.
Causes the Paralyzed Condition.
Piercing causes a number of points of damage [X] that bypass any Armor Points (including Barrier) and directly harm Life Points. Note that Piercing is considered both an Effect and damage.
By use of this Effect, a spell or ability that has been expended can be recharged as if it had not been used. The individual spell or ability will give the limitations of what kind of spell or ability can be recharged (encounter, game, etc.). By default, Powers that have the Refresh Effect cannot be, themselves, Refreshed. In addition, by default, only Powers with a Refresh of Short Rest or shorter can be Refreshed with this Effect. Both of these limitations can be changed by the description of the Power. A character who is the target of a Refresh which describes multiple Powers may choose which is recharged.
Returns a shattered or broken item to usefulness. If the item is a shield, Rebuild will bring it to one Shield Point. A suit of armor will be returned to usefulness with one Armor Point. A bow or crossbow will be returned to full functionality. Single use, “consumable” items, such as potions and scrolls, cannot be Rebuilt if they are damaged.
Causes the Repelled Condition.
Causes the Rooted Condition.
Shatter breaks the item specified in the Call, making it lose all functions and become unusable until Rebuilt. If armor (of any type) is Shattered, even just a single piece (such as a bracer), the whole suit of armor is reduced to zero Armor Points and cannot be Mended until Rebuilt. A Shattered shield is reduced to zero Shield Points and cannot be Mended until Rebuilt. A Shattered weapon is broken and cannot be used to do damage or block, until Rebuilt.
There are a few special kinds of Shatter that only come up in special circumstances. These are not valid Calls unless specifically stated in the Power.
“Shatter Corpse” on an inanimate corpse will cause it to immediately discorporate. This only includes Undead if they are inanimate at 0 Life Points.
“Shatter Body” will cause the body to immediately discorporate. If it was living, it will die first.
“Shatter Spirit” will cause the character to die, the body to discorporate, and the Spirit to dissipate, causing the character to die permanently.
The target must be a shield and that shield loses 1 Shield Point.
Causes the Silenced Condition.
Causes the Slowed Condition.
Causes a creature who has dropped to zero Life Points to stop their death-count. In all ways except for the death-count, the creature is treated as if Dying. A stabilized creature may choose to Heal one Life Point after completing their next Short Rest (which they can do while stabilized). If they take damage, their death-count re-commences.
Causes the Strengthened Condition.
Causes the Tainted Condition.
Causes the Taunted Condition.
Causes the Weakened Condition.
This Effect applies damage of some kind to another individual. Accents will often be added to this. Note that Wounding will affect the target even if the delivery is blocked by a weapon or shield, but the damage will be treated normally by Armor Points. Note that Wounding is considered both an Effect and damage.
For Example: Knox uses the Heart Harm spell to do “Wounding 5 by Darkness” on Triss. Triss deflects the spell-ball with their sword. Triss has 3 Armor Points left so it exhausts Triss’ remaining Armor Points and does 2 damage to their Life Points.
In Tempest, there are a number of Conditions that a character can be under. These are caused by Powers of other players, NPCs, traps, or sometimes even yourself. Each Condition is listed with a Condition Group such as Mental, Holding, etc. These Groups may be referenced by individual Powers (Holding Condition Immunity). When referenced elsewhere in the rules, Conditions are italicized.
If any new Conditions are going to be used, all players will be informed well in advance of the game or when additional clarification is needed for an Effect or Condition.
For the most part, no one can have the same Condition multiple times. If a character is given a Condition more than once, the one that would end last cancels all other instances of that Condition. There are some Conditions that can be specified, like Disable, which targets a specific limb. In these cases, each different specification can exist simultaneously. A character might have a leg and an arm disabled, or might have cold iron vulnerability and wood vulnerability. Individual Conditions that can be stacked more than once will say so in their description.
In this Condition, the target is in a mindless fury, and will attack the nearest creature. She does not recognize anyone as ally, friend, or enemy, but simply attacks. The berserk individual may not activate any Powers (even from items), but should fight to the best of her skill. Skills, Passive Powers, and Powers that have already been activated will remain in effect (Protects will not go down, for example). The berserk target must continue to attack the nearest creature until that creature is no longer the nearest, or until it falls to the ground, whichever comes first. If the attacked creature falls, the berserker will not Deathblow, but will instead find and attack the next target. While berserk, the character is Immune to Charm, Dominate, Obey, and Taunt, and should Call “No Effect” in response. In addition, previous charmed, dominated, and taunted Conditions are ignored while the character is berserk. A character with no means of harming others (such as a usable weapon or charged Packet), or with no visible targets, will scream in impotent rage and collapse, unconscious (Slept Condition for a Quick count of 100). Unlike most Conditions, the Berserk effect will last until the character drops to 0 Life Points, or is Slept (either by others, or because they cannot harm others). .
In this Condition, the target must put their wrists against their hips and keep them there. This will prevent the character from doing damage with weapons and will stop spell-casting. It will not stop weapons and shields from blocking attacks.
The charmed target must immediately cease all hostility towards the source of the charmed Condition and must defend that source to the best of her ability, including the use of spells, skills, and abilities. The charmed target will believe that the source of the charm is a good and trusted platonic friend and always has been: no amount of logic or evidence will sway them to the contrary, nor convince them that they have been charmed. If the source attacks the target, the charmed condition is immediately Cured. Charmed characters are extremely unlikely to perform suicidal actions at the behest of the source of the Charmed Condition. When the charm ends, the target is aware that they were charmed by the source. Multiple Charms can affect a single target at the same time, along with a single Dominate. By default, Charm only works on creatures, and not on objects.
Note: This will not cause any physical or romantic roleplay that is not consented to by both or all involved players.
The disabled limb becomes unusable. A disabled arm cannot be moved about or lifted, cannot hold items (held items are immediately dropped/released), and the fingers cannot be used for any purpose. A weapon or shield that remains, somehow, on a disabled arm does not block damage. A disabled leg cannot support weight, though the target can manage to hobble while dragging the leg. All disabled Conditions are removed by a single Cure disabled Effect.
The dominated target must immediately cease all hostility towards the source of the dominated Condition and will follow any instructions they are given in the spirit they are given. Suicidal commands will be refused, including taking part in sacrificial rituals (note that fighting others is not considered suicidal, even against tremendous odds). Because this Condition is mental in nature, the dominated subject will do her best to interpret the instructions given in the spirit in which they are intended, rather than perversely, or to the letter. If a creature becomes dominated by a second source, the previous source is Cured, unless it is Inherent, which results in “No Effect.”. A charmed target that is dominated continues to be charmed, but that doesn’t change her utter obedience to the source of the dominated Condition. Similarly, a character who is obedient will follow the commands given in Obey only when they do not contradict the orders given while dominated. When the dominated ends, the target is aware that they were dominated by the source (unless it was Subtle). A character who is dominated is not automatically Helpless, but can they can be instructed not to resist, becoming effectively helpless, as long as it is not obviously suicidal. “Stand still with your eyes closed” would be obeyed; “Allow me to Deathblow you.” would not.
Note: This will not cause any physical or romantic roleplay that is not consented to by all involved players.
The Drained target cannot do damage, activate Special Items, or activate non-passive Powers, even ones granted by Skills (remember that spells are a kind of Power). They can still use Skills, block, parry and call defenses that were previously activated. This does not affect already charged Packets, already created Armor, Passive Powers, or the triggering of already granted abilities such as Protects, nor will it stop always-active magic items from functioning. It will stop the character from using any Granted Power. If a Power is already activated, being Drained will not end that Power, so there may be Effects that can still be used even while Drained (such as Curing insubstantial at the end of a relevant Power).
Immunity is a Condition which may be granted to equipment, limbs (or even parts of limbs), or entire creatures. There is no limit to the number of immunities a character can have, although no character will ever have the exact same immunity more than once. An immunity can be against damage, Accents, Effects, Conditions, Types, or Deliveries. Type immunity works against being Granted that Type, not against creatures of that Type. Damage immunity only works against simple damage, not damage caused by a Wounding or Piercing Effect.
A target with immunity does not take Effects or damage from its particular immunity and must respond with “No Effect” to distinguish this from other defenses. If the immunity is on an item, or Granted by a power, the associated Call may include more detail with the “No Effect” Call, such as “No Effect, Sword,” or “No Effect, Angelic Glow.” When in doubt, or if multiple immunities apply, the portrayer may Call “No Effect” without addendum.
Examples: If a character has Drain immunity, and her arm is hit with a Drain Effect, she would call “No Effect” and would be unaffected. If a creature is wielding a sword with Ice immunity and is hit on that weapon with a Piercing 2 by Ice, they would call “No Effect, Sword,” and take no damage.
Immunity works against attacks with the Final Modifier. Immunity will not remove a Condition or Type. For example, if an Undead is Granted immunity to Undead, it will still be Undead. For armor, if any piece of armor grants immunity, the wearer will have immunity herself while wearing it, unless it is Shattered.
If an immunity and a persistent source interact (like an always-on Passive Power with an Accent to which the character has immunity), the persistent source will fail to function.
The imprisoned target cannot move or make voluntary noise and has immunity to all damage and Effects except those that would end the imprisoned Condition or have the “to Imprisoned” Qualifier. Since imprisoned is a visible effect, the player may and should inform others nearby that they are visibly imprisoned, and a creature coming out of this Condition must loudly call out “Imprison down” or similar so that others know the Effect is finished. As with all immunity, the player must respond with “No Effect, Imprisoned” when relevant. An imprisoned character is considered Helpless against actions that penetrate the imprisoned Condition (i.e. that use “to Imprisoned”).
A creature who is Intoxicated is under some inebriating effect. This effect can range from disorientation and a feel-good buzz, as with alcohol, to visual and audible hallucinations or otherwise, such as with the consumption of Nyte Tea. When taking an Intoxicate Effect, it is up to the creature's player who has become Intoxicated to roleplay the effect according to the description of what has granted the Condition. However, these effects are strictly roleplay focused and are only enforceable to the Intoxicated player’s comfort level. An Intoxicated character is not required to have any visual indicators that they are Intoxicated, and the Intoxicated character is not required to roleplay it at all. A Short Rest always ends an Intoxicated Condition.
Insubstantial is a powerful and complex Condition. A creature that is Insubstantial cannot purposefully affect others physically or magically as they are only partially corporeal. They are marginally see-through, and gain an encompassing Immunity that will prevent being affected by any attack, damage, or Power that does not specifically target Insubstantial (the exception being from traps, see below). The target can be seen and heard, and everything the character is wearing or holding, (except other creatures) when affected also becomes Insubstantial. Any items dropped or removed, immediately lose the Condition unless a Power says otherwise.
Neither the Insubstantial character (nor their portrayer) can purposefully interact with physical objects unless the Power or Skill says otherwise (including doors, tent flaps, drawers, etc.). This includes purposefully setting off physically triggered traps, and if such passive physical triggers are set off by the Insubstantial character, it is assumed that they were substantial enough at that moment to also take the consequences of those physical triggers/traps (i.e. they are not considered to have Immunity to any damage or Effects from those triggers/traps). The character can use Skills that do not involve interacting with physical objects, unless otherwise noted, and can use Powers on themself if they specifically target Insubstantial creatures or the Insubstantial Condition.
Insubstantial creatures may not attack others while Insubstantial unless they use a Power that specifically targets non-Insubstantial (often called as “corporeal” or “physical”). Insubstantial creatures cannot be purposefully blocked in a physical way and may not purposefully block others or block attacks for others, but they are not able to pass through solid objects and solid objects do not pass through them, so such creatures will stop weapon and packet attacks that hit them.
Portrayers of Insubstantial creatures should do their best to not get in the way of physical creatures and their attacks. Likewise, portrayers of physical creatures should step out of the way if they are blocking the path of an Insubstantial creature. Insubstantial creatures can Cure or Dispel Insubstantial on themselves and these do not require the “to Insubstantial” Qualifier.
The player has a duty to inform others of this Condition if they are inspecting, closely interacting with, or planning to attack the character. This should be done at a useful volume by saying “Insubstantial.” In combat this may require the volume to be quite loud. Effects and attacks used on the creature should be responded to with “No Effect, Insubstantial” if they are ineffective. Overall, the idea is that this is a subtle, but noticeable effect.
Obedient
This is an in-game Effect which causes the target to attempt to follow the command given with the Effect. By default, the character will follow the command until it is complete or until the end of the Event, whichever comes first. Charmed, dominated and berserk conditions, whether existing or new, will not alter the target’s response to an Obey Effect. A character can have multiple obedient Conditions in effect at once, each one for a separate Obey Effect and command. If the obedient Condition is Cured or Dispelled, all instances of obedient will be removed from the target.
Note: This will not cause any physical or romantic roleplay that is not consented to by both or all involved characters.
While under the effects of Obfuscate, the player may answer one of [Discern and/or Expose] calls that target them however they wish or not at all and do not need to indicate that a Power or Effect was used to do so. They may choose to answer partially or incompletely or may choose to give misinformation. Obfuscate works normally against Subtle Discern and Expose Effects, and will do so without the character ever knowing it has happened.
Some uses of Obfuscated may come with an instruction that allows the player to give a scripted response, or allow the player to give any response they wish to give, even “No Effect.” By default, the Obfuscated Condition ends after it is used on one Discern or Expose Effect.
For Example: Tim the Bard is Obfuscated and has been targeted by “Discern by Mind: Did you steal the Prince’s Dagger?” He may respond with “No”, despite holding the dagger in his cloak.
A Paralyzed creature cannot move and cannot speak or make any voluntary vocal or oral noise. Paralyzed individuals will remain stock still even if unconscious. A paralyzed character is considered Helpless. They will collapse when dead, since all Conditions end upon death.
A creature that is Repelled must move back outside melee range, and cannot attack the source of the Repel. Once out of range the target cannot voluntarily come within melee range of the source, but need not retreat or move if the source of the Repelled Condition moves towards them (though the target still may not attack the source). If a repelled character is attacked by the source of the Repel, the Condition ends immediately for that character. A Short Rest always ends a Repelled Condition.
A creature with resistance takes one point of damage instead of the Effect or damage they have resistance to and must call out “Resist” in response. Thus, a creature with resistance to Effects with the Mind Accent would take one point of damage from each such Effect rather than whatever the normal Effect should be. The damage from resistance is affected normally by armor. If equipment has resistance, it will only pass one point of damage on to its user, and that damage will have all the same properties as the original attack. So a Shield with resistance to Effects, struck with a Death Effect, would pass one point of damage on to its holder, and if that creature had immunity to Death, that one point would have no effect. The piece of equipment will not pass damage if it would normally not take any damage or Effect from the attack. Shield Breaking damage done to a sword that has Effect Resistance would not pass any damage, nor would a shield that had resistance to normal damage (for some reason). For armor, if any piece of armor grants resistance, the wearer will have resistance herself while wearing it, unless it is Shattered. Note: resistance works against the Effect not the Condition. So, if a character becomes drained while on Consecrated ground, resistance to Drain will neither protect nor damage her.
A Call that ends with “Final” is not mitigated by resistance.
If a resistance and a persistent source interact (like an always-on Passive Power with an Accent to which the character has resistance), the resistance is ignored for that Power. Note that a Passive Power that changed one Accent into a resisted Accent would not be a persistent source, so the resistance would react normally.
If a resistance and a persistent source interact (like an always-on Passive Power with an Accent to which the character has resistance), the resistance is ignored for that Power. Note that a Passive Power that changed one Accent into a resisted Accent would not be a persistent source, so the resistance would react normally.
Example: If a resistance and a persistent source interact (like an always-on Passive Power with an Accent to which the character has resistance), the resistance is ignored for that Power. Note that a Passive Power that changed one Accent into a resisted Accent would not be a persistent source, so the resistance would react normally.
A creature that is Rooted may not move its right foot (or the player’s right foot in the case of non-footed creatures) except to pivot. When the Effect begins, the target should immediately and safely come to a full stop and plant the foot.
A Silenced creature cannot speak or make any voluntary vocal or oral noise. Note that this does not stop the player from making out-of-game Calls, including Voice- and Verbal- Delivery Powers.
A creature that is Slept cannot move or speak and must fall to the ground. They are unaware of anything happening around them and should roleplay being asleep, taking no voluntary actions. A slept character is considered Helpless.
The target of this Condition may not run. One foot must always be on the ground if the character is going somewhere.
A strengthened character has the physical strength equivalent to three strong individuals and can break normal ropes and move heavy in-game objects such as boulders, large doors, etc. Characters who are strengthened can perform Spikes even with only one hand on a great weapon weapon; this does not mean that they treat the great weapon as if it were being wielded in two hands for the purposes of Powers. A strengthened character may move at any speed while carrying a body and only needs one hand to start the carry.
The strengthened condition may impact physical challenges such as swimming while wearing armor or carrying objects, etc.
If a character is strengthened and becomes weakened, the two Conditions cancel out. Inherently strengthened characters who are weakened will have normal strength for the duration of the Weakness Effect.
A creature with this Condition cannot gain Life Points. In addition, if the creature has this Condition at the end of a Short Rest, the target immediately dies. If the duration of the tainted Condition is Short and the creature takes a Short Rest, the creature will die before the tainted Condition expires.
The taunted target cannot do more than 1 point of damage with weapons or use Powers on any targets other than themself and the source of the Taunt. The call for Taunt will include a number, such as “Taunt 2.” The taunted Condition ends if the target uses the specified number of attacks (damage or Effects) that hit the source of the Taunt or her equipment with a good-faith attempt to make an attack that would harm most opponents. An Effect should be something likely to do harm, so the following Effects won't count towards satisfying the taunted Condition: Cure, Discern, Divine, Imbue, Grant, Heal, or Mend. Even if the target ends up having immunity or Countering the attack, it counts for the purposes of the Taunt. A blocked or Prevented attack only counts if it was a good-faith attempt to hit and harm.
For Example: Purposely hitting a shield will not count. “Taunt 2” will end after the target uses two such attacks against the source of the Taunt. By default, this Condition will also end once the target has completed a Short Rest or the source of the Taunt seems to have left the battle and cannot be found after good-faith observation. A new Taunt will override and cancel the current taunted Condition.
A target that is Vulnerable to a particular kind of damage or an Effect will take special, detrimental effects. These may be defined specially by Staff for monsters, but by default, damage and Effects to which a target is Vulnerable are considered Final.
The Weakened target can’t do more than one point of damage. There may be additional in-game effects such as being unable to move in-game heavy objects. A second Weakened Condition on top of an existing one has no further effect. If you are Weakened and become Strengthened, the two Conditions cancel out. For Inherently Weakened characters, they will have normal strength for the duration of the Strengthened Condition.
Modifiers are specialized portions of a call that indicate that the Call has a specific mechanic to it that overrides the normal interactions of a call. For example, the “Environment” modifier indicates the Call originates from all around the character, and therefore cannot be avoided until the character leaves the area. There are a few additional parts of the description of an effect that can come into play. These are:
This modifier is used to show that the effect has no specific source. It is used to make it clear that the person calling the Effect is not also the source of the Effect. “Environment, By my Voice, Weakness by Mind." By default, the duration given with an “Environment” Effect only matters once the character has left the environment. While still in the environment, any Conditions applied are considered Inherent and Permanent. Triss, trudging through a toxic swamp, is hit with “Environment, By My Voice Short Drain." If he stays in the swamp, the Drained Condition cannot be Cured, and will not stop being Drained even if he completes a Short Rest. Even after he escapes the swamp, he will remain Drained until he completes a Short Rest. A character with Resistance will only take damage whenever the Effect is Called.
A Call that ends with the word “Final” cannot be Countered, and cannot be mitigated with Resistance. The only defense that works against it is Immunity.
If a Condition is Inherent, it cannot be Cured without exceptional means. A slug-creature, for example, might be Inherently Slowed, meaning that it cannot be sped up with a Cure slow. Normally, only monsters and creatures will have Inherent Conditions, but there may be some characters that gain Inherent Conditions, too. If a Cure is used on an Inherent Condition, the target should Call “No Effect, Inherent."
There are high stress situations such as combat where the target of a spell can become confused. If the target of the spell is the caster themself the caster may add “to Self” to the call to ensure others do not misunderstand the effects of their powers.
A Call that is preceded by the word “Subtle” indicates that the Effect is not perceivable by other characters in-game. Although observing players will, of course, hear the Call, the characters will not see (or sense in any other way) any sign that something was done and should ignore the Call. The target of the Effect will still take it, but will not know its source (although all other actions taken by the sSource are perceptible, such as swinging a sword or throwing a Packet).
So, a character who is struck with a weapon with the Call “Subtle Root by Wood” would think she had merely been struck by a sword, and would be surprised that she could not move her foot. “Discern by Mind: Are you lying?” might be a character looking hard at another character in such a way as to make it obvious that some investigation was going on, but “Subtle Discern by Mind: Are you lying?” would be unnoticed by characters, including the one being the target of the Discern.
Sometimes a Power will require focus. It is a period of meditation or concentration required to make the Power activate or become available again. Focus is basically a silent Incantation and follows the same requirements as an Incantation: it can be disrupted in exactly the same way with exactly the same results. Focusing does not require a free hand, however. The amount of time that someone is required to Focus is listed as a Quick Count.
Some Powers will require a sacrifice, usually Life Points. This means that the character will lose the required sacrifice regardless of protections, armor, Resistances, or even Immunities. These Powers will not always use the word “Sacrifice,” but the player should read any requirement of the Power that includes loss of Life Points or other mechanics to be included as a Sacrifice.
Understandably, one cannot Sacrifice things they do not have, and so, if the character does not have the required Sacrifice, they are unable to trigger the Power as they do not meet the requirements to do so. Thus, a sacrifice of points (of any kind including Life and Armor) will fail if it would take the character to less than zero.
Accents are the descriptive representation of the Effect, indicating to the target what “flavor” the Call had. Ideally these Accents add to roleplay, by communicating how the victim should roleplay the reaction to the effect. By convention, the call for an attack with no Effect and just an Accent can drop the “by." Thus “4 by Fire” can be called as “4 Fire."
For Example: Morcallen lights up his holy blade and attacks the vampire, calling “3 Radiance” representing a burst of light aiding the sword’s effectiveness against the undead. Knox hurls a sickening spell at Triss, calling out “Taint by Poison”, causing vile toxins to course through Triss’ blood.
Accents not only describe what is happening, but many defenses are dependant upon the accent:
For Example: Vallen charges her Flamestrike, wielding eldritch flame in the face of the demon that stands before her. She casts the fiery burst, “8 Flame!”, only to watch helplessly as the demon shrugs off her most powerful spell, unaffected by Flame: “Immune” calls the towering black form, as it strides forward obsidian claws glistening in the moonlight.
Whenever damage and an Accent are paired, it can be called as “[Damage] [Accent]” without the normal “by." There is also no need to Call the Accent on Powers a character uses on themself, as long as they are aware of the Accent.
Some well-known, though not necessarily common, Accents are:
Agony - Wracking pain and physical torment.
Arcane - Pure, raw, mystical energy wrought from realities undercurrents.
Acid [Elemental] - Caustic substances that burn chemically, eating away at flesh and bone.
Darkness - The unholy power of evil, often divine powers.
Disease - Plague, rot, and decay: all detrimental to the living.
Fear - Even the most formidable warrior is subject to fear, hesitation, and doubt.
Flame [Elemental] - Searing heat and crackling blasts of fire to burn and incinerate.
Force - Physical power generated magically. These effects can be invisible to the eye, but more often felt as a thrumming in the air.
Ice [Elemental] - Just as often extreme cold as actual shards of deadly ice.
Illusion - Hallucinations, trickery, and figments of the imagination.
Lightning [Elemental] - Blue-white bolts of electricity that crackle through the air, leaving the scent of ozone.
Poison - Venoms, gasses and toxins whether natural or manufactured.
Maelstrom - Forces from beyond the realms, where the Tempest lies in wait, churning endlessly.
Malediction - The language of the gods, use by those distant beings to warp reality.
Mind - Often associated with a purple glow, this represents mental or psionic power.
Madness - That which is not meant to be known can drive even the bravest souls to gibbering incoherence.
Radiance - The most holy of powers, often associated with golden light and the powers of beneficent entities.
Terror - Psychological and formidable, these effects are the stuff of pure panic and nightmares.
Time - Temporal manipulation made manifest
Will - Through focus and determination, the source of these effects pushes up reality by sheer force of spirit.
Granted a cruel twisted life by horrendous magics that corrupt the form into new and varied forms, the Abomination is categorized by a few notable consistencies, such as being ponderously slow, but prodigious in strength.
Crafted by the gods themselves, angels are the deity's instrument of life and instrument of their crafter’s will. They are commonly associated with Radiance, but little else is known about their motivations or goals. Some believe the majority of angels are strictly bound to their deities' wills, and simply do as they are told, with little free will or autonomy to deviate from their deity’s orders.
Automata are barely sentient clockwork constructions that have very limited free will. As machines they are more difficult to affect and damage than living beings, but lack the magical protection of their more advanced Construct cousins.
These are generally sentient statues, creatures most often made of arcane enchanted stone, metal, or flesh. The behemoths are known for great strength and being exceptionally resilient to both physical and magical assault.
Crafted by the gods themselves, demons are the deity's instrument of death and pain, whether for the execution of sheer malice or the implementation of divine retribution against a wayward spirit, demons are never to be trifled with. They are commonly associated with Darkness and Flame, but little else is known about their motivations or goals. Some believe the majority of demons are no longer bound to their deities' wills, and simply do as they like, with little to stop them from ravaging the lands.
Very similar to Undead, Hollow creatures are caught in a precarious state between life and death. Hollow creatures count as both living and dead, and therefore will take both of the ‘to Undead’ and ‘to Living’ Qualifiers. In addition, Hollowed are Vulnerable to Radiant damage and Effects, though cannot be Healed by Radiance.
When a character with the Hollow type dies, they lose all Conditions as normal.
These creatures generally breathe, need to eat and sleep, and are affected normally by most Effects. Living creatures become Dying if they drop to 0 Life Points, and then have a Slow 180 until they become Dead. After being Dead for 180 seconds, they will become Spirits and must return to the Spirit Well. Unless specified, all creatures are assumed to be Living.
In addition, all creatures with the Living type have Inherent Vulnerability to the Malediction, and Maelstrom Accents, and take Effects from those Accents as Final.
A creature that has the Spirit Type is Inherently Insubstantial. They are not Living. In addition, they cannot communicate to others who do not have the Spirit Type, nor voluntarily make eye contact with them (unless allowed or required to by a Power or other ability).
The creature can only be targeted by Powers that specifically target creatures with this Type (These powers will have the “To Spirit” Qualifier in their Call). Otherwise, the player should call “No Effect, Spirit." Spirits must immediately head to the Spirit Well (unless superseded by some other Power or ability). By default, a creature with the Spirit Type does not have Life Points and cannot take damage, become Dying, or die, and should call “No Effect” if hit with one of these.
Although a wide variety of different creatures have the Undead Type, they have some things in common. The Undead cannot be Healed unless the power specifically Heals the Undead. They count as dead creatures, not Living. If an Undead creature drops to 0 Life Points it will be an inanimate corpse, but will re-animate as soon as it is back to one or more Life Points (and may therefore be healed by "to Undead," healing as normal).
The Undead is always dead and does not lose all Conditions and the durations of all Powers when it becomes an inanimate corpse. By default, if it remains this way for 180 seconds after dropping to 0 Life Points, the soul of the creature becomes a Spirit and will head to the Spirit Well. At this point, it loses all Conditions and the durations of all Powers expire.
Unless stated otherwise, a creature who gains this Type is also Dominated by the creature who caused the Condition. A Grant Life Effect will cause the creature to immediately discorporate and take Spirit Form. An Undead that has the Undead Type removed becomes a normal corpse and should begin its count to become a Spirit. An Undead that is Deathblowed should call “No Effect”, as it is already dead.
If a character goes beyond the Veil to where Death resides, they will arrive at the Spirit Well, a place where the spirits of the worthy are judged. There they will meet a Spirit Guide, who will take them through the process of judgment and then to the Keeper of their Fate.
During the character’s time in the Spirit Well, they are cognizant of what is going on around them and may remember what occurred there, even though the time prior to their death is gone. The time in the Well overcomes the memory of the time in the living world, as the mortal mind is incapable of retaining both experiences.
While each character’s experience in the Spirit Well may differ, there are specific experiences that almost all Spirits will have that are centered around the character’s Deck of Fate.
The Deck is composed of cards that represent the Keepers of Souls. Each of these Keepers has their own motives, goals, and opinions; tread carefully, as they reign supreme in the domain of the Spirit Well.
During the Spirit’s stay in the Spirit Well, the path of the Spirit will follow a relatively straightforward process, depending on the status of their deck.
If the Spirit no longer has any cards in their Deck, they become a Lost Soul and undergo Final Death. The Spirit may return one final time, as a Spirit, to the place of their death and bid farewell to the living they will leave behind, before vanishing into the ether forever.
However, if the Spirit has any cards remaining in their Deck, the Guide offers the Spirit a draw from the Deck of Fate. The Spirit may draw or refuse to draw: should the Spirit refuse to draw, a card from the Deck is randomly drawn by the Guide, and is then discarded without the Spirit gaining knowledge of the discarded card. The Spirit immediately exits the Spirit Well and goes to Resurrect.
If the Spirit decides to choose from the Deck, the Guide will allow them to draw a card (modified by any relevant Powers, Skills, or Perks the Spirit may have). Once the Card is chosen, it is revealed to both the Guide and the Spirit. The Keeper represented on the chosen card will be the Keeper that the Spirit will negotiate with to determine their Fate.
After a short time, the Guide will lead the Spirit to the Keeper chosen. There, the Spirit will speak with the Keeper and reach an agreement: this may be a quest of some sort, or the character may simply be required to wear the Keeper's Mark for a time. Whatever the agreement, the Spirit is bound to that agreement as their resurrection depends on it. If the character breaks the rules of the agreement, they die and return to the Spirit Well to face the consequences.
Should the Spirit and the Keeper come to an impasse, the Spirit has the option to withdraw and resurrect normally, but at the cost of the destruction of the Keeper’s Card. The Spirit will go to resurrect, and the Card they drew will be removed from their Deck, never to be pulled again.
Should the negotiations conclude with the Spirit and Keeper in agreement, the Card chosen is returned to the Spirit’s deck, able to be drawn again. The Spirit then goes to resurrect normally, under the contract with the Keeper.
Over time and different experiences, the Spirit’s Deck will shrink. As the deck gets smaller, the Spirit may have a more difficult time negotiating with the Keepers, as they always know the state of the Spirit’s deck. Keepers will often take advantage of this, negotiating more and more difficult rules as they try to reach their goal: keeping the Spirit itself, forever.
One of the things that adventurers seem to constantly run into are locks and traps. The owners of dungeons and other lairs seem to love to lock up their ill-earned gold and then set painful traps for those who don’t respect those locks. Whether these are mechanical traps or magical glyphs with far-flung arcane effects, there are a number of different revenges available.
Locks and lockpicking systems in Tempest are determined by each chapter at their discretion. Below are general guidelines regarding locks and the intent of the system. A lock, as determined by local chapter policy, is required, though it will not be used to actually keep something closed. Instead, it must be attached to the thing it is meant to protect and it must be clear what it is closing.
Other than being picked or opened with the appropriate key, there are a number of ways to open a mechanical lock. Locks cannot be broken with normal strength, nor even while Strengthened, although some creatures may be deemed strong enough to break a lock with pure physical power. Locks can be Shattered by Powers, but cannot normally be damaged by other means. If a lock has been hardened it will counter one Shatter Effect. More can be found on getting through doors above. If a container has a Latch Trap attached to it, and the item/lock is Shattered, the Latch Trap will go off.
For non-mechanical locks, they may be “picked” as per the local chapter rules regarding locks and lockpicking. A standard lock may require picks, a rope tied with many knots may be untied, and a screw lock may require you to switch between screw head types and unscrew a number of screws.
Generally, simple “diary” locks, and super basic luggage locks are the go-to. The idea is to prevent entry by rule, not mechanism. The lock should be trivial to defeat with an actual picking attempt. Most often, the actual difficulty in picking will come from the circumstance under which the picker will have to operate under, rather than the difficulty of the lock.
Any character can bring lockpicks or other “lockpicking tools” to facilitate, but they are only usable by someone with the Basic Locks Skill.
Shackles are a prop that binds the wrists or legs of a character. An in-game lock is affixed to each prop to represent the locking mechanism of that prop. The prop must be loose enough to remain comfortable and, for safety, the player must be able to easily remove the prop if an out-of-game need arises.
Shackles can only be placed on a Helpless or willing character if the lock is open. To attach the shackles, the prop is put on the character to be restrained and the lock is closed. The lock must be materially attached to the shackle prop. Shackles placed on the arm restrict movement and make it impossible to use any skill or Power that requires that the arms must be free, including using weapons, casting spells, using packet attacks, and using Basic Medicine. You may use a skill that allows you to attempt to open a game lock on your own shackles. Shackles placed on the legs make it impossible to run and restrict movement to the extent of the shackles. A prop placed on the ankles must be constructed to allow the player to stand and walk slowly.
Shackles can be removed by opening the lock or by using an appropriate skill to remove them. Some Powers or skills may allow a character to get out of bonds.
Traps are devices meant to keep an area safe from intruders. There are a few different kinds, but all of them follow the same procedure. When the trap goes off, everyone nearby should stop until the card on the trap is read, describing the area and the effect of the trap. Traps can often be bypassed (by use of certain Rogue Powers for example) but the only interaction a character can have with a trap normally is to set it off. If a creature does anything with a trap, including moving it or performing actions that would normally disarm the trap, without the proper skills, the trap goes off. Once a trap goes off, the Marshal Spirit (if there is one) will read the results from the trap card (which will be with the trap itself). If there is no Marshal Spirit, the closest character (or creature) should mark their location, go to the trap, and read the trap card.
Most traps will cause an effect to the person who set them off. If someone manages to trigger a trap with a thrown object, then the object will take the effect instead. If the trap affects the entire room or corridor, then this trick will not provide much help. Some traps will work multiple times, while some will work once. If an item is causing a trap to go off continuously then anyone who touches the item will take the effect. This will be noted on the trap card.
If a trap is set in a small box, chest, or other enclosed area no larger than 3 feet in any dimension, by default, setting it off will apply a Shatter Effect to everything inside the area regardless of the other Effect(s) of the trap. Generally, this means that, Coins, items, paper, and everything else inside will be destroyed and cannot be taken from the box.
There are two basic types of traps that can be created by players through Tinkering and that will be commonly found. The base damage of all traps is 3 damage.
If the character interacting with the object has the Basic Traps Skill, they may attempt to disarm the Trap per the Skill. Characters with the Advanced Traps Skill may keep the Trap Card, if they are successful at disarming it.
Note: Any attempt to pick a lock by a character that does not have at least the Basic Traps Skill, will set off attached Trap(s).
“What was that?!” - These traps make a snap sound or a buzzer when they go off. They can be represented by mousetraps, party poppers, and snaps. In addition, electronic mechanisms such as beepers, buzzers, and electronic sound effects like the moaning of a rigged welcome mat you may find at Halloween may be used. These can be set up almost anywhere. Some possibilities are: in hallways, in the woods, or in containers. Safety should be taken into account when setting up trip line traps.
These traps are set on or in something that opens. They can be set off by opening the object, by attempting to pick a mechanical lock without the Basic Traps skill, or by Shattering anything involved. Upon triggering the Trap the player should look at the Trap Information card, and read out its effects.
Traps can be enhanced and may be found with these additions, or can be built this way by Tinkers. These two standard augments are Area Traps and Alchemical Traps.
A trap may be enhanced to affect an enclosed area or room. The delivery will begin with the words "In This Room..." Everybody in the affected area will take the Effect. Should the trap be tripped outside, only the victim tripping the trap will be affected.
This will replace the Effect of the trap.
All Traps and any locks need a trap information card to go with them. It can be of any size but needs to be able to be viewable from about ten feet, although not necessarily obvious until after the trap has been activated. On the outside it should have the word “Trap” and a description of the kind of thing that sets it off (“opening the door”). On the inside or back of the information card, should be all the details of the trap (if there is one. Some cards may say “Untrapped”). These details will include who is affected by the trap, what it does, any Effects, etc.
If a trap is triggered, the person responsible should open the trap card and read the effect while everyone else remains still. All locks should also have a sealed “Trap” information card. When a lock-picking attempt is made, and then fails (i.e. the lockpicker takes damage, or uses another power ), the person failing it should read the effect of the trap.
Oftentimes there will be locks without traps on them, but a “Trap” card should still be present so that it is not known whether there is a trap or not on the item. After a trap is set off, the card will have information as to what should be done with the card. Often, it should be discarded (taken to the Ashbin), but other times it will need to be put back in place.
A character with the Basic Traps skill can attempt to disarm a trap that has not yet been tripped. A trigger trap is disarmed by preventing the loud sound it would make if triggered.
For Example: popping a battery clip off a battery, untying a trip line, or carefully unsetting a mousetrap (so that it does not snap shut) can all represent the disarming of the trap
A trigger trap may be disarmed by any means which does not permanently damage the trap prop. Permanent damage means treating the trap in such a way that a Marshal Spirit cannot fix the damage within ten minutes or needs a tool.
For instance, removing the top of a box by taking the screws out of the hinges is not allowed. It’s a nice lateral way of solving the problem, yes, but this can damage the box, would require the box to be repaired before resetting the trap, and generally would be a job for a Tinker instead of a Rogue. Conversely, a trap cannot require specific tools to disarm (If the only way to prevent a trap from making a noise requires a screwdriver to open the battery compartment, that trap isn’t valid). The Advanced Traps skill allows some disarmed traps to be taken for later use.
There are few ways to deal with enemies that are worse than poison. Various toxic substances can be applied to weapons, put in drinks, or even smeared onto something an enemy is likely to touch. A poison is any substance that delivers an Effect (or damage) with the Poison Accent. There are an unlimited number of different kinds, although only a few can be produced by Alchemists (see the Alchemy chapter for Recipes).
Unless the character is using a poison they made themself as a direct attack, poisons must always be accompanied by a Poison Card which gives the name and Effects at the very least. No poison can be applied, mixed, or otherwise used without the Poisoner Skill or an Alchemy Skill. This includes adding poison to drink. Without those, the applying character will take the effects when the poison is applied.
There are two different ways to poison a person Applied and Ingested:
These poisons can be introduced through a wound, breathed in through a gas, or injected into a character. They are by far the most common type, found on locks, dart traps, and weapon coatings. The Poison Card will be found either with the Trap information card, or with the person using the coating.
These poisons must be consumed via beverage in order to work. Many applied poisons also have a (more powerful) ingested effect as well. Ingested Effects are considered to be Delivered by Touch. To apply an ingested poison to someone’s drink, a Poison Card must be used (see below).
While poisoning can be valuable, there are limits. Poisons in this setting will always turn the beverage a color other than clear. In other words, clear water may never be poisoned and is known to be safe as a result.
Food interacts with the poisons and denatures the proteins and produces a distinctive discoloration that is immediately noticeable. As a result, food is never poisoned.
A poisoned beverage must have a Poison card attached to the underside of its cup to count as “poisoned”. For a successful poisoning to occur, some of the drink must have been ingested while the Poison card was attached. If a player does not notice the poison card before leaving the area, poisoning does not occur. After consuming some of the affected beverage, the person should read the poison card for written details of the effect of the poison or substance. The Poison card must include the full call (e.g. Piercing 4 by Poison) for the poisoning to be successful.
Note: Staff may also indicate to a character that they have been poisoned, and reveal the card (placed on the item in question).
Any alchemical substances with the Poison Accent (by Poison) are considered poisons. These are the most common poisons:
There are a number of other substances that can be placed in drinks or applied to weapons that are not poisons, such as Holy Oil.
There are certain symbols that are imbued with magical power. They will appear as squares with a pattern of designs. These designs will give a clue as to the effect of the Glyph. A glyph is a powerful magical trap that may be placed upon a rigid object to protect against theft, opening, or entry.
A glyph must be at least 4 inches square and can be accompanied by a trap card that says “GLYPH” on the front, along with the exact trigger. Otherwise, the triggering of the Glyph may be monitored by a Marshal Spirit or other staff. On the back of the card will be the effect, reset, and any keywords. Some Glyph information cards will say “Activation Unknown: Staff Trigger." These will be handled by Staff and if there is no Staff to handle it, the Glyph will not trigger. Because the power of a glyph results from the exact relationship of its shape, they can never be placed on flexible pouches, characters, clothing, or other non-rigid objects.
A glyph that is set to trigger with proximity will be set off by any animate creature that weighs 25 pounds or more; an undead creature or construct will trigger a glyph, but a squirrel, rock, or inanimate dead body will not.
There are some Powers that can remove or disarm a Glyph, but other than these, Glyphs cannot be ruined by defacing them or by other forms of manual destruction.
All glyphs have names, built up from the names of their parts. The order of the name is Top, Left, Right, Bottom. The knowledge below is all available openly within the world and if PCs wish to bring a copy of it into game, they are encouraged to do so.
Bash: Glyphs made with Bash will go off only when the Glyphed item is broken or otherwise made un-whole. | |
Kor: The Glyph is activated by the opening of the object it is placed on. Door, lid, etc. | |
Kos: When a specific Effect or damage is applied to an item or place marked with a Kos-built Glyph, the Glyph will activate. | |
Nos: Glyphs made with Nos can be very dangerous. They are set off by coming within a certain radius of the Glyph. This can include Touch. Nos Glyphs may have an attached string that can be extended to determine if targets are within the radius. If any part of a target would be touched by the end of the string, that target will trigger the Glyph. All targets that would be touched are considered to trigger it. | |
Tok: The Glyph will activate either at a certain time of day or will activate after a certain period. Resetting Glyphs can be made to go off every hour, for example. | |
Tress: These Glyphs will activate if moved in any way. They can be placed on objects, doors, or other items and the Glyph will go off if it is moved more than an inch from the place the Glyph was made | |
Trevos: A mix of Vos and Tress, these Glyphs will activate if the Glyphed item is removed from a specific location by passing through a door, gate, portal, or over a clearly marked threshold. | |
Vos: The activation of this Glyph occurs when an animate creature passes through a threshold, gate, or portal on which the Glyph has been made. A protected threshold or line must be clearly marked. | |
Vox: These Glyphs will only activate when a certain word or phrase is spoken in its presence. These Glyphs will require a Marshal Spirit. |
At: These Glyphs only affect Individuals who are touching the Glyph at the time of its activation. It will affect all Individuals touching it. | |
Do: The Glyphs made with Do affect only the Individual who activated the Glyph. | |
Fon: These Glyphs will affect only a specific individual (or individuals) named during the creation of the Glyph. Will only affect that individual if they are the one who triggered the Glyph. | |
Ra: These Glyphs will affect only the object they are made on, or, in the case of containers, they will affect themselves and their contents. | |
Ri: Glyphs of this type will affect all valid targets within a given radius. | |
Ru: Any Individuals within the same room as the Glyph will feel its effects. If the Glyph is not in a room when it goes off, it will have no effect. | |
Vae: A Glyph built with Vae can only be activated by certain types of Individuals or objects, and Glyphs of this type will affect only the one who activates it. This may be Elves, people named Karn, or Undead, for example. The types that will activate it are recorded on the outside of the Trap card. |
Bost: The Glyph will do between 4 and 10 points of damage. | |
Deos: Glyphs with Deos can have any effect that is not the purview of another Glyph power. | |
Din: This minor Glyph will do a small amount of damage. 1-3 points | |
Hasseth: The opposite of Pol, Hasseth Glyphs cause Effects which are intended to do harm, delivered as a Verbal on each Target. | |
Kreos: The Glyph will summon something. This may be for good or bad and may be something physical, an apparition, or even a mental message. | |
Mekos: The Glyph will cause something mechanical to activate. This may be a trap, a door, or some other physical device. | |
Mord: This powerful Glyph will do more than 10 points of damage | |
Pol: A Glyph of this nature will cause an Effect which is intended to be beneficial in nature delivered as a Verbal on each Target. | |
Telos: The Glyphed item, or those affected by its activation, will be caused to move. This can be being pushed back, teleported, thrown down, etc. | |
Vlar: The Glyph will cause some amount of Piercing damage delivered as a Verbal on each Target. |
Fesh: After the Glyph activates, it will pulse (reactivating) periodically for a duration and then become forever inert. | |
Kon: This requires a specific Effect to reset it. Perhaps it requires an Imprison Effect, or a Death Effect to be used on the Glyph. | |
Lo: The Glyph is timed. It will reset either at a specific time, or after a certain amount of time once activated. | |
Mor: Glyph immediately resets upon activation. | |
Nul: One time use. After it activates, the Glyph is forever inert. | |
Zho: The Glyph’s reset is triggered by some action in its presence. This may be a code-word, an occurrence, or any other contingency. |
The Glyph Trevos’Do’Din’Fesh might be used to protect an item from being stolen. It activates on the one Individual who removes the item from its location, causing periodic small damage.
The Glyph Nos’Ru’Telos’Lo could be very useful. It activates when touched to teleport everyone within the room to the home of Lord Pevensie. It then resets after 30 minutes.
The Glyph Kor’Vae’Vlar’Nul is set on a door. It activates only if the person opening the door is Undead, doing 10 points of Piercing damage. It does not reset.
Before even playing your first game as a player, you will need to create a character, your representative in the game world. Once you have created a character and start to play, you will want to advance that character. This chapter will explain how to do both these things.
In Tempest, there are five major choices at character creation that are the building blocks for the character that you bring into the world: Concept, Breed, Class, Culture, and Religion. It’s not to say that your character won’t make other choices over time that steer the direction of that character, but these choices are what makes up your character initially.
Decide what kind of person they will be; maybe their name, and the kinds of things you imagine them doing. You may be asked to fill out a background survey, rather than submit a story or description.
Each Breed has specific Challenges relating to their physical form or how they interact with the world, such as "Tall Ears" or "Barbed Tail." Each Challenge (usually costuming requirements) will give you Breed Points to spend on special Breed Advantages. Breed Advantages can only be purchased during character creation. Features from up to two Breeds can be mixed and matched to create any crossbreed. A character can only have one Sub-Breed, from the Breed they have the most Breed Points in.
The character’s breed determines several things about your character, including several aspects of their physical form. This might include the requirement to apply a wide range of makeup, prosthetics and specific garb. In addition, some mental, spiritual, and mechanical alterations will affect your character in a wide variety of ways, both positive and negative. A character’s breed is among the most difficult things to change about your character, so weigh your choice carefully!
The character’s class defines a collection of themed skills the character has spent a large amount of their life honing to better serve their goals, or perhaps simply to ensure their protection from a harsh world. Either way, a character begins play with two levels in a single class, and may advance that class or one of many others as they grow and experience the world of Tempest.
You must choose one Class for your character. Among other things, your class gives you some free Skills (including weapon and armor Skills), and some Power choices. Spellcasting Classes have their Spells in a Spellbook that they can Prepare and Cast. Non-casting Classes have Powers to choose from, including Utility Powers which are usually used outside of combat. There are eight Base Classes in Tempest, and you will start at 2nd level in your first class:
Artisans are crafters, artificers, and ritualists. They have more mundane methods of helping others or enhancing themselves, including potions, explosives, or art.
Divine casters who gain their power from greater supernatural beings, gods, or entities. They are fair fighters and are excellent healers and wield powerful enhancing and protecting magics.
Harnessing the ferocity of the forest, these divine spellcasters specialize in self-sufficiency and melee combat, often altering their bodies to better navigate the hurdles life places in front of them.
Masters of weaponry and war, Fighters are meant to stand on the front line and take hits. Their Powers focus on survival and crowd control, keeping attention on them.
Arcane specialists who can protect their allies, alter the field of battle, or learn the very secrets of the universe. Although they have limited power, their spells give them significant defensive strength, utility, and abilities few can dream of.
Traps, stealth, the soft sound of a knife sliding into an enemy from behind, these are the skills of the Rogue. Their ability to avoid damage and dish out enormous spikes of pain make them a necessary part of any group.
Whether a courtier, bard, or merchant, the Socialite navigates life by balancing relationships, knowledge, and economics to their advantage. Manipulation, discernment, and the spoken word are their stock in trade.
Tapping into the Echoes of the Primordials, the Sourcerers channel power from beyond the realities most inhabit to fortify themselves against danger and dish out significant pain to their foes. Eldritch Sources channel the immense power necessary to weave reality to their will, but leave them in precarious positions frequently.
Character Points are a great way to further customize your character to fit your concept and playstyle. While a character starts with a small pool to purchase Perks and Skills, that character will earn additional points over time, as they grow in experience. New and interesting options to purchase with Character Points open up later on, and are perhaps even discoverable in the worlds of Tempest, so keep your eyes peeled, and ear to the ground!
Look through the Character Options for Perks and Flaws to personalize your character. You can take Flaws, which will give you additional Character Points if you can accept the restrictions and difficulties they entail. Does your character have Perks like special senses or noble blood? Are they burdened with the Flaw of a paralyzing fear of the undead or does the touch of gold cause them physical harm? Generally, Flaws and some Perks can only be taken during character creation, but save some Character Points for Skills.
Does your Fighter dabble in spellcasting? Can your Mage pick locks? Purchasing skills will round out what your character can do. Which weapons can they use? What profession has the character learned? Spend your remaining Character Points to buy the Skills you want.
Refer to the Character Level Table for the base values for Life Points and Spikes for your character’s level. Life Points gained by leveling max out at 7 Life Points, although there are character options, powers, and other Perks which will allow a character to exceed this maximum.
In Tempest, there are multiple ways to gain Wealth at the start of the game. Based on your chapter’s plot team and the skills and perks you have at character creation, these might include:
Your character starts off with all of the mundane equipment they can use on a day-to-day basis. This includes their favored weapons, a shield if they can use one, packets for spell-casting, lockpicks, other tools associated with their Skills, the armor they wear, etc. They do not have to pay for this in any way, but you do have to bring props to represent each item. Perhaps they come from an inheritance, something they purchased in the past, or a gift from a teacher or organization.
Characters may not begin with special items (magic items, powerful mundane items, relics, and so forth) unless some feature (Perks, Skill, Role, etc.) lets them. If items are destroyed in-game, there are lots of ways to mend them. If they are lost, Tinkers can usually build new ones. This gear can be brought in, at no cost, at the beginning of each Event. So, if you lose your sword and don’t get a new one by the end of the Event, you can always acquire a new one between games.
Remember that any mundane equipment your character has must have a physical representation (“phys rep”). Make sure you have foam-padded weapons that fit your character and your proficiencies. Make or get any Spell-packets or Spell-balls you need. Get lockpicks if you need them and something to carry them in.
Be sure to match up the physical armor you are going to wear with the relevant armor Skills (granted by your Class, or purchased separately). See the Combat chapter for details on representing armor and calculating your Armor Points.
Note: Items that are real-world dangerous, like sharp grappling hooks, should be represented by safer mock-ups.
By default, your character begins play with 8 Wealth.
Now your character is ready to play!
Characters start out at 2nd level and Tempest requires that both levels be in the same Base Class. Each Event you play will gain you Experience Points, which will earn you character levels. Every time you gain a level, you can choose which class you wish to advance. Sometimes these will be one of the eight Base Classes, or, if you meet the requirements, you can gain levels in specialized advanced classes.
For Example: Leora has just gotten to 28 Experience Points, she is now 5th level. Her character, Avana, is currently a 4th level Rogue, but she has recently finished a plot involving the deity of Thieves, a mischief god named Scarlet. She decides that her 5th level will be in Cleric. Avana is now a 5th level character: a 4th level rogue and 1st level Cleric.
For every half-day (or portion thereof) that you play, you are normally awarded 2 Experience Points (XP). These half-days correspond with the Long Rest periods. This means for a full weekend game, Friday night through Sunday morning, you will generally get 8 Experience Points (Friday night, Saturday morning/afternoon, Saturday night, Sunday morning/afternoon). If your game runs a morning only event or a quest day, they may give out only 2 Experience for that. Some groups may even choose to give out 1 Experience Point for going to game-practices. Experience points are awarded on a per player basis, and not delineated out per character. Every character that you play will be the same level, leveling up even while off-screen. The table below shows how many Experience Points you need to reach a specific level. | Level | Total XP | Level | Total XP |
2 | 0 | 14 | 138 | |
3 | 9 | 15 | 153 | |
4 | 18 | 16 | 168 | |
5 | 28 | 17 | 184 | |
6 | 38 | 18 | 200 | |
7 | 49 | 19 | 217 | |
8 | 60 | 20 | 234 | |
9 | 72 | 21 | 252 | |
10 | 84 | 22 | 270 | |
11 | 97 | 23 | 289 | |
12 | 110 | 24 | 308 | |
13 | 124 | 25 | 328 |
Some mechanics and features of Tempest rely on calculations involving the Character Level of a given character. This is the sum of all the class-levels the character has obtained.
For Example: A 4th level Rogue / 2nd level Mage / 1st level Fighter is a 7th level character. Your class-level is the number of levels you have in a particular class. A 4th level Cleric / 8th level Artisan has 8 class-levels in Artisan.
Whenever the character goes up in level they may change a previously established aspect of their character. At each Character Level, they may choose one of the following:
Tiered Power, Utility Power, and Cantrip alterations must remain within the limits set from the character’s Base Class Progression Table.
Advanced Classes are not entirely limited by their Class Table in the same way as Base Classes. Every time a character gains a level in an Advanced Class, they may swap a Base Class Spell or Power (Tiered, Utility, or Cantrip) for an Advanced Class Spell or Power of the same Type or Tier. For example, Frank the Fighter is taking their first level of Destroyer. They get one Utility Power and one Greater Power per the Class Table. In addition, they may lose one Fighter Utility or Tiered Power to gain a Destroyer Utility or Tiered Power (of the same or lower Tier). They could do this again at each level they take in Destroyer. The number of Powers or spells swapped up in this way cannot exceed the level of the Advanced Class.
You may find that aspects of your character not listed here are making your game less fun. For example, maybe you started with a jaw prosthetic as a Breed Challenge, but you aren't enjoying it and you feel stuck. If so, please reach out to the Staff in your game and explain the situation.
Due to the nature of the campaign style that Tempest supports, each campaign is of a limited duration, usually five years. As such, Tempest has instituted a “catch-up” mechanic, where players that start after the beginning of the campaign are awarded additional Experience and CP, based on how long the campaign has been running.
New players entering existing campaigns will receive a total amount of XP equal to half the Campaign Maximum. In addition, each event a player attends while “behind” the Campaign Maximum for Experience, they earn double the normal amount of XP, until they are caught up with the Campaign Maximum.
Due to Experience being tracked on a per player basis, players whose character permanently dies will come back at the same level as the previous character. Players who portray multiple characters throughout the course of the campaign will similarly have each character they portray be the same level.
For players who don’t attend regularly, an Experience Floor is also instituted. The Experience Floor is half of the Campaign Maximum.
The Campaign Maximum is the experience threshold that is possible if a player attends an event every month an event is offered across the entire system. The Campaign Maximum is a standard across the Tempest System. The Campaign Maximum for Experience is determined by taking the beginning Campaign Maximum for the month, checking how much Exp is available in each individual Chapter, and increasing the beginning Campaign Maximum by the largest value from among the chapters for the month. No player may exceed the Campaign Maximum Experience.
For example: If Chapter A and B both have events in Months 1, 2, and 3, they will both have the opportunity to gain 24 experience. If Chapter A has an event in Months 4 and 5, but Chapter B does not, the Campaign Maximum will increase by 16, up to 40 experience. Chapter B players will gain Catch Up experience per the Catching Up Mechanics above. Both Chapter A and B have events in Months 6, 7, and 8, increasing the Campaign Maximum by 24, up to 64 experience. Finally, if Chapter B has an event in Month 9, but Chapter A does not, the Campaign Maximum increases to 72 experience. Chapter A players will gain Catch Up experience per the Catching Up Mechanics above.
For Example: If Chapter A has a 6 half-days event, and Chapter B has a standard 4 half-days event, the increase to the Campaign Maximum is 12 (6 half-days * 2 experience per half-day).
For Example: If Chapter A has has a 6 half-days event as well as another 1 half-day Mod Day, and Chapter B has a standard 4 half-days event, the increase to the Campaign Maximum is 14 ([6 half-days * 2 experience per half-day] + [1 half-day * 2 experience per half-day]).
New players entering existing campaigns will receive the standard CP of 5 plus 2 for every level above 2nd. Character points are tracked on a per character basis and as such, any additional characters a player wishes to introduce will follow this mechanic for starting CP. Each time you attend an event as a character, that character will gain 1 CP for attending the event. Additionally, each time you gain experience sufficient to level up, all of your characters will gain 2 CP for the level up as normal.
Further, modifications may be made to the Base CP a player starts with. Such things are decided on by the Tempest Leadership. Such examples may include CP awarded for participating in the Playtest, or as part of a Fundraiser.
Plot may award CP, Skills, Character Options, or other powers and abilities as Plot deems fit at Plot’s discretion.
When a character goes up in level, they need not simply increase the level of their current class. There are two alternatives: They can add a level from an Advanced Class (which is a special class for higher level characters that will have very specific requirements), or they can add a level in a Base Class. Adding a level in a Base Class is called multiclassing.
When a character takes their first level in a new Base Class, a few things happen:
Then, going forward, whichever Base Class has the most levels is considered the player’s "Archetype Class", and it is from that Class that they gain Archetype Powers. If two or more Base Classes are tied for the highest level, they may choose any of their highest level Base Classes to be their Archetype Class, possibly losing access to Archetype Powers as they switch their Archetype Class.
Each of the Casting Classes (Cleric, Druid, Mage, and Sourcerer) will fall into one of two Spheres of Magic. Cleric and Druid are Divine Sphere Casters, and Mage and Sourcerer are Arcane Sphere Casters. For simplicity, all Spell-Slots of the same Sphere are grouped into a singular pool with respect to their Tier. For example, if your class levels are split Druid 6 / Cleric 2, you would gain Spell-Slots from Druid 4/1/0/0, and from Cleric 1/0/0/0. For bookkeeping purposes, you would simply have 5/1/0/0 Divine Sphere Spell Slots that you can cast either Druid or Cleric Spells with. The same goes for Arcane Sphere Spell-Slots.
Sometimes, a character’s identity can come not from what they do, but what they are. Breeds represent the different kinds of creatures that players can choose from for their character.
Breeds are a special kind of Character Option. Each one has a list of special Challenges, many of which are costuming choices. These Challenges will give Breed Points that can be spent on Breed-specific Advantages. No Challenge or Advantage can be taken more than once.
Characters can get up to 10 Breed Points from Challenges in their primary Breed. Characters who take the Purebred Character Option get up to 13, but can not take a Secondary Breed. If a character has taken any Challenges or Advantages in a Breed, they are considered to be that Breed (and gain that Qualifier). If no Breed Challenges are taken, then the Character’s Breed is considered Human. A character might be an Aelthen, but look entirely Human because they have not chosen any of the costuming Challenges.
Breed Advantages that duplicate Perks do not require prerequisites but do count as prerequisites for other Perks.
Generally, the character's Breed Advantages and Challenges cannot be changed after character creation unless the player gets Staff approval. However, some Challenges can be removed through specific Rituals, or roleplay.
Every Breed has a Sub-Breed that adds variations providing more detail to a character. Each Breed will have sub-categories that are additional lists of special Challenges. These Challenges follow all of the same rules as standard Breed Challenges.
Characters can be any mix of two Breeds they wish to be, and can choose Challenges from either list . A Character can only be up to two Breeds unless otherwise stated.
Characters can get up to five Breed Points from Challenges in their Secondary Breed. The Perk Pronounced Heritage increases this maximum up to eight Breed Points, able to be spent on a character’s Secondary Breed.
Sometimes the same Challenge would work for multiple Breeds, but the player must choose which one Breed they will count for, as they will not count for both.
For Example: either Chimera Fangs or Aelthen Fangs count as a breed Challenge, but the character would only gain breed points once.
Breed points may only be spent on Advantages that come from the Breed the Challenges were taken from. For example: If the character also has special ears from Chimera heritage, those Breed Points must be spent on Chimera Breed Advantages.
The goal of the physical/prosthetic Breed Challenges is to add to the depth and immersion of the game. Sometimes, attempts at these kinds of costuming can have the opposite result. If the player has any questions about the appearance or appropriateness of a prosthetic or make-up decision, Staff is available to help. Although Staff has final judgment on all Breed Challenges and representations, unless there is a need for adjudication, the players should be able to judge and value their own prosthetics and make-up.
Please be aware that players of all genders are welcome at our game, and that characters of any Gender can be played, regardless of whether they correspond to the player's out-of-game gender identity. That said, portraying a character that is a caricature of ANY gender or sexual orientation will be treated as harassment, regardless of whether the performance is directed at any player in particular, and will be handled accordingly.
In cases of strong breed gender associations, such as an Amazon, there is a great deal of space for characters who wish to portray non-binary characters to work with their fellow players and the plot team to define what that experience looks like for them. We encourage those players to reach out so that we can begin these conversations. A player who will portray a character with a gender expression different than their own should read the relevant portions of the Code of Conduct (in the Getting Started chapter), especially the portion on Gender and Orientation.
Breed Advantages and Challenges cannot normally be taken or removed after character creation. Staff can approve changes for story reasons or special circumstances.
For practical, aesthetic, and inclusivity purposes, players are not allowed to use all-over body paint of black, white, red, yellow, or brown. Other colors will require explicit approval from your Staff. Please feel free to do extensive accenting in colors and textures (such as fur or scales), heavy tattoos, sections of skin in accent colors, or blending of contrast-colored prosthetics. NPCs will not be using any all-over body or face coloring.
While every effort should be made by the player to represent their character’s challenges, Staff understands that certain circumstances may make this difficult, or even dangerous to the health of the player to represent on an ongoing basis. During some events, the Staff may make the determination to declare an event is operating under the “Armor Safety” rule.
Each class is described in the context of their common roles, historical and mythical figures, and common garb. This is all meant to give an example of the class, rather than to draw any prescriptive lines.
Tiered Class Powers (Basic, Advanced, Veteran, Champion) are the maximum number of Tiered Powers the character may have in that Class for that tier.
Note: This maximum only applies to the Class Powers. i.e. Devotion Powers do not count towards the maximums listed in the class.
Some statistics are dependent on the character’s level. Life Points and Spikes are based on the character’s total level, and can be found on the table below. While These values may be modified by various character options, breed modifications, and in-game effects, every character follows the same base progression, outlined below:
Character Level | LP | Spikes |
1 | 3 | 2 |
2 | 3 | 2 |
3 | 3 | 2 |
4 | 3 | 2 |
5 | 3 | 2 |
6 | 4 | 2 |
7 | 4 | 3 |
8 | 4 | 3 |
9 | 4 | 3 |
10 | 4 | 3 |
11 | 5 | 3 |
12 | 5 | 3 |
13 | 5 | 3 |
14 | 5 | 3 |
15 | 5 | 4 |
16 | 6 | 4 |
17 | 6 | 4 |
18 | 6 | 4 |
19 | 6 | 4 |
20 | 6 | 4 |
21 | 7 | 4 |
22 | 7 | 4 |
23 | 7 | 5 |
24 | 7 | 5 |
25 | 7 | 5 |
For martial classes (non-spell-casters) there is a progression of how many Powers the character can have in each Tier at each level.
All Powers are broken down into four Tiers and the character chooses Powers from these Tiers.
Novice Spells and Basic Powers are Tier 1 Powers.
Adept Spells and Advanced Powers are Tier 2 Powers.
Greater Spells and Veteran Powers are Tier 3 Powers.
Master Spells and Champion Powers are Tier 4 Powers.
Each Martial Class will have a Class Progression Table that lists the maximum number of Powers of each Tier that a character can take from that Base Class. Some skills or Class Powers such as Extensive Combat Training can increase these limits. These limits do not apply to non-Base Classes.
Unless otherwise specified by numbers in parenthesis, such as Smite, in the Fighter Base Class (listed as “Smite [Basic] (2)”), no Power choice can be made more than once. This includes Powers (which include Spells, Advantages, Challenges, Skills, and Character Options) from Classes, Breeds, and all other sources.
These Powers are in a special tier all their own. They are meant to help round out the character and will not necessarily be as useful in combat. They may help detail the character’s background, fill in skill-holes, or provide other abilities that do not just relate to defeating one’s enemies. Utility Powers are a totally separate pool and are not exchangeable with other Power types. The number of Utility Powers a character may have is based on their Class Level and will be noted on their Class Table.
Each base class comes with a set of unique Archetype Powers. When a character decides to multiclass, they gain access to multiple sets of these powers. However, the character can only use one set of Archetype Powers at a time, and this set always corresponds to the Base Class that the character has the highest number of levels in.
If the character has two or more base classes with the same number of levels, the player can choose one set of Archetype Powers from among those base classes. Once the choice is made, it becomes fixed until the character gains a level again.
Powers are abilities that can be gained from a character’s class, breed, or even from Advantages. These include spells. For example, the Adept spell “Burn” is a Power, while the basic spellcasting is a Skill . Powers are listed with a name, Incantation, Call, Effect, target, Accent, duration, Delivery, and refresh. The Call is the suggested method of communicating what the power does to the target.
By default, all Powers activate immediately after the Incantation (or focus) is completed. Some, however, are “triggered” Powers which set up an ability that the character can use later. On other people, this is handled by Imbuing or Granting them with a Power, but on one’s self, this is found in the description of the Power. These Powers usually last until they are used or until a certain duration runs out. By default, triggered spells go away if the character dies or comes back to life.
The words that must be spoken out loud in order to activate the ability. While performing an Incantation, a character has a number of requirements that must be adhered to. These are:
If at any time during the Incantation, the character is affected (i.e. takes an Effect, takes damage, etc., rather than it being stopped by a defense) or is disturbed in any physical way including blocking a blow, the Incantation is interrupted and the Power will not work. The Power remains unused and the character can try again immediately. Calling a Counter or “No Effect” will not disrupt an Incantation. If struck by something that requires a Call (such as a Counter or Immunity), the player should make the Call and then continue the Incantation to the best of their ability.
For whatever reason, it is always obvious to those watching the character if they are really casting a spell or activating a Power. Because of this, "faking" magic casts and other Incantations is not allowed unless all those present know that the Incantation is fake. This means that the caster is not allowed to trick others into believing that a real spell is being cast when that is not the case. The converse is not true. There are times when class Powers will give a character an ability to activate a Power without others knowing, such as using a poem or song to activate a Power.
See The Call for full rules regarding calls.
This tells you when the power becomes available again. A power with a Refresh of “Short Rest” can be used again once a Short Rest has been completed. Note that if a character has the same power more than once, each one can be used before the Refresh. If Belswin has chosen the power Saving Flame three times, he can use it three times between each Short Rest. If he only used it once, that one would still Refresh after a Short Rest.
Spells are listed with a Refresh of “Spell” because spell-slots will be refreshed by the particular refreshing Powers of each individual casting class as well as all spell-slots refreshing after a Long Rest. Those listed as having a Refresh of “Focus Quick 100” require the character to complete a Focus Quick 100 (see Focus, above) in order to use it again. Powers with a Refresh of “Immediate” can be used as often as desired.
A number of Powers require the character to be “out of combat." Being out of combat means the character believes there are no credible, active threats nearby. They feel that they could sit with their eyes closed for a few minutes without any unusual risk. A character would almost never be out of combat if allies are fighting nearby, or if an attacker is within verbal range and interested in harming them. As with so many things in Tempest, the decision is left to the portrayer, with a focus on the spirit of the rules, rather than a literal reading of them.
Note: During particular marshaled encounters, such as mods, planar travel, etc, the entire encounter may be considered “In-combat.”
If there is ever any question as to whether one Power works against another, the higher Tier Power always wins out. Also, in the case of simultaneous effects, both events occur. For example, if a Cleric calls out a Hold Undead spell (a spell that effectively disables the target’s arms) and is hit by a blow that was in motion when the spell was called, the damage is still taken. As long as a Call is begun, the Power will go off. If a Mage calls out a Blast spell (a spell that does damage) as a Cleric calls out Retributive Protection spell (a damaging spell) both occur, even if one of the casters is incapacitated or killed from the damage.
Mages, Clerics, and other casting classes must have a scroll, book, or other special item to take with them into games. These spellbooks should have all of the spells that the character has learned as well as the Cantrips that they choose. The number of spells a character can have (both Cantrips and higher-level spells) in their spellbook will be determined by their class, level, and other Skills and Powers; they may not add Spells into a spellbook unless some feature allows them to. With the Basic Arcane Skill or Basic Faith Skill the character will add four first-tier spells into their spellbook from that spellcasting class’s list of spells. Every level they gain in that class, they can add one more spell from a tier they can cast (from that class). This is separate from Cantrips, which should also be recorded, but do not count against the character’s total.
At the very minimum, a character must record the name and Tier of a spell and the Incantation for the spell in their spellbook in order to have learned it. Often this is accompanied by description, Effects, and various notes or diagrams. Once a character has learned a spell they may choose to prepare it and must study their spellbook to do so. The character can only Prepare spells from their own spellbook; without all the special notes, personal significance, and meditative connection to the process of scribing the book in the first place, the caster cannot sufficiently internalize the necessary minutiae to Prepare a spell. Finally, a spellbook need not be a book: it may be a lead with arcane markings, a stick with diagrams burned into it, or a clay slate; no matter the spellbook’s form, it must always have the minimum required name, Tier, and incantation of a spell upon it. There is no limit on the number of spellbooks a character can have.
Spellbooks can only be created between Events, so if a character’s last copy of a spellbook is lost or destroyed, they will be unable to Prepare new spells and will have to make do with spells they have already Prepared.
Within the realms of Tempest, there are several types of magic, each defined by the source of its power. In game terms, these Spheres are wholly distinct from each other, and are cast and powered by different spell slots, and often granted by different classes. The two most well known Spheres are Arcane and Divine, but rumors exist of more esoteric Spheres, sequestered away from the sight of the common folk.
Spells are powers that require Spell-Slots of the appropriate Tier and Sphere to cast. Spells must be Prepared to cast.
During a Short Rest, a character can Prepare spells by recording their names and tier in their spellbook and crossing off previous Preparation lists. A character with multiple un-crossed-out Preparation lists is considered to have botched the Preparation and will have no spells available for casting. A character need not re-Prepare spells at every Short Rest. Whatever the latest un-crossed-out entry will remain Prepared until it is actively changed. The number of spells they can Prepare is determined by their character class and level as well as the skills they have chosen.
Casting classes also have a number of “Spell-Slots” that can be used to cast spells with. These spell-slots are categorized as Novice, Adept, Greater, and Master spell-slots. A Novice slot can be used to cast any Novice tier spells that the character has Prepared and in the same sphere. An Adept slot can be used to cast Adept Tier spells and lower. A Greater spell-slot can be used to cast Greater Tier spells and lower. A Master spell-slot is used for Master Tier spells or lower.
For Example: If Knox had three Novice Arcane slots and two Adept Arcane slots, he could cast the same Novice Tier spell twice, a different Novice Tier spell, and two Adept Tier spells with those. But if Knox had three Novice Arcane slots left and no Novice Divine slots left then he would not be able to cast any Novice tier Divine spells but would be able to spend them on Novice Arcane Spells.
Once the casting is completed, that spell-slot is exhausted, regardless of what happens after that. A character can always use a higher Tier spell-slot to power a lower Tier spell, so an Adept spell-slot could be used to cast Burn (a Novice Tier spell), for example. For some spells, this will allow for greater effect. If so, this will be detailed in the description of the spell. Spell-slots all refresh after a Long Rest and there are a number of Powers that can allow casters to refresh some number of slots earlier.
Cantrips are special kinds of powers that do not need to be Prepared and can generally be cast as often as desired. The Cantrips that the caster has access to must be recorded in their spellbook along with their spells. Once a Cantrip is chosen, it is impossible to change without special use of Skills or Powers. A Cantrip cannot be taken more than once; each Cantrip choice must be a different Cantrip.
Many spells, and some abilities, use materia. Materia is a special magical element that must be mined. In some magically charged places it can be drawn from the earth, but elsewhere it must be pulled out of the magical weave that is everywhere in the multiverse. Materia is then collected in sufficient quantities to power a spell and poured into packets. These packets can be charged with magical power and hurled. The force of their impact releases the magical power and delivers the effect. The packet, and the materia inside, are rarely destroyed or even damaged by this use. Even a powerful firestorm-creating spell is unlikely to scorch the materia packet used to release it.
Any spell or ability listed as requiring packet delivery requires a materia packet to function. The color of the cloth holding the materia is irrelevant to the type of spell or Effect being delivered. Some Settings will prefer Packets be made from naturally colored materials (beige, off-white, etc.) Small, weak spells like Cantrips require smaller “spell-packets." These are generally an inch or so in diameter and hold very little power. More powerful spells, anything of tier 1 or higher, usually require a “spell-ball." These are packets that must be at least 2.5 inches in diameter. Any spell with a “Packet” delivery will require materia. See Appendix II for more information on Spell-Packet and Spell-Ball Construction.
Packet spells are delivered by throwing a spell-packet or spell-ball to strike an opponent. Packet spells can always be cast as touch spells on willing or helpless targets, even without materia. The Incantation for a spell is required to charge the packet and it is then ready to be thrown. Once charged, it will remain so indefinitely, although the caster should call “Packet Charged” or “Magic Active” or the like when there are those around who might want or need to know that the materia is filled with arcane or divine energy. A packet will lose its power if no longer held in a hand (usually discharging the spell on whatever it hits, if it strikes a valid target) or if additional materia or weapons are charged.
Spells that charge multiple packets at the same time abide by these same rules; this means that only the packets from a single spell can be charged and active at any one time. If the caster puts a charged packet back in their pouch, tosses it up and catches it, or sets it aside so they can use a pen, the spell will go off. When the packet strikes, the spell’s Call should be announced. This is an out-of-game call to explain what has just occurred.
Weapon-delivered spells are delivered by charging a weapon with magic and then using it to strike an opponent. The Incantation for a spell is required to charge the weapon and it is then ready to be used. Once charged, it will remain so indefinitely, although the caster should call “Weapon Charged” or the like when there are those around who might want or need to know that the weapon is aglow with magical energy. A weapon will lose its power if no longer held in a hand or if additional materia or weapons are charged. When the weapon strikes and the holder wishes the spell to go off, the spell’s Call should be announced. This is an out-of-game call to explain what has just occurred. Attacks may be made with a charged weapon that do not discharge the spell.
Within the realms of Tempest are a myriad of Cultures, Religions, and backgrounds. Each has its own ties to the wider world, and to each chapter of Tempest.
A character’s culture determines the society, and sometimes the location, where the character was raised, and defines and guides some formative behaviors, laying a shared foundation that many characters can relate to. In addition, specific plots may come your way that affects your culture in new and surprising ways! Each character will have a Culture, but they may choose not to “lean-into” it with their roleplay - that choice is left up to the player. However, each culture comes with a number of skill or perk discounts, and an Inheritance Power - a small free ability reflecting the experience of growing up in that culture.
Note: Cultures from all chapters of Tempest are available to every character, regardless of home chapter, however, local plot teams may not have the resources to fully support out-of-chapter cultures roleplay and plotlines.
Many cultures are defined or influenced by the location they occupy - but not all. Some cultures are widespread due to diaspora, or commonalities that transcend borders. The locations listed are a guide to where the culture is most prevalent, but doesn’t restrict a character’s background, though they might find themselves alone, and possibly even outcast.
Within each culture, certain concepts lie at the base of each, either highly valued by its members, or fundamental to the ties that bind the culture together. While each member may perceive these concepts somewhat differently, they are, in general, something everyone in the culture can agree upon, and find common ground.
A more detailed description, and often historical context for the culture. Here, one will find more detail and nuance about the culture, and often specifics they can weave into their own backstory, mannerisms, and personality.
Here one will find aspects of the culture that might influence its members actions, beliefs, speech, or garb. If one is looking to outwardly express their character’s culture, this is a good starting place.
Each culture has certain talents and specialties that are common to all its members. These entries allow a discount for several Skills, however, these discounts cannot be stacked with other discounts to provide free (0 cost) Skills. If the character gains one of these skills without purchasing it with CP (from Class Skills or a Utility Power for example), the character gains 1 CP from this discount.
In addition to the Tools of the Trade, Cultures generally have unique powers available to their citizens that exemplify the culture and its interactions with others.
A character’s religion defines and shapes the beliefs held by the character. The gods of Tempest are real, and shape the world, but which, if any, are worth the character’s devotion is decided here. Devotions come with an array of benefits, but may open up your character to influences both positive and negative. Each character will have a Devotion of some type, whether a Religion or being Undevoted. While the level of roleplay and investment in the character’s Devotion is up to them, following the tenets of the religion is a requirement if the character has purchased any of the Devotion powers listed.
The Religion accent is the method by which most of the religion’s powers are manifested. Often directly related to the Divine source’s power, the Religion accent is often referenced in the religion’s powers listed below, allowing the devotees of the religion special interactions with the accent.
All adherents of a religion gain the Qualifier: Follower of [Religion Name]. This means that the character will become targets of effects with that Qualifier for as long as they maintain devotion to this religion. These effects will be both positive and negative, so be sure to be aware of the Calls being made around you.
For Example: Toric, devoted to [Religion Name] is fighting on the line during an incursion of undead. Behind them is a cleric of his order, Killian. Killian prays to their shared god and receives a boon in the form of “By My Voice, Heal 5 to Follower of [Religion Name] by Radiance." Toric's player heard this call, and Toric is devoted to the religion, and so is healed. Meanwhile, Toric’s line companion, Juris, is not a member of the religion, but their player heard the call. They, however, not being a devotee, are not affected by the call.
Elsewhere, the undead invasion is not without its necromancer, Yorric. Yorric likewise calls out to their deity, and casts that maleficent gaze upon his foes: “By My Voice, Wounding 4 to Follower of [Religion Name] By Malice." As before, Toric, (and his cleric friend) are affected by this call, but his linemate Juris is not.
A visual symbol of the religion,the symbol represents the religion, its adherents, and the divine source or deity that the religion bases its faith, beliefs, and powers on. Devotees are welcome to depict it upon themselves, their clothing and articles, and elsewhere, provided the depiction is respectful and does not conflict with the Tenets. Disrespectful depictions are likely to raise the ire of devotees of the faith, and perhaps other, more powerful manifestations of the divine.
These tenets are the guiding principles of the faith, and all devotees are expected to adhere to them strictly. In many cases failure to comply will have roleplay consequences, as other devotees admonish those who stray, but in more severe cases, simulacra of the divine have been known to appear. Finally, in cases of egregious or repeated breaking of tenets, devotees have been stripped of their divinely inspired powers entirely, with some only returning to the graces of their order after arduous quests of atonement.
A longer, more detailed description of the religion, its faith, and history follows the introductory material. Here, one can find out more of the motivations of the faithful, and perhaps a glimpse into the faith’s history. As always, further details can be sought out in play.
Available to all adherents in good standing, the faiths of Tempest provide simple effects to all devotees through faith and practice. These powers are in addition to powers gained elsewhere, such as class, and are purchased with Character Points. As mentioned above, failure to adhere to the Tenets may disable these powers, without refund of CP.
Devotion Spells are automatically added to the character’s Spell Book for free (once the religion power is bought), do not count as Prepared Spells, and instead are always counted as Prepared; however, Devotion Spells do still use a Spell Slot of the appropriate tier to cast them.
For the truly devoted, more advanced expressions of the faith's power are available to the devotee. Once the adherent has purchased all Basic Religion Powers for their faith, the Advanced Powers become immediately available for purchase. As with Basic Religion Powers, breaking of the faith’s tenets can also disable these powers, so be aware.
Lastly, rumors abound of the exceptionally faithful wielding even deeper expressions of their faith outside of divine magic. Perseverance, faith, and strict adherence to the Tenets will guide the Devotee forward.
As characters grow in levels and power, they might consider an advanced class - a method of specialization ascension into powers and spells beyond what the Base Classes are capable of. In addition, Advanced Classes can be a way to provide goals and advancement to players without story involvement.
As long as the character has met the prerequisites, then next time they have enough Experience Points to go up in level, they can take a level in the Advanced Class instead of a Basic one.
Players will be limited to taking levels in up to three of the Tier 3 Advanced Classes that they qualify for.
Players will be limited to taking levels in up to one of the Tier 4 Advanced Classes that they qualify for.
In order to take an Advanced Class, the character must fulfill the requirements laid out in this section of the description. A character can meet the requirements and take an Advanced Class that has those requirements at the same time.
For Example: if an Advanced Class required the Profession (Journeyman) - Painter skill, a character could purchase that Skill with Character Points they already had, and take a level in that Advanced Class all at the same time, without playing once with the Skill first.
Note: The Character Points gained from the first level of the Advanced Class, if any, cannot be used to buy requirements to qualify for that Advanced Class, the character must have the Character Points available to purchase any prerequisites prior to leveling into the Advanced Class.
In addition, many Advanced Classes may require the character to embark on quests, take on specific Roles, or even discover the Advanced Class even exists.
Not all Advanced Classes are immediately available for anyone to take. Some are hidden and will only become available if characters follow certain plots, stories, or seek out specific tutors. Staff will let a player know if they have become eligible for a hidden Advanced Class.
Here, like a Base Class, is the table of progression for the Advanced Class. Much like a Base Class, the character begins at Level 1, and proceeds from there, regardless of prior class levels in Basic or other Advanced Classes.
All Powers and Spells are treated the same way as with any other class. The exception is when a character takes a level in an spell-casting Advanced Class of the same Sphere as a spell-casting class they already have. In this case, the number of spells they can prepare, and the spell-slots that they have are added together. If a character was a 2nd level Mage, with 2 Novice-tier spell-slots, able to Prepare 2 spells, and they took an Advanced class that granted 1 Novice-tier spell-slot and 2 Prepared spells, they would now be able to Prepare 4 Arcane spells and would have 3 Novice-tier spell-slots to cast them with.
The only complication comes when a character gains higher-tier spell-slots in one class, but not in another. In this case, those higher tier spell-slots can only be used to cast spells from the class that allows the higher tier.
For Example: if Knox has reached 4th level Mage, and so has four Novice-tier spell slots but no Intermediate spell-slots, and he also has seven levels in Elemental Adept (also an Arcane spell-casting class), giving him 4 Novice-tier spell slots and two Intermediate spell-slots, he can only cast spells from his Elemental Adept class list with those Intermediate spell-slots. He does not have access to Intermediate Mage spells just because he got Intermediate slots in Elemental Adept.
Here, the incant for the Advanced Class’s spells is listed. If the Advanced Class has an incant other than its associated Base Class, this incant will be used specifically for the spells granted by the Advanced Class and does not replace the Base Class’s incant for other spells. Be sure to memorize these incants separately, and know when to use each one.
Roles provide additional depth to characters by allowing them to further define their character by a profession, or a special calling. Unlike an Advanced Class, which is meant to model a profession with progression and increasing power, a Role is meant to model an organization (such as a specific Bardic College), curse (such as Lycanthropy), or change in type (like Vampirism). Rather than a progression of power, a Role gives a menu of Powers related to its theme which can be purchased, like a specialized package of Character Options.
Characters can generally only take Roles between Events. Some require Staff approval, but most can simply be selected, paid for, and used. Without Staff approval, no character can have more than two Roles, although games may change this or even require certain Roles.
Not all Roles are immediately available for anyone to take. Some are hidden and will only become available if characters follow certain plots or stories or are afflicted in certain ways. Staff will let a player know if they have become eligible for a hidden Role.
In order to take a Role, the character must fulfill the requirements laid out in this section of the description. A character can meet the requirements and take a Role that has those requirements at the same time. For example, if a Role required the Basic Arcane skill, a character could purchase that Skill and then purchase the Role, all at the same time, without playing once with the Skill first.
Each Role must be purchased. This is almost always with Character or Service Points. Either may be used, but not a mix of the two. Some few Roles may have additional costs which must be paid.
When the character purchases the Role, they immediately get all Skills listed in this section without CP cost. These Skills can act as prerequisites for other Skills.
Role Powers are purchased by expending the number of Character Points listed with each Power (which may be 0 CP). Powers listed as ‘Automatic’ are always gained. Powers gained through a Role have a tier notation next to their title (e.g. [Intermediate]) and, if spells, may be immediately added to the character’s spell-book. Spells must be cast using the caster's normal number of spell-slots.
Non-spell Powers are added to the lists of Powers the character can choose from. No Power from a Role can be purchased more than once unless the Power specifically says it can. Cantrips that are purchased are added to the list of Cantrips that the character can choose Cantrips from.
A character may abandon a Role if it no longer works for them. Sometimes, this will be as a result of plot and generally in these cases, the player will be refunded some or all of the Character or Service Points they spent to take the Role or purchase Powers. In other cases, the decision comes from the player or character, and in this case, the costs for the Role are not reimbursed. The character can request some or all of the points back, but final adjudication is up to Staff.
When a Role is abandoned, all bonus Skills, Powers, and other features of the Role go away too. Role Skills that acted as prerequisites for other Skills disappear and the character will lose the dependent Skills (although these will be fully refunded into Character Points).
There are a number of things that define a person, and most of those things are not skills, or professions, or weapon choices. In this section you will find all the special bits that make up a unique person. In this chapter you will find Perks and Flaws. Perks are generally things that will add to the power or diversity of a character, and cost Character Points to buy. Flaws are generally things that will make life harder, and may give extra Character Points. A character can gain up to 5 Character Points for taking the below flaws. These Character Points can be spent however desired (Perks, Skills, Roles, etc).
There are many that believe a character is defined by their flaws. These Flaws are meant to allow a character to define the difficulties that have shaped them. Taking Flaws merely for the points will rob a player of an opportunity to add depth and strength to their character concept.
Everyone has different, special idiosyncrasies that make them unique and interesting. Some characters might be able to contact the dead. Others might be physically powerful or mentally adept. Although many Perks can be interesting powers outside the normal scope of learned skills and acquired tricks, other Perks can give significant boosts to a character’s power.
Sometimes there are a number of ranks listed next to the name of the option. This shows how many times the option can be taken. Each time it is chosen, it will have some sort of increased effect, or a broader reach. The exact benefits of taking the option multiple times will be found in the description. If no number of ranks is listed, the option can only be taken once.
Each option is listed with a Character Point number. If this number is listed as a cost, it is the number of Character Points that must be expended in order to take the Perk. If the number is listed as an award, it shows how many Character Points are gained by choosing that Flaw. Sometimes, the costs of an option are variable; in those cases, the cost will be found in the description of the option.
This lists the options, skills, or other requirements for taking that option.
Perks can still be taken after character creation. This may represent the character developing a special ability. Staff can also give Flaws to players when dictated by the story. Generally, in this case, no Character Points are gained, although exceptions can be made. Players may only choose to take Flaws and get Character Points for them between games with Staff approval. Similarly, with Staff approval, a character may overcome a Flaw and get rid of it by spending Character Points equal to the cost of the Flaw plus two.
Name | Award | Ranks | Pre-requisites | Description |
1 | - | - | Affected by Demon Qualifiers and hurt by Consecrated ground. | |
2 | - | - | Affected by Fae Qualifiers and hurt by speaking falsehoods. |
Name | Award | Ranks | Pre-requisites | Description |
1 or 2 | - | - | Has a debt that must be repaid. | |
1 | - | - | -1 Spike and Power damage while inside. | |
3 | - | - | Has penalties after an in-game event causes nightmares. | |
2 | - | - | Vulnerability to Charm effects. | |
3 | - | - | -1 Spike and Power damage while outdoors. |
Name | Award | Ranks | Pre-requisites | Description |
3 | - | - | Treats Effects with Arcane and Force Accents as Final. | |
2 | - | - | Unconscious and cannot call out when dying. | |
3 | - | - | Treats Effects with Radiance and Darkness Accents as Final. | |
1 or 2 | - | - | Minor allergy to gold, silver, iron, magic or other substances. Cannot rest or heal efficiently while in contact. | |
2 or 3 | - | - | Severe allergy to gold, silver, iron, magic or other substances. Suffers severe pain and Drained while in contact. |
Name | Award | Ranks | Pre-requisites | Description |
1 | - | - | While on Unholy/Desecrated Ground, cannot benefit from Short Rests.. | |
1 | - | - | While on Holy/Consecrated Ground, no access to Powers and cannot Rest. | |
1 | - | - | Cannot Cure Berserk, Charmed, or Repelled Conditions. | |
1 | - | - | Immune to Grant Life on other planes and Spirit returns to the bonded plane on death. | |
4 | - | - | Only ever heals 1 point from any source of Healing. | |
2 | - | - | Cannot speak lies nor deceive others. Takes Final Damage if they speak a lie. | |
5 | - | - | No access to Powers and cannot Rest or sleep while in a Ward-Spell or a Haven Ritual. |
Name | Award | Ranks | Pre-requisites | Description |
5 | - | - | Swears Oath to protect and champion the poor and oppressed. Cannot keep goods other than for survival. | |
1 | - | - | Swears Oath to not have sexual or romantic relationships with others. | |
2 | - | - | Swears Oath to treat others with respect and civility. | |
2 | - | - | Swears Oath to be fair in your dealings, to not cheat, and to be honorable in your actions. | |
5 | - | - | Swears Oath to not end life, to prevent other lives from being ended and to only fight in self-defense. |
Name | Cost | Ranks | Pre-requisites | Description |
5 | - | - | Once per Long Rest can Grant Life by Radiance but takes damage. | |
3 | - | - | Character can attune four magical items at a time, instead of just three. | |
6 | - | - | After Short Rest, gains Counter vs. Packets. | |
3 | 3 | Basic Arcane, Basic Faith, or Apprentice Enchanting | Can Mend Physical Armor to Full in a Q100. | |
5 | - | Mystic Armorer | Can Mend 2 points of another character’s armor. | |
3 | - | Mystic Smith | When Mending Armor, increases Armor Mending by +1. | |
1 | - | - | At will can Cure Madness. |
Name | Cost | Ranks | Pre-requisites | Description |
2 | - | - | Gains advantage on physical feats of agility. | |
3 | - | - | Character can resist a number of Charm Effects equal to their level. | |
1 | - | - | Character may choose to hold off taking Spirit Form until they have been dead for a Slow 300. | |
3 | - | - | Weapons cannot be taken when Slept, Dying or Dead. | |
1 | - | - | While Dying, can crawl and hold objects. | |
4 | 2 | - | Attune to an element. Gain Resistance to that Element and Final to the opposite. | |
1 | - | - | Slow 300 rather than 180 while Dying. | |
1 | - | - | After Deathblow, it takes 30 seconds to die. | |
2 | - | - | Once per Long Rest, Counter an ingested Poison. | |
6 | - | 20th level | Adds +1 Life Point to Max. | |
3 | - | - | Heals 1 Life Point after each Short Rest. | |
5 | - | - | Adds +1 Life Point to max. | |
4 | - | Holding On | Once per Long Rest, instead of Dying, stabilizes at zero Life Points. | |
1 | - | - | Converts a Death Effect to Final Damage once per Event. |
Name | Cost | Ranks | Pre-requisites | Description |
4 | - | - | Gains a supernatural patron. | |
Var | - | Patron | Causes damage to those that attempt to Deathblow or kill an individual. | |
2 | Unlim | Patron | Can focus for Q100 to heal themselves or another to full Life Points. | |
3 | - | Patron | Instead of dissipating, one self-only Grant Life ever. | |
1 | - | Patron | Can sense who else is sworn to the same Patron. | |
Var | - | Patron | Gains Natural Armor from Patron. | |
1 | - | Patron | Permanently sacrifice a Card to grant Life and Healing to others. |
Name | Cost | Ranks | Pre-requisites | Description |
2 | - | - | Choose one item that is important to the character which won’t be dropped involuntarily. | |
4 | - | Ancestral Relic | Chosen weapon cannot be taken from the character. | |
| 1 | - | - | Once per Long Rest, acts as if they had a Rank of Lore. |
2 | - | - | Chooses a group of people that character can diagnose, heal and Cure Effects once per Long Rest. | |
2 | - | - | Character can get Lore from an off-stage contact during games for a cost. | |
2 | - | - | Character has connections to powerful allies that they can call on between games. | |
2 | - | - | Has dragon ancestors that give advantages based on level. | |
3 | - | Minor Fame | The character is known for famous deeds across the land. | |
3 | - | - | Gains Perks to a single creature bound by love. | |
3 | - | - | Gains 7 Wealth at the beginning of every game. | |
4 | - | - | Gains a one-time sum of money: 100 Wealth. | |
3 | - | - | Owns a house where a character may draw funds from goods produced once per Event. | |
1 | - | - | The Character is known for one famous deed in their past. | |
4 | - | - | The Character gains a title and benefits that come from that title. | |
3 | - | - | You can only buy Breed Advantages on one Breed. Gain 3 Breed Points to spend. | |
3 | - | 3 costuming Breed Points in Secondary Breed | The Character gains 3 Breed Points in their Secondary Breed, maximum increases to 8. | |
3 | - | - | Library Skill and Basic Scholarship Skills are free and Lore ranks cost 1 point less. | |
1 | - | - | The Character gains a free travel action between games. |
Name | Cost | Ranks | Pre-requisites | Description |
3 | - | - | The Character can find special locations in the game. | |
3 | 2 | - | Once per Long Rest per Purchase, ignore a negative effect from Forage, Scavenge or Prospect. | |
| 3 | 2 | - | Once per Long Rest per Purchase the character can ask for help on a riddle or puzzle. |
5 | - | - | The character has some ability to summon and speak with Spirits. | |
1 | - | - | The character disappears when asleep and cannot be attacked during this time. | |
3 | - | - | The character gains the ability to see objects that are normally invisible. | |
3 | - | Sight | The character gains the ability to gain insight on objects normally invisible. | |
3 | - | Sight Beyond Sight | The character has the ability to gain insight that normally is not possible. | |
3 | - | - | By performing a ceremony, the player may ask a question to plot. | |
3 | - | - | While a Spirit, the character has options to interact with the mortal world. |
Name | Cost | Ranks | Pre-requisites | Description |
1 | - | - | Creates a special room that allows for Hearth Perks. | |
5 | - | Hearth | Allows a Hearth to function as an Arcane Locus. | |
3 | - | - | Once per Long Rest, allows a character to go Insubstantial from the Hearth. | |
| 5 | - | Hearth | The Hearth becomes Consecrated Ground until the end of the Event. |
1 | - | Hearth | Hearth can be used by five additional people. | |
1 | - | - | Allows the character to play soft music within their Hearth. | |
3 | - | - | While taking a Short Rest in your Hearth, gain a Protect against Fear.. | |
2 | - | - | While inside their Hearth, a character may recharge a spike with a Q100 at-will. | |
3 | - | - | While taking a long rest within their Hearth, a character will heal to full. Will not die when resting and Tainted in their hearth. | |
3 | - | Consecrated Hearth | Divine rituals in the Hearth have reduced Dark Territory | |
3 | - | Arcane Hearth | Arcane rituals in the Hearth have reduced Dark Territory |
Prerequisites: None
Award: 1
Usually as the result of demonic parentage, the character is affected by Powers that have the “to Demon” qualifier. In addition, the character takes 1 point of damage from every Effect they receive while standing on Consecrated Ground or in a Consecrated Building.
Prerequisites: None
Award: 2
Usually as the result of a dalliance with a member of the fair folk, the character is affected by Powers that have the “to Fae/Fairy” qualifier. In addition, the character takes 1 point of damage by Agony every time they speak a statement they believe to be false and treats all Powers that require or detect truth as Final.
Prerequisites: None
Award: 1 or 2
The character has a debt of honor or blood that must be repaid. Perhaps the character’s life or family was saved by another. Perhaps, in a time of need, a favor was provided. Whatever the debt, it is one that hangs over the character and can be collected upon at any time. If the debt is one that can be paid by a single favor, it is worth 1 point. If the debt is one that is perhaps impossible to fully pay off, it is worth 2.
Note: This debt must be to an NPC or other plot driven entity to qualify. Honor debts to PCs (only) do not qualify.
Prerequisites: None
Award: 1
While the character is indoors, they suffer a -1 to their Spike Damage (to a minimum of 1) and a -1 to all Power damage (to a minimum of 1).
Prerequisites: None
Award: 3
The character is prone to awful nightmares. If they experience anything terrifying to the character (in the judgment of the player), or is affected (un-Countered and un-Resisted) by any Powers with the Fear or Terror Accent, they will suffer awful repercussions after their next Long Rest. They will take a -1 penalty to their Spike damage (minimum 0) and number of Spikes (minimum 0), and in addition, will lose access to one spell-slot from each tier that they have access to. These penalties will last until the end of their next Long Rest after they are applied.
Prerequisites: None
Award: 2
The character may be cursed or may inherit this Flaw from their parents, or they may have been trained to accept commands, especially magical ones. Either way, the character has a vulnerability to Charm effects and treats it as Final.
Prerequisites: None
Award: 3
While the character is outdoors, they suffer a -1 to their Spike damage (to a minimum of 1) and a -1 to all Power damage (to a minimum of 1).
Award: 3
Prerequisites: None
The character is Inherently Vulnerable to arcane magic and therefore treats all Effects with the Arcane and Force Accents as Final.
Award: 2
Prerequisites: None
While the character is dying, they are totally unconscious, and cannot speak, call out, or experience anything going on around them.
Award: 3
Prerequisites: None
The character is Inherently Vulnerable to divine magic and therefore treats all Effects with the Radiance and Darkness Accents as Final.
Award: 1 or 2
Prerequisites: None
The character has a supernatural allergy to gold, silver, iron, magic, or other substances which must be approved by Staff. While in contact with the substance, the character cannot benefit from a Short or Long Rest and all Healing sources will Heal only 1 point. The character will feel twitchy, nauseous, headachy, or paranoid (or any combination of these) while touching the material in question and should role play as such. Cloth will not stop these symptoms, but leather or thicker substances will. 2 points are awarded for materials that are likely to be very common such as leather, iron, and materia. 1 point is awarded for materials that are less likely to be common or a hindrance, such as gold, silver, or any of the Resources. No points will be awarded for materials that are unlikely to be encountered, or will rarely cause a hindrance such as dragon’s eggs, glacial ice, or alchemical fire.
Award: 2 or 3
Prerequisites: None
The character has a supernatural allergy to gold, silver, iron, magic, or other substances which must be approved by Staff. Each time the character goes from not touching an object made of the material to touching it with skin, it will cause Piercing 1 by Agony (even cloth will prevent this damage). So a character with a gold ring would take the damage each time it was put on, as well as each time they touched a gold coin (even if the ring remained on).
While in contact with the substance, even through cloth, the character cannot benefit from a Short or Long Rest or Healing and will have the Drained Condition. The character will feel severely ill, feel burning pain, or have severe migraines and difficulty thinking (or any combination of these) while touching the material in question and should role play it as such. Cloth will not stop these symptoms but leather or thicker substances will. Weapons that are not obviously made of some other material are considered to be iron, and attacks from are considered to be “hitting skin” if they damage Life Points.
3 points are awarded for materials that are likely to be very common such as leather, iron, and materia. 2 points are awarded for materials that are less likely to be common or a hindrance, such as gold, silver, or any of the Resources. No points will be awarded for materials that are unlikely to be encountered, or will rarely cause a hindrance such as butter, horse hair, or werewolf skin.
Award: 1
Prerequisites: None
While the character is on Unholy/Desecrated Ground, or in an Unholy or Desecrated Building, they cannot benefit from Short Rests.
Award: 1
Prerequisites: None
While the character is on Holy/Consecrated Ground, or in a Holy or Consecrated Building, they cannot benefit from Short Rests.
Award: 1
Prerequisites: None
The character has a strange aura that makes them difficult to be around. Others may or may not sense it, but the character cannot successfully Cure Berserk, Charmed, or Repelled Conditions because their natural aura gets in the way.
Award: 1
Prerequisites: None
The character’s soul is bound to the Material Plane. The character is immune to Grant Life while on a plane other than the one to which they are bound, and upon death, their Spirit will travel back to the Material Plane to seek a Spirit Well.
Award: 4
Prerequisites: None
Because the character’s soul is rent and in tatters, it does not soak up positive energy the way others’ can. The character only Heals 1 point from any source of Healing.
Award: 2
Prerequisites: None
For whatever reason, the character is bound to speak no lies. It may be a curse, or divine intervention, or a magical promise that has become binding. This means that the character is incapable of speaking a statement that they believe is false for the purposes of deceiving another. Written falsehoods are not covered by this Flaw, nor are spoken jokes and jests not meant to be taken seriously. If the player realizes that their character has lied, the character immediately takes Final damage equal to their Life Point total and they begin dying. Taking this Flaw reduces the Award for Fae Blood by 1.
Award: 5
Prerequisites: None
Whether it is due to a curse, a bloodline corrupted by dark powers, or some more mysterious magic, the character cannot be at ease inside a Ward spell or a Haven Ritual. While the character is inside an area protected by a Ward spell or Haven Ritual, they are inherently Drained and cannot benefit from Hearth-granted benefits, Long or Short Rests. In fact, if the character spends more than two contiguous hours inside a Haven-protected building, they will lose their ability to recharge spell-slots, Powers, etc. at the next Long Rest. The character cannot take Othersleep Perk.
Award: 5
Prerequisites: None
At some time in the past, the character made a binding oath of charity. The reasons for this oath, and for its powerfully magical binding, are up to the player. The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, they will lose access to their highest level Powers and will take a 1 point penalty to their maximum Life Point total. These will last until the character feels they have atoned for their failures in-game. Binding Oaths that are imposed by Staff require Staff approval for atonement.
The Oath of Charity is as follows:
Award: 1
Prerequisites: None
At some time in the past, the character made a binding oath of chastity. The reasons for this oath, and for its powerfully magical binding, are up to the player. The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, they will lose access to their highest level Powers and will take a 1 point penalty to their maximum Life Point total. These will last until the character feels they have atoned for their failures in-game. Binding Oaths that are imposed by Staff require Staff approval for atonement.
The Oath of Chastity is as follows:
Award: 2
Prerequisites: None
At some time in the past, the character made a binding oath of civility. The reasons for this oath, and for its powerfully magical binding, are up to the player. The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, they will lose access to their highest level Powers and will take a 1 point penalty to their maximum Life Point total. These will last until the character feels they have atoned for their failures in-game. Binding Oaths that are imposed by Staff require Staff approval for atonement.
The Oath of Civility is as follows:
Award: 2
Prerequisites: None
At some time in the past, the character made a binding oath of honor. The reasons for this oath, and for its powerfully magical binding, are up to the player. The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, they will lose access to their highest level Powers and will take a 1 point penalty to their Maximum Life Point total. These will last until the character feels they have atoned for their failures in-game. Binding Oaths that are imposed by Staff require Staff approval for atonement.
The Oath of Honor is as follows:
Award: 5
Prerequisites: None
At some time in the past, the character made a binding oath of peace. The reasons for this oath, and for its powerfully magical binding, are up to the player. The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, they will lose access to their highest level Powers and will take a 1 point penalty to their maximum Life Point total. These will last until the character feels they have atoned for their failures in-game. Binding Oaths that are imposed by Staff require Staff approval for atonement.
The Oath of Peace is as follows:
Cost: 5
Prerequisites: None
The character has a power within them that can be manifested in a single blast of strong healing energy. Once per Long Rest, the character can sacrifice life-force in order to Grant Life to another at Touch Range. To do this, they should call “Grant Life by Radiance” and then immediately drop to zero life points.
Cost: 3
Prerequisites: None
The character can attune four magic items at a time, rather than just three.
Cost: 6
Prerequisites: None
The character is naturally repellant to magic. The Character gains a Counter vs Packets once per Short Rest. The call is “Counter, Magical Resilience.”
Cost: 3
Ranks: 3
Prerequisites: Basic Arcane, Basic Faith, or Apprentice Enchanting
The character can Focus for a Quick 100 to Mend their or another character’s physical armor within Touch range to full Armor Points. This can be done once per Long Rest. The Call for this is “Mend Physical Armor to Full.”
Cost: 5
Prerequisites: Mystic Armorer
The Character may Focus Quick 100 to and spend a Spike to Mend another character's armor for 2 points. The appropriate call for this is “Mend 2 by Force.“
Cost: 3
Prerequisites: Mystic Smith
When the character uses a Power that produces the Mending effect, they may increase the Mending done by 1.
Cost: 1
Prerequisites: None
The character has a soul rooted in calm solemnity. At-will, the character can reach out to another, speaking soothing words and narrating images of placidity and tranquility. After doing this for a few moments, the character may call “Cure Madness”, curing the character of any Conditions that were applied with the Madness Accent. This cannot be taken along with Disquieting Aura.
Cost: 2
Prerequisites: None
The character is naturally agile and well-balanced. In any repped situation where the character might lose their balance or fall, or would generally be saved by agility, they should be given the widest possible interpretation. For example, if jumping from column to column, they only get the tips of their toes onto the column. This would normally cause a fall, but because the character is agile, they are judged to have managed the jump. This will not make impossible things possible, or outright break rules for physical obstacles.
Cost: 3
Prerequisites: None
The character has Resistance to Charm Effects. This will last until the character has resisted a number of these Effects equal to their character level. After that they are affected by them normally until they complete a Long Rest.
Cost: 1
Prerequisites: None
The character has little desire to give up their body, and can remain dead for a Slow 300 before discorporating, rather than the normal 180. Any time after 180, they can let go and discorporate. This can be guided by player knowledge of what is occurring, as their Spirit gets some sort of sense of their surroundings after the initial Slow 180.
Cost: 3
Prerequisites: None
The character will not involuntarily let go of their own possessions at any time, even when Slept, Dying, or even Dead. The player should call “Cold Dead Hands” whenever someone tries to remove a possession from the character's hand. If the character’s arm is Disabled, they will not release their possessions (although they cannot use them or block with them). If the character’s weapon is Disarmed, the character will take a Disable Effect to that limb instead of the same Duration as was Called for the Disarm (or a Quick Count of 30 if no duration is Called)
Cost: 1
Prerequisites: None
When the character has the Dying Condition, they can crawl slowly, and even hold objects. Normally characters who are dying can perform no actions other than calling out for help. This cannot be taken along with Dies Alone.
Cost: 4
Ranks: 2
Prerequisites: None
Once per Long Rest, the character can focus for a Quick 100 to infuse themself with elemental energy. The element they can attune to is determined when the Perk is taken and must be chosen from Flame, Ice, Lightning, or Acid. The attunement only lasts until the end of the next Short Rest. While attuned, the character may resist a number of elemental effects of their chosen element equal to their Life Point Maximum per Event. In addition, they are able to alter the Accent of any elemental power they use to the chosen accent. However, they are unable to use powers with the opposition Accent.
They also become Vulnerable to the opposite element, and take Effects from that element as Final. Flame and Ice are opposites, as are Lightning and Acid. This Perk can be taken up to twice, and each time the character may choose any element they desire, although they may not to attune to more than one element at a time.
Cost: 1
Prerequisites: None
After being dropped to 0 Life Points, the character has a Slow 300 before they die, rather than the normal Slow 180.
Cost: 1
Prerequisites: None
By pure willpower, the character holds on to life, even in the face of certain death. After being Deathblowed, rather than dying in 10 seconds, the character has 30 seconds before they die.
Cost: 2
Prerequisites: None
Once per Long Rest, the character can Counter the effects of an ingested Poison. They should call “Counter, Iron Stomach” when this occurs.
Cost: 6
Prerequisites: 20th level
The character is harder to kill and adds 1 Life Point to their maximum.
Cost: 3
Prerequisites: None
The character Heals 1 Life Point at the end of each Short Rest. This will heal Undead as well as the Living.
Cost: 5
Prerequisites: None
The character is harder to kill and adds 1 Life Point to their maximum.
Cost: 4
Prerequisites: Holding On
Once per Long Rest, when the character has finished a death-count (including a shortened one after a Deathblow) and should die, they will instead stabilize at zero Life Points.
Cost: 1
Prerequisites: None
Incantation: None
Call: “Counter, Will to Live”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Event
Accent: None Effect: Special
Keeping a white-knuckle grip on life, the character can, once per Event, take ten points of Piercing Final damage to Counter a Death Effect.
For Example: Tristan is struck with a spell-ball and the attacking creature Calls “Death by Hatred." Instead of dying immediately, Tristan uses this Perk and takes ten points of Piercing Final damage. This blows through his his Life Points, causing him to be dying, but he is not dead yet.
Cost: 4
Prerequisites: None
The character is under the patronage of a powerful supernatural creature. This may be a Fae Lady, a god or goddess, a Great Power, an elder demon, or any other creature of significant mystical strength. The character has some sort of relationship with their Patron, whether it be servile, romantic, or purely business. The character can never refuse a request by that patron without losing this Perk. The character has a relationship with this patron and can make requests or prayers to it, although there is no necessity that they be answered or honored. Most other Perks can be purchased more cheaply if they are granted (and thus revocable) by the Patron. Any Perk that doesn’t have the Patron prerequisite that is going to be considered a gift from the Patron costs 1 CP less (to a minimum of 1). The Patron perk may provide a maximum of 10 CP in discounts.
A list of readily available Patrons is available on the Wiki, linked here for convenience. Though, other Patrons exist in the world and are accessible through in-game actions.
Cost: Var
Prerequisites: Patron
The character’s patron, often a war or death deity, or some other similar greater power, has given the character the ability to destroy those who would end the patron’s beloved pet. Once per Event, when the character is Deathblowed or killed with a melee attack, they can do damage to the one who attacked them. The cost of this Perk depends on the amount of damage the character does when killed. If this Perk is upgraded after character creation, only the difference between the old level and the new level needs to be paid. At higher power levels, this Perk can do damage “By My Voice” instead. Whether the individual or By My Voice damage is done is up to the character at the time it is used. The Accent on the damage is “by Spite." Note that in the case of a Deathblow, the Hateful Retribution will go off before the character actually dies.
Cost | Damage | By My Voice Dmg |
2 | 10 | - |
3 | 15 | - |
4 | 25 | - |
5 | 50 | 5 |
Cost: 2
Ranks: Unlimited
Prerequisites: Patron
The character can Focus for a Quick 100 to Heal themself or another character within Touch range to full Life Points. This can be done once per Event. The Call for this is “Heal to full Life Points."
Cost: 3
Prerequisites: Patron
Once, the character’s patron will save them from death. One time of the character’s choice, when the character would dissipate to Spirit form after dying, they may instead be the target of Grant Life by Agony. In addition, whenever the character is brought back to life from being dead, they come back with two Life Points instead of the normal one.
Cost: 1
Prerequisites: Patron
The character can sense others who also give homage to their same Patron. They can ask at-will “Discern by Mind: Is [Patron’s Name] your Patron?”
Cost: Variable
Prerequisites: Patron
The character is beloved by a deity or greater supernatural power of some kind, who grants a number of points of Natural Armor (armor that need not have a prop and can be both Mended and Healed). The cost of this Perk is dependent on the number of Armor Points the character has been granted. If this Perk is upgraded after character creation, only the difference between the old level and the new level needs to be paid. (i.e. 3 points to get 2 points of armor, if the character already paid 2 Character Points to get 1 point of armor).
If the Character has a source of Natural Armor, then the value in the Armor Points column instead functions as an addition to their existing Natural Armor.
Note: This armor works just like created armor in that choosing armor from another source will immediately exhaust these points.
Cost | Armor Points |
2 | 1 |
5 | 2 |
10 | 3 |
15 | 4 |
Cost: 1
Prerequisites: Patron
Once, the character can call out a final prayer to their Patron to save those around them. They should call out “[Patron’s name], I give the Ultimate Gift!." They can now use three separate powers, at their discretion. They can call out “By My Voice Grant Life to [Names]” and give the names of any number of individuals, bringing them all back to life. They may call “By My Voice Heal 10 to [Names]” and heal all the named characters. They may also call out “By My Voice Short Grant Insubstantial to [Names]” When these things are complete, the character themself will die, immediately dissipate, taking Spirit form and heading for the Spirit Well. There they will burn one of their Keeper Cards permanently, then draw from one of their remaining Keepers if any remain. The character need not give a list of names and may just affect everyone within range.
Cost: 2
Prerequisites: None
The character designates one item as being linked with their character’s history, family, or fate. At the character’s option, this item can be chosen to be magical or not, but it will not have specific magical qualities. The character can treat the item as if they had the Cold Dead Hands Perk. This Perk costs only 1 if the benefactor is a Patron the character has already purchased.
Cost: 4
Prerequisites: Ancestral Relic
The item that the character has chosen as their Ancestral Relic is a weapon that is bonded to the soul of the character. The arm or arms holding the item is resistant to the Disable Effect (“Resist” should be called) and the weapon cannot be physically taken from the character, even if the character is unconscious or dead. The character can treat the item as if they had the Cold Dead Hands Perk.
A Shatter Effect will destroy the Ancestral Weapon as per normal, and immediately drop the character to 0 Life Points and Dying, but the weapon will reappear and reform in the character’s hand during the next Long Rest. Similarly, if lost, the weapon will return at the next Long Rest.
Cost: 1
Prerequisites: None
The character can remember strange, random bits of lore and trivia. Once per Event, the character may act as if they had all Lore skills for a particular physical prop (eg. blue card) and may read all portions of that prop as though they had Lore skills they do not possess.
Cost: 2
Prerequisites: None
Some bonds are not love, or even a bond-pair but are, instead, a group of people who share some common purpose or mystical link. When a character takes this Perk, they name up to three other characters. They get the benefits of this Perk only with those named members. Those members do not have to take this Perk. With those individuals, the character gain certain benefits:
Cost: 2
Prerequisites: None
You have a friend or ally who knows things. Choose two areas of Lore that your Contact has expertise in. Once per Event, you can write a note or letter to this contact and include a few Wealth and Staff will answer for your Contact with clues, information, or additional hints. The helpfulness of this information will depend on whether the questions match the Contact’s Lore skills as well as the bribe sent. The player should create a name and simple backstory for the Contact and why that Contact would answer questions.
Cost: 2
Prerequisites: None
It’s all about who you know. The character may be a distant scion of a powerful family, or may have a past that has left others wanting to help them out. Characters with this Perk have friends in high places. This friendship will generally not extend to actual physical aid, but can help with Between Game Events, can help get letters of support or pardon, or any similar activity that does not cost those performing the favors too much. The actual details of these connections should be detailed in a note to Staff or in the character background.
Cost: 2
Prerequisites: Must be taken at Character Creation.
The character has dragon ancestors. This manifests in a number of ways and the character’s draconic blood can express itself more as the character rises in level. The character should choose from Lightning, Flame, Ice, or Acid. In addition to the following benefits, dragons can sense the character’s blood as can, occasionally, dragon-related creatures such as kobolds.
For each perk tier below, after the first, the character pays additional CP. Each level of the Perk requires that all previous levels have been purchased. Characters may only purchase each tier once, but may purchase later tiers once they have attained the appropriate character levels.
Cost | Character Level | Ability |
2 | 2 | The character can counter one attack from their chosen draconic Accent by calling “Counter, Draconic Heritage." They can do this once per Short Rest. The character is affected by Powers that affect Dragons, ie: Calls that have the “to Dragon” Qualifier. |
3 | 5 | The character can use a breath weapon once per Long Rest. As a Verbal, this will do three damage, plus the number of Draconic Heritage perks taken (including this one), to one target that the character could strike with a melee weapon. The damage will have the appropriate Accent. The Call is “[Name or Description] [X] by [Accent]." |
4 | 10 | The dragon’s natural magical resistance expresses itself. After completing a Short Rest, the character automatically gains a Protect vs Packets. This Protect lasts until it is used or until the character completes a Short Rest. |
5 | 15 | The character may choose to Resist effects from their chosen Element. They may do this at will. |
6 | 20 | The character may choose to Counter any Effects, or Damage, of the chosen Accent that they take. They may do this at-will by calling “Counter, Draconic Heritage.” |
Cost: 3
Prerequisites: Minor Fame
In their life, the character has become famous for some reason. This might be one very significant event, a series of small but related events, or even just due to their position in life. This reason should be a part of the character’s backstory, and should be Staff-approved. The character may, at-will, use “It has been told” (one of the Power Phrases detailed in the Getting Started Chapter) to inform others (including PCs) that they have heard of their reason for fame. Note that “It has been told” does not require others to have heard the tale, but does suggest that it is likely. The reactions to the knowledge of the character’s fame are up to the portrayer.
Cost: 3
Prerequisites: None
Whether it is romantic love, familial love, an oath, or even a curse, there are some who are simply bound to help and protect each other. Please remember that these kinds of relationships must abide by the rules for romantic roleplay consent. When the Perk is purchased, the player should choose one other character with whom their character has the Heartbond. Note that this Perk does NOT require another character to take the same Perk. With chosen character, the character gets certain benefits:
Cost: 3
Prerequisites: None
Perhaps the character is a minor noble (see Minor Nobility Perk) or perhaps their family owns a small business. Whatever the reason, the character gets a small stipend from it. The character gets 7 Wealth at the beginning of every game.
Cost: 4
Prerequisites: None
The character has a valuable item or sum of money left to them by their family or other benefactor. The character gets a significant bonus to their starting wealth and adds 100 Wealth at the beginning of their first Event. This Perk costs only 3 if the benefactor is a Patron the character has already purchased.
Cost: 3
Prerequisites: None
The character has a large house, villa, or manse complete with servants. They should choose the name of their estate and should work with Staff to choose a location and the produce of the estate. Although most people with such lands are noble, some are merchants, crime bosses, or otherwise well-connected individuals with easy access to wealth. The character can draw funds from the goods produced by their tenants at the beginning of each game. This can be 4 Basic Resources [Bloom, Hide, Ingot] and 2 Advanced Resources [Night Prize, Harvest, Rare Mineral]. Alternatively, 6 Wealth. Choices should be noted in the character’s registration.
Cost: 1
Prerequisites: None
The character is noted for some small deed or act of heroism (or infamy) in their past. While speaking to another character or NPC, the character may say “It has been told” and give the reason that they might be well-known to the other.
The character must choose one story in their approved background history to use with this Perk; it cannot be used to implant false knowledge or an adjusted tale (although, with Staff approval, the original story itself need not be true).
For Example: Adrian the Bard is speaking to Lord Cassowary, and Adrian says “So it has been told that I am the one who stopped the great Champion of the Dark Nasarack with a poisoned glass of wine” and Lord Cassowary would remember the tale.
Cost: 4
Prerequisites: None
The character has a minor title such as Lord/Lady/Liege or Sir/Dame/Soren. This title has certain benefits and rights that come with it, but most only apply while the character is in their own demesne. The character does have the right to be called by their title and crimes against the character will be taken more seriously. Additionally, they will often be believed by local authorities or soldiers. This reduces the cost of the Income, Manse, Connections, and Famous Perks by 1.
Cost: 3
Prerequisites: Not having a Secondary Breed.
You may choose one Breed and get 3 Breed Points to spend on Breed Advantages. This also increases the maximum to 13. You may not buy Breed Advantages from any other Breeds than the one chosen.
Cost: 3
Prerequisites: At least 3 Breed Points with a costuming requirement in the character's Secondary Breed.
You may earn a maximum of 3 additional Breed points in your secondary Breed up to a maximum of 8. You may only buy this Character Option if you have more than one Breed and may only be spent on the Breed chosen.
Cost: 3
Prerequisites: None
Gain the Library Skill and Basic Scholarship Skills at no cost and Lore ranks cost 1 point less than normal to a minimum of 1.
Cost: 1
Prerequisites: None
The character has a special riding animal, contraption, or conveyance. The character gets a free travel action when they purchase a Between Game Event (see the Service Chapter for details).
Cost: 3
Prerequisites: None
A dowser can try and find certain locations by using a dowsing device of some kind to tune their natural psychic power. This might be a simple forked stick, a pair of bent metal copper wires, or something similar personal to the character. A character with this power can choose to try and find mines, wells, deposits, or other special locations. The player must contact Staff in order to use this ability and will be given clues, maps, or descriptions of places to find what they are looking for. The player may use this once per Long Rest.
Cost: 3
Ranks: 2
Prerequisites: None
The character can avoid the negative consequences of Gathering (Scavenging, Prospecting, or Foraging). The character can put back a Hazard card and re-draw when Prospecting, or can ignore the negative effects of Scavenging a monster or beast. This can be done once per Long Rest for each time this Perk is purchased.
Cost: 3
Ranks: 2
Prerequisites: None
The character gets flashes of help from the beyond that can help in times of need. The character can call out to some great power, such as the Gods, the Light, or any other greater or divine creature, and ask for a flash of insight to help with a mental puzzle or riddle. If there is an NPC nearby who can be briefly possessed by the power called for, they will blurt out a short hint or helpful piece of advice, but be totally unaware that they have done so.
The insight cannot talk about the future, nor speculate about actions. The incantation for this should be along the lines of “Hear me O Light, and grant me the boon of Insight!” This can be done once per Long Rest for each time this Perk is purchased. Regardless of how many times Insight has been purchased, it cannot be used more than once per Short Rest. All uses return after a Long Rest.
Cost: 5
Prerequisites: None
The character has some ability to contact the spirits of the departed. Not only can the Medium talk to Spirits in a few, limited ways, but with preparation (and a forewarning to Staff) can hold a rite that will summon a Spirit or two from individuals who are gone (who have permanently died).
At-will, the Medium can ask any of the following questions of any Spirits. “[Name or Description] Discern by Mind to Spirit: What was your name?”, “[Name or Description] Discern by Mind to Spirit: How did you die?”, or “[Name or Description] Discern by Mind to Spirit: What do you need?” For the rite, they should have a table with accouterments on it that are meaningful to them for speaking to the dead. For each Spirit that shows up (which is at Staff discretion) the Medium must take 6 Life Points of damage. If others are involved in the rite, and within Touch range, this damage may be shared (equally, round down to a minimum of 1), however this damage may not be reduced, resisted, or negated. This is the power the Spirit needs to take form and answer questions.
The Medium should specify (also forewarning the Staff) the names of particular Spirits they are calling, or what kind of Spirits they are calling to. They can then ask each Spirit up to one question per character level. These will all have a call of “Subtle Discern by Mind to Spirit:” unless it has been agreed with Staff that the Call is understood. These questions may be anything, but the answers may be vague, incomplete, in the form of riddles or puzzles, or even incorrect.The answers will never be lies, however, and will be true to the best knowledge of the summoned Spirit.
The Medium can summon as many Spirits as they like (sequentially) in a session, but too many may cause the Spirits to get angry, with unpredictable results. The Medium can only perform such a rite once per Event.
Cost: 1
Prerequisites: None
The character does not sleep on the prime plane. When they slumber (true deep sleep, not normally napping) the character fades out of the world, disappearing from this plane. Their equipment and clothing all stays, but they are gone until the morning comes.
OOG: the player should have a white halo with a start time and end time written on it and this should be posted in clear sight near their sleeping space; this time cannot be longer than 10 hours, nor less than 2 and is meant to protect sleep; if it appears it is being used defensively, or to protect from normal attacks, Staff may remove the Perk.
During the time on the sheet, the character is not present and cannot be affected, harmed, killed, etc., although their equipment is not protected. NPCs will not bother the PC, and although combat may occur around them, effort will be taken not to specifically disturb the protected character and player. When the time written on the sheet arrives, the character will reappear in the same location. There is no way for them to come out early, even if others need help. They should remain out-of-game and non-interactive while they are in Othersleep. This will recharge each sunrise. Cannot take Unwardable Flaw.
Cost: 3
Prerequisites: None
The character can see the unseen, and can see objects that are marked with the White Halo on a red field. Most cannot.
Cost: 3
Prerequisites: Sight
The character’s powers are impressive, and the character can read the information card found on the back of red flags marked with a White Halo.
Cost: 3
Prerequisites: Sight Beyond Sight
The character is vaguely aware of things beyond the ability of others to sense. The character is aware of information that would normally only be available to the player. They might understand the contents of a Subtle Call, or be able to know that danger is coming up on the other side of an unrepresented “door.”
Cost: 3
Prerequisites: None
A soothsayer can see into the future, or see through the thin veil between reality and the possible. By performing a small ceremony (which may be drawing cards, viewing entrails, or even preparing for a sleep filled with prophetic dreams), the character should provide a question or topic to Staff in written form and, sometime after the ceremony is performed, the answer will come to them in a vision or by some other sign. The character can request one vision per Long Rest.
Cost: 3
Prerequisites: None
Normally, when a character gains the Spirit Type, they are incapable of looking at others or communicating. A character with a strong spirit can make eye contact and even make gestures (although charades-type communication is simply too difficult). In addition, they need not head directly to the Spirit Well, but can go to one familiar location or person first and can remain in that spot for up to ten minutes (Slow 600) before heading to the Well.
Cost: 1
Prerequisites: None
The character can perform an easy rite, taking only a few seconds, which will sanctify a particular room. The character should pick a special item like a horseshoe, banner, or other significant, meaningful item, and place it inside the room to designate it as a Hearth. If the item is removed from the room for any reason, the Hearth Perks are lost until it is returned. If needed, once per Event, a new rite can be performed after the next Long Rest, using a new special item.
The room becomes the character’s Hearth and they can develop certain powers that are only effective when in their Hearth by taking additional Hearth Perks. In order for a room to become a Hearth, it must be the room where the character intends to sleep next. In addition, the room cannot be a public or multi-use room such as a Tavern. If the room is normally public but is closed off for sleeping, that is acceptable (such as a small shop that is closed and used as living quarters). While performing the rite, the character can name five additional people who also intend to sleep in that room and the area will count as a Hearth for them as well. Those others count this as their Hearth and can purchase and use other Hearth Perks even if they have no ability to make the Hearth in the first place.
Cost: 5
Prerequisites: Hearth
When the character creates a Hearth, they may spend an additional minute or so on the rite, drawing in the magical weave to create a nexus of arcane energy. The Hearth will act as an Arcane Locus for the purposes of magical study until the end of the Event. The Hearth cannot also be designated as a Consecrated Hearth.
Cost: 3
Prerequisites: None
The character can escape from a room designated as their Hearth. Once per Long Rest, they can go Insubstantial by calling “Insubstantial” and must then immediately walk slowly out of the room. Once outside the room, they no longer need to walk, and can remain Insubstantial for a Slow 180 before calling “Dispel Insubstantial.”
Cost: 5
Prerequisites: Hearth
When the character creates a Hearth, they may spend an additional minute or so on the rite, deep in prayer and meditation. They can cause the area of their Hearth to be Consecrated Ground until the end of the Event. The Hearth cannot also be designated as an Arcane Locus.
Cost: 1
Prerequisites: Hearth
When the character creates a Hearth, they may designate an additional five people (thus a maximum of 10 people, besides the caster) who also intend to sleep in that room and the area will count as a Hearth for them as well.
Cost: 1
Prerequisites: None
The character possesses the secret of the Fairy Orchestra. Most of these are actual orchestras made up of willing or bound fae, trapped inside a mystically prepared box or other object. Others are demonic in nature, or even simply magical artifacts. A Fairy Orchestra can allow those designated by the owner to whom it is bound, to summon soft music to add ambiance or for entertainment. The Orchestra will not play if the character does not have a designated Hearth.
This allows the player to use a musical device to play appropriate, in-period music. The music must be soft enough so it cannot easily be heard outside the character’s Hearth. The music must use real instruments, and cannot have lyrics that will break game immersion. The Fairy Orchestra cannot be removed from the Hearth without express staff approval.
Cost: 3
Prerequisites: None
The character’s Hearth brings them peace and a centered state of mind. Whenever they complete a Short Rest in a room designated as their Hearth, they gain one Protect against Fear or can grant one to one other person also taking a Short Rest in the same Hearth. If used on another, it is Delivered as a Verbal with the Call, “[Name or Description] Grant Protect vs Fear."
Cost: 2
Prerequisites: None
While inside a room designated as their Hearth, the character can Refresh a Spike by Focusing for a Quick 100. This can be done at-will as long as the character is in the room.
Cost: 3
Prerequisites: None
The character can create a warm and nurturing environment. Whenever the character takes a Long Rest in a room designated as their Hearth, they can heal to full. If the character has the Tainted Condition and completes a Short Rest in their Hearth, they will not die.
Cost: 3
Prerequisites: Consecrated Hearth
When the character creates a Consecrated Hearth, they may spend an additional minute or so on the rite, constructing or assembling a simple prayer shrine to at least one deity. If a named member of the Hearth conducts a Divine Ritual within the confines of the Hearth, the amount of Dark Territory is reduced by one.
Cost: 3
Prerequisites: Arcane Hearth
When the character creates an Arcane Hearth, they may spend an additional minute or so on the rite, constructing or assembling a simple crystal focus that must produce light. If a named member of the Hearth conducts an Arcane Ritual within the confines of the Hearth, the amount of Dark Territory is reduced by one.
A character’s profession, species, and even their background, do not give a full picture of an individual. It is also important to know what they can do. For this reason, there are skills. These represent all of the proficiencies, competencies, and areas of expertise that a character has. Choosing skills will let a character specialize in one area, or dabble in many. Many skills are granted as bonus skills, i.e. skills that need not be paid for with Character Points, by the character classes. Others can be purchased with the Character Points that a character gets at each level.
Whether a character is able to read written language or not is up to the player. There is no read/write skill.
Sometimes there will be a number of ranks listed next to the name of the skill. This shows how many times the skill can be taken. Each time it is chosen, it will have some sort of increased effect, or a broader reach. The exact benefits of taking the skill multiple times will be found in the description. If no number of ranks is listed, the skill can only be taken once.
Each skill is listed with a number of Character Points that must be expended in order to take the skill. Skills are learned between games and communicated to Logistics. Sometimes, the costs of a skill are variable and in those cases, the cost will be found in the description of the skill.
This lists the skills that need to have been purchased before that skill can be taken. A lot of the “root” skills have “Basic” in their name.
Name | Cost | Ranks | Prerequisites | Description |
1 | - | - | Dagger and staff prof. | |
3 | - | Basic Martial Weapons | Short weapon prof. | |
7 | - | Short Weapons | Long weapon prof. | |
5 | - | Basic Martial Weapons | Great weapon prof. Shield-breaking with Spikes | |
3 | - | Basic Martial Weapons | Use bows and x-bows. Aim for extra damage. | |
3 | - | Basic Martial Weapons | Use thrown weapons. | |
4 | - | - | Use buckler and small shields | |
2 | - | Basic Shields | Use medium shields | |
2 | - | Advanced Shields | Use the largest shields | |
5 | - | Basic Shields | Counter an Effect against your shield | |
2 | - | - | Gain up to 2 points of armor | |
3 | - | Basic Armor | Gain up to 4 points of armor | |
4 | - | Light Armor | Gain up to 6 points of armor | |
3 | - | Medium Armor | Gain up to 8 points of armor | |
2 | - | Heavy Armor | Gain up to 11 points of armor | |
6 | - | One Armor Proficiency | +1 Armor Points to worn armor | |
2 | - | Short Weapons | Use two weapons at once. Only one can be longer than 36” | |
2 | - | Two Weapon Style | Use any two weapons of up to 48” long at once. | |
3 | - | Advanced Two Weapon Style | Use any two melee weapons at once. | |
1 | - | Great Weapons | Hold a second weapon with a Great weapon. | |
4 | - | Basic Martial Weapons | Extra Spike while wielding a particular weapon. | |
4 | - | Short Weapons, Weapon Specialization (Axes), 2 levels in Martial Classes | Spend Spike to do Shield-Breaking with Axe | |
4 | - | Axecraft, 5 levels in Martial Classes | Spend Spike to Disarm with Axe | |
4 | - | Hooked Head, 10 levels in Martial Classes | +1 Base Damage when using a Spike with Axe | |
4 | - | Projectile Weapons, Weapon Specialization (Bow), 2 levels in Martial Classes | Spend Spike to do Shield-Breaking with Bows | |
4 | - | Bowcraft, 5 levels in Martial Classes | Do Spike damage without aim time | |
4 | - | Quick shot, 10 levels in Martial Classes | Additional effects by aiming | |
4 | - | Weapon Specialization (Dagger), 2 levels in Martial Classes | +1 Base Spike Max while only using Daggers | |
4 | - | Daggercraft, 5 levels in Martial Classes | Parry attack when only using Daggers | |
4 | - | Parrying Dagger, 10 levels in Martial Classes | Spend Spike to deal “Double” with Daggers | |
4 | - | Short Weapons, Weapon Specialization (Mace), 2 levels in Martial Classes | Spend Spike to deal Wounding vs shields with Maces | |
4 | - | Macecraft, 5 levels in Martial Classes | Spend Spike to Slow with Maces | |
4 | - | Toppling Blows, 10 levels in Martial Classes | Spend Spike to Shatter Armor with Maces | |
4 | - | Great Weapons, Weapon Specialization (Polearms), 2 levels in Martial Classes | Spend Spike to counter Disarm with Polearms | |
4 | - | Polearmcraft, 5 levels in Martial Classes | Attempt an attack on an adjacent target with Polearms | |
4 | - | Sweeping Strike, 10 levels in Martial Classes | Spend Spike to Repel with Polearms | |
4 | - | Thrown Weapons Weapon Specialization (Thrown Weapons), 2 levels in Martial Classes | Spend Spike to Repel with Thrown Weapons | |
4 | - | Thrown Weaponcraft, 5 levels in Martial Classes | Spend Spike to Shatter Items with Thrown Weapons | |
4 | - | Shattering Toss, 10 levels in Martial Classes | Aim for +1 damage with Thrown Weapons | |
6 | - | Basic Martial Weapons, Weapon Specialization (Any), 10 levels in martial classes | +1 to base Spike damage | |
6 | 2 | One level in a non-casting class | Choose additional Tier Power. | |
6 | - | One level in a non-casting class | Additional Utility Power. | |
3 | 3 | 6th character-level, class-levels in at least two Base Classes | Trade lower powers for higher ones. |
Name | Cost | Ranks | Prerequisites | Description |
4 | - | - | Add four Novice spells to your spellbook. First step in Preparing and casting Arcane spells. | |
4 | - | - | Add four Novice spells to your spellbook. First step in Preparing and casting Divine spells. | |
3 | - | One Novice Arcane Spell Slot, One Novice Divine Spell Slot | May use Short Rest Spell Slot Refresh powers from different Spheres concurrently. | |
2 | Unlim | One Devotion Power, Not Undevoted | Can alter Accent of Spike or Power to Radiance. | |
2 | 3 | One level in a spell-casting class | One additional Novice spell-slot | |
3 | 3 | One Adept spell-slot, one level in a spell-casting class | One additional Adept spell-slot | |
4 | 3 | One Greater spell-slot, one level in a spell-casting class | One additional Greater spell-slot | |
6 | - | Basic Arcane or Basic Faith | Choose one additional Cantrip. | |
5 | 4 | Basic Arcane or Basic Faith | Adds 4 Novice Spell-Slots to either Arcane or Divine spell refresh. | |
3 | - | Basic Arcane or Basic Faith | Can Prepare one additional spell | |
2 | Unlim | Basic Arcane or Basic Faith, one level in a spell-casting class | Add 2 Novice spells to your spellbook. | |
4 | Unlim | Basic Arcane or Basic Faith, one Adept spell-slot | Add 2 spells of any tier to your spellbook. | |
1 | - | Basic Arcane or Basic Faith | Cast Novice spells straight from spellbook without Preparing them | |
2 | - | Novice Bookcaster | Cast Adept spells straight from spellbook without Preparing them | |
3 | - | Adept Bookcaster | Cast Greater spells straight from spellbook without Preparing them | |
2 | 4 | Adept Bookcaster | Bookcast one spell per Long Rest without expending a spell-slot. | |
3 | - | One Novice-level spell-slot | +1 Healing to Healing Spells (not Cantrips); First Charge Only. | |
5 | - | Peacecaster, One Greater-level spell-slot. | +1 Healing to Healing Cantrips (not Spells); First Charge Only. | |
5 | - | One Novice-level spell-slot | +1 Damage to damaging spells (not Cantrips); First packet only | |
5 | - | Warcaster, One Greater-level spell-slot. | Adds +1 damage to all damaging Cantrips. | |
6 | - | Spell preparation, Greater Bookcaster. One Master spell-slot | Every spell for a single Base Class in the character’s spellbook is always Prepared. |
Name | Cost | Ranks | Prerequisites | Description |
2 | Unlim | - | Knowledge of a particular area of study | |
1 | - | - | Extra research during BGEs. | |
1 | - | Basic Scholarship | Expertise in library use. Can research subjects while NPCing. |
Name | Cost | Ranks | Prerequisites | Description |
2 | - | - | Discern Dying, Dead Status. Stabilize the dying. | |
1 | - | Basic Medicine | Discern exact damage and Conditions | |
4 | - | Basic Medicine | Cure Disabled, Poisoned, Weakened, and Slept | |
1 | - | Basic Medicine, Diagnose | Fast stabilize, fast carry. |
Name | Cost | Ranks | Prerequisites | Description |
2 | 3 | Profession - [Any] | Knowledge of a chosen Profession. One Discern Ability. | |
1 | - | - | Basic knowledge of a chosen profession. 2 Wealth per game. | |
2 | - | Profession - Apprentice | Knowledge of a chosen profession. 4 Wealth per game. One Discern ability. | |
3 | - | Profession - Journeyman | Extensive knowledge of a chosen profession. 6 Wealth per game. Additional Discern ability. | |
4 | - | - | Can follow tracking flags. |
Name | Cost | Ranks | Prerequisites | Description |
5 | - | - | Pick mundane with lock-picks. | |
5 | - | - | Can disarm traps. | |
4 | - | Basic Traps | Can set traps. | |
3 | - | - | Can sell items for Wealth. | |
1 | - | - | Can safely apply poisons to weapons and apply poisons to drinks. | |
2 | - | - | Get a sheet of local rumors at the beginning of each Event. |
Name | Cost | Ranks | Prerequisites | Description |
3 | - | - | Allows you to forage Bloom and Night Prizes from the Wilderness. | |
3 | - | Forage I | Forage more Bloom and Night Prizes from the Wilderness. | |
3 | - | Forage II, Character Level 10 | Forage more Bloom and Night Prizes from the Wilderness, and Eternal Blossom Seed. | |
3 | - | - | Allows you to Scavenge creatures. | |
3 | - | Scavenge I | Scavenge with more rewards. | |
3 | - | Scavenge II, Character Level 10 | Scavenge with even more rewards, and possibly Raw Scale. | |
3 | - | - | Allows you to mine once per Long Rest each Mine or Mineral deposit. | |
3 | - | Prospect I | Mine with more rewards. | |
3 | - | Prospect II, Character Level 10 | Mine with even more rewards, and possibly Mithril Ore |
Name | Cost | Ranks | Prerequisites | Description |
3 | - | - | Create Apprentice Alchemy Recipes, | |
4 | - | Apprentice Alchemy, 4th level character | Create Journeyman Alchemy Recipes | |
5 | - | Journeyman Alchemy, 10th level character | Create Greater Alchemy Recipes | |
6 | - | Greater Alchemy, 16th level character | Create Master Alchemy Recipes | |
3 | - | - | Create Apprentice Tinkering Schematics | |
4 | - | Apprentice Tinkering, 4th level character | Create Journeyman Tinkering Schematics | |
5 | - | Journeyman Tinkering, 10th level character | Create Greater Tinkering Schematics | |
6 | - | Greater Tinkering, 16th level character | Create Master Tinkering Schematics | |
3 | - | - | Create Apprentice Enchanting Formulae | |
4 | - | Apprentice Enchanting, 4th level character | Create Journeyman Enchanting Formulae | |
5 | - | Journeyman Enchanting, 10th level character | Create Greater Enchanting Formulae | |
6 | - | Greater Enchanting, 16th level character | Create Master Enchanting Formulae | |
3 | - | - | Perform Apprentice Divine Rituals | |
4 | - | Apprentice Divine Ritual Magic, 4th level character | Perform Journeyman Divine Rituals | |
5 | - | Journeyman Divine Ritual Magic, 10th level character | Perform Greater Divine Rituals | |
6 | - | Greater Divine Ritual Magic, 16th level character | Perform Master Divine Rituals | |
3 | - | - | Perform Apprentice Arcane Rituals | |
4 | - | Apprentice Arcane Ritual Magic, 4th level character | Perform Journeyman Arcane Rituals | |
5 | - | Journeyman Arcane Ritual Magic, 10th level character | Perform Greater Arcane Rituals | |
6 | - | Greater Arcane Ritual Magic, 16th level character | Perform Master Arcane Rituals | |
6 | - | Master level of one Crafting Skill and Profession-Apprentice. | Allows the mastercrafter to submit 1 item per event for exceptional boons. |
Cost: 1
Prerequisites: None
The character has proficiency with all Hand Weapons (16”-22”) and Staves (fully padded, up to 72”)
Cost: 3
Prerequisites: Basic Martial Weapons
The character has proficiency with Short Weapons (22”- 36”)
Cost: 7
Prerequisites: Short Weapons
The character has proficiency with Long Weapons (36”- 48”)
Cost: 5
Prerequisites: Basic Martial Weapons
The character has proficiency with Great Weapons (48”- 90”). When a character uses a great weapon to perform a Spike, the wielder may choose to either do 1 additional point of base damage, or use the “Shield-Breaking” Effect. You may block attacks with it wielded in one hand but to deal damage or Effects with the Great Weapon it must be wielded in two hands. If the character is Strengthened they can ignore the requirement to hold the great weapon in both hands. This does not mean that they treat the great weapon as if it were being wielded in two hands for the purposes of Powers
Note: A Polearm is a type of Great Weapon that is simply 61” or longer.
Cost: 3
Prerequisites: Basic Martial Weapons
The character has proficiency with Bows and Crossbows. By aiming (Focusing) for a Quick 10 with their projectile weapon, the character can add their Spike damage without expending a Spike. If the character moves their right foot, or lowers their draw, the aiming will have to be done again to get the benefit. The character may not expend a Spike to further enhance their damage. By default, bows and crossbows take any damaging attack as a Shatter Effect.
Cost: 3
Prerequisites: Basic Martial Weapons
The character has proficiency with Thrown Weapons.
Cost: 4
Prerequisites: None
The character has proficiency with Bucklers (38” perimeter max) and Small Shields (63” perimeter max).
Cost: 2
Prerequisites: Basic Shields
The character has proficiency with Medium (94” perimeter max) and Large shields (106” perimeter max).
Cost: 2
Prerequisites: Advanced Shields
The character has proficiency with Great Shields (125” perimeter max).
Cost: 5
Prerequisites: Basic Shields
The character can Counter one weapon attack that hits their shield. They should call “Counter, Shield Expertise” when they use the Counter. This will refresh after the character completes a Short Rest.
Cost: 2
Prerequisites: None
The character can benefit from up to two Armor Points of repped armor. Their total armor can still be altered by character Skills and Powers, which may increase their armor above this repped armor maximum.
Cost: 3
Prerequisites: Basic Armor
The character can benefit from up to four Armor Points of repped armor. Their total armor can still be altered by character Skills and Powers, which may increase their armor above this repped armor maximum.
Cost: 4
Prerequisites: Light Armor
The character can benefit from up to six Armor Points of repped armor. Their total armor can still be altered by character Skills and Powers, which may increase their armor above this repped armor maximum.
Cost: 3
Prerequisites: Medium Armor
The character can benefit from up to eight Armor Points of repped armor. Their total armor can still be altered by character Skills and Powers, which may increase their armor above this repped armor maximum.
Cost: 2
Prerequisites: Heavy Armor
The character can benefit from up to eleven Armor Points of repped armor. Their total armor can still be altered by character Skills and Powers, which may increase their armor above this repped armor maximum.
Cost: 6
Prerequisites: At least one Armor Proficiency
Whenever the character is wearing any amount of physical armor, even if the armor has a value of 0, she gains one additional point to her physical Base Maximum Armor Points.
Cost: 2
Prerequisites: Short Weapons
The character can wield two melee weapons at once and be considered proficient with both. Only one of the two weapons can be over 36” long and neither can be longer than 48."
Cost: 2
Prerequisites: Two Weapon Style
The character can wield two melee weapons at once and be considered proficient with both if they are proficient with that weapon type. The weapons may be up to 48” in length.
Cost: 3
Prerequisites: Advanced Two Weapon Style
The character can wield two melee weapons at once and be considered proficient with both if they are proficient with that weapon type. The weapons may be of any length.
Cost: 1
Prerequisites: Great Weapon
The character has trained significantly with Great Weapons and can perform feats of strength otherwise impossible for others.
They may hold a second weapon in the same hand as a Great Weapon without impeding the effectiveness of the Great Weapon. Although the effectiveness of the Great Weapon is unaffected, the second weapon cannot be used to do damage or block attacks (it is not wielded) if it is held in the same hand as the great weapon.
For Example: A character could hold a polearm normally with two hand with one of those hands also holding a shortsword, and the polearm would still be usable and would be able to do Spikes, do Shield-Breaking damage, etc. if both hands are on the polearm.
Cost: 4
Prerequisites: Basic Martial Weapons
The character must choose from the following list: Shortsword, Longsword, Mace, Flail, Axe, Great Sword, Great Mace, Great Axe, Polearm, Bow, Crossbow, Thrown Weapon, Staff, or Dagger. After each Short Rest, the character gains one additional Spike that can only be used while the character is wielding a weapon of that type (although the actual attack need not come from that weapon). A character may only have Weapon Specialization with one weapon type.
Cost: 4
Prerequisites: Short Weapons, Weapon Specialization (Axes or Great Axes), 2 levels in Martial Classes
An axe is a special short weapon (22"-36") or great weapon (48"-60’’) that must have an obvious "bladed head." The character has a special skill with an axe to sunder shields. Each time the axe strikes a shield, the character can expend a Spike to do Shield-Breaking.
If using a great weapon that’s an axe, you may instead refresh one Spike whenever you Destroy or Shatter a Shield.
Cost: 4
Prerequisites: Axecraft, 5 levels in Martial Classes
The character has a special skill with an axe. When the axe strikes a held weapon or shield, the character may expend a Spike to "Disarm [Item]" where the item named must be the weapon or shield that was hit.
Cost: 4
Prerequisites: Hooked Head, 10 levels in Martial Classes
The character has a special skill with an axe and does +1 Base Damage when they expend a Spike on a Basic Spike attack with an axe. If they do, the attack gains the Force Accent (which cannot be changed).
Cost: 4
Prerequisites: Projectile Weapons, Weapon Specialization (Projectile Weapons), 2 levels in a Martial Classes
Each time the Character strikes a shield with a projectile weapon, the character can expend a Spike to do Shield-Breaking.
Cost: 4
Prerequisites: Bowcraft, 5 levels in Martial Classes
The character may do their Spike Damage with bows, without any aim time a number of times per Short Rest equal to their Maximum Spikes.
Cost: 4
Prerequisites: Quick Shot, 10 levels in Martial Classes
When the character spends a Quick 10 aiming with a projectile weapon, they may choose to do one of the following:
Cost: 4
Prerequisites: Weapon Specialization (Daggers), 2 levels in Martial Classes
When only using one or two bladed hand weapons (each under 22") you find it easier to deal critical damage. While using daggers only, you have +1 Base Maximum Spikes for attacks with daggers. This bonus to Maximum Spikes is a Base change, and does not interact with the stacking rules for Maximum Spikes.
Cost: 4
Prerequisites: Dagger Craft, 5 levels in Martial Classes
When only using one or two bladed hand weapons (each under 22"), the character may Counter any melee weapon attack that hits the character if they can see the source of the attack, by calling "Counter, Parry" once per Short Rest.
Cost: 4
Prerequisites: Parrying Dagger, 10 levels in Martial Classes
When only using one or two bladed hand weapons (each under 22"), they may spend a Spike to do an attack that does “Double 1 by Force.” This attack can’t be modified other than changing its accent. In addition, whenever the character Counters an attack that hits their hand weapons they may regain a Spike.
Cost: 4
Prerequisites: Short Weapons, Weapon Specialization (Maces), 2 levels in Martial Classes
The character has a special skill with a mace and can use it to cause damage through shields. A mace is a special short weapon (22"-36") that must have an obvious "head" and must have its center of balance closer to the head than the pommel. The character is skilled with a mace and can use it to crush through shields to damage their enemies. Each time the mace is blocked by a shield, the character may expend a Spike to add Wounding to that attack with a mace.
Note: This Power cannot be used with other Powers or be modified in any way.
Cost: 4
Prerequisites: Macecraft, 5 levels in Martial Classes
The character has a notable skill with a mace and can use it to knock foes off balance. Each time the mace strikes a target they may expend a Spike to call "Quick Slow."
Cost: 4
Prerequisites: Toppling Blows, 10 levels in Martial Classes
The character has a special skill with a mace and can use it to rend Armor. If you are confident you landed a regular melee hit on the target, you can expend a Spike and call "Shatter Armor by Force" on your next swing which must be against the same target.
Cost: 4
Prerequisites: Great Weapons, Weapon Specialization (Polearms), 2 levels in Martial Classes
When wielding a polearm (A great weapon with an overall length of 61"-90") in two hands you may spend a Spike to Counter any Disarm Effect that targets the polearm by calling "Counter, Polearmcraft."
Cost: 4
Prerequisites: Polearmcraft, 5 levels in Martial Classes
When wielding a polearm in two hands using it to make an attack, if they miss or the Power is Prevented, they may immediately (before making any other attacks or using other Powers) use the same Power with a second swing without expending additional uses. The second attempt must have a different target. If the retry misses or is Prevented, the Power is expended.
Cost: 4
Prerequisites: Sweeping Strike, 10 levels in Martial Classes
When wielding a polearm in two hands you may spend a Spike to make an attack that is “Short Repel By Force.”
Cost: 4
Prerequisites: Thrown Weapons, Weapon Specialization (Thrown Weapons), 2 levels in Martial Classes
When using a Thrown Weapon, the character may spend a Spike to call "Quick Repel by Agony." If this Power misses they may immediately throw an additional weapon with the same call. Note, if the second one also misses, it can't be used again without expending another Spike.
Cost: 4
Prerequisites: Thrown Weaponcraft, 5 levels in Martial Classes
Once per Short Rest, when using a Thrown Weapon the character may use a Spike to call "Shatter [Item] by Force" as their weapon tears apart any item held by the character hit or a door if it hits a door.
Cost: 4
Prerequisites: Shattering Toss, 10 levels in Martial Classes
When using a Thrown Weapon the character can aim for a Quick 10 to gain +1 Base Damage to the attack. This bonus may only be added once per attack.
Cost: 6
Prerequisites: Weapon Specialization, 10 class-levels in martial classes
When using the weapon with which the character has Weapon Specialization, the character’s base Spike damage rises by +1.
Cost: 6
Prerequisites: One level in a non-casting class
The character may choose an additional Tier Power from a non-casting class that they have levels in. The Power cannot be one the character already has. This is just like an additional Tier Power from the class. The Power must be of a Tier they could normally take without using Agile Learner.
Cost: 6
Prerequisites: One level in a non-casting class
The character may choose an additional Utility Power from a non-casting class that they have levels in. This is just like an additional Utility Power from the class.
Cost: 3
Prerequisites: 6th character-level, class-levels in at least two Base Classes
The character can trade out one first-tier Power for a second-tier Power from the same class or can lose access to a first-tier Spell-Slot and gain access to a second-tier Spell-Slot from the same class. If a Spell-Slot is switched out, a Known Spell from the spell-book can be similarly switched from first- to second-tier. A second rank of this skill can be taken at 8th character-level, and a third rank can be taken at 10th character-level.
Cost: 4
Prerequisites: None
The character learns how to record Arcane spells into a spellbook and Prepare them. They can add four Novice-tier Arcane spells into their spellbook. If the character has levels in an Arcane spell-casting class, these spells must all be spells from one of those classes. If the character has no spell-casting class, they may choose from any Base Class’s spell list. This skill confers no actual spell-slots or preparation slots.
Cost: 4
Prerequisites: None
The character learns how to record Divine spells into a spellbook and Prepare them. They can add four Novice-tier Divine spells into their spellbook. If the character has levels in a Divine spell-casting class, these spells must all be spells from one of those classes. If the character has no spell-casting class, they may choose from any Base Class’s spell list. This skill confers no actual spell-slots or preparation slots.
Cost: 3
Prerequisites: One Novice Arcane Spell-Slot and One Novice Divine Spell-Slot
The character has learned how to pair the meditative cycles of arcane re-attunement and the prayers of divine refreshment. When the character would use a Short Rest Power that refreshes their spell slots (ex: Arcane Study, Refreshing Prayer, etc.) they may refresh both Arcane and Divine spell slots with the same Short Rest.
Cost: 2
Prerequisites: At least one Devotion Power, Character is not Undevoted.
The character may channel divine favor through their martial prowess. Once per Short Rest, they may add the Radiance Accent to any one basic Spike or replace the Accent of a Martial Power (Basic, Advanced, etc) or basic attack that has an Accent already to Radiance.
Cost: 2
Prerequisites: Basic Arcane or Basic Faith
The character chooses one Sphere of magic and gains one additional Novice spell-slot in that Sphere and can use it to cast a Prepared spell.
Cost: 3
Prerequisites: One Adept spell-slot
The character chooses one Sphere of magic they have an Adept Spell slot for and gains one additional Adept spell-slot in that Sphere and can use it to cast a Prepared spell.
Cost: 4
Prerequisites: One Greater spell-slot
The character chooses one Sphere of magic they have a Greater Spell slot for and gains one additional Greater spell-slot in that Sphere and can use it to cast a Prepared spell.
Cost: 6
Prerequisites: Basic Arcane or Basic Faith
The character can choose one additional Cantrip from their class’ Cantrip spell-list. If the character does not have a class spell-list, they may pick any Base Class Cantrip but the Cantrip must be from the same Sphere (Arcane or Divine) as the prerequisite that qualifies them for this skill.
Cost: 5
Prerequisites: Basic Arcane or Basic Faith
The character is adept at tapping into their power source. The character may add 4 Novice spell slots to their Arcane or Divine spell slot refresh pool, chosen at the time the skill is purchased. Meaning, the total number of Novice spell slots they can refresh per Long Rest, using the relevant innate Powers, increases by 4.
Cost: 3
Prerequisites: Basic Arcane or Basic Faith
The character chooses one Sphere of magic and gains the ability to Prepare one additional spell from that Sphere. In conjunction with Extended Capacity, this will allow a non-spellcasting character to cast a spell.
Cost: 2
Prerequisites: Basic Arcane or Basic Faith
The character can choose two Novice spells from a spell-casting class they have levels in and add them to their spellbook. If the character does not have a class spell-list, they may pick spells from any Base Class’s spell list.
Cost: 4
Prerequisites: Basic Arcane or Basic Faith, one Adept spell-slot
The character can choose two spells from a spell-casting class they have levels in and add them to their spellbook. These spells can be of any tier (although that will not make them castable). If the character does not have a class spell-list, they may pick spells from any Base Class’s spell list.
Cost: 1
Prerequisites: Basic Arcane or Basic Faith
The character can cast Novice level spells directly from their spellbook. Although the spell will still exhaust a Novice Magic Spell-Slot, it need not be Prepared (although it must be a spell the caster could Prepare). To bookcast a spell, the character must be out of combat, then they must either read the full incant five times from their spell-book, or must study their spellbook for a full minute before reading the incantation directly from the book. All other requirements and components will remain the same.
Cost: 2
Prerequisites: Novice Bookcaster, one Adept spell-slot
The character can cast Adept level spells directly from their spellbook. Although the spell will still exhaust an Adept Spell-Slot, it need not be Prepared (although it must be a spell the caster could Prepare). To bookcast a spell, the character must be out of combat, then they must either read the full incant five times from their spell-book, or must study their spellbook for a full minute before reading the incantation directly from the book. All other requirements and components will remain the same.
Cost: 3
Prerequisites: Adept Bookcaster
The character can cast Greater spells directly from their spellbook. Although the spell will still exhaust a Greater Spell-Slot, it need not be Prepared (although it must be a spell the caster could Prepare). To bookcast a spell, the character must be out of combat, then they must either read the full incant five times from their spell-book or must study their spellbook for a full minute before reading the incantation directly from the book. All other requirements and components will remain the same.
Cost: 2
Prerequisites: Adept Bookcaster
Once per Long Rest, the caster can bookcast one spell without using up a spell-slot of any kind.
Cost: 3
Prerequisites: One Novice-level spell-slot
The caster can heal one additional point with all healing Spells (not Cantrips) they cast. If the spell grants multiple charges then this skill will only increase the healing of the first charge, no matter how it is delivered. For spells such as Cleric’s Benediction or Salvation that target multiple targets with a single call, Peacecaster affects the Effect for each target, not just one.
Additionally, Peacecaster allows the caster to at will convert Novice or Adept Divine Touch-based spells that would be effected by Peacecaster to packet (spellball) based delivery. This is optional and the Peacecaster may still deliver these spells by touch.
Cost: 5
Prerequisites: Peacecaster, one Greater-level spell-slot
The caster can heal one additional point with all Cantrips they cast. If the Cantrip grants multiple charges then this skill will only increase the healing of the first charge, no matter how it is delivered.
Cost: 5
Prerequisites: One Novice-level spell-slot
The caster can add one additional point to all damaging Spells (not Cantrips) they cast. If the spell grants multiple charges then this skill will only increase the damage of one charge, no matter how it is delivered
Cost: 5
Prerequisites: Warcaster, one Greater-level spell-slot
The caster can add one damage to all damaging Cantrips that they cast. If the Cantrip grants multiple charges then this skill will only increase the damage of one charge, no matter how it is delivered
Cost: 6
Prerequisites: Spell Preparation, Greater Bookcaster, One Master spell-slot
Every spell for a single Base Class in the character’s spellbook is considered Prepared at all times. Any instances of spell preparation the character has may either be applied to another classes’ spell list, or can be refunded, as long as the character retains at least one instance of spell preparation.
Cost: 2
Prerequisites: None
The character has learned about a specific area of study, with each area of study considered a separate skill. Lore confers a level of knowledge that is both deep and detailed, although not quite encyclopedic, and represents a long commitment to education on the topic. The more granular the area of knowledge, the more specific the knowledge is likely to be. The following is a list of suggested areas of study. Players should feel free to choose ones not in this list as long as they are appropriate to the setting.
Arcane Lore: Magic and its uses, magical tools and applications, and magical constructs.
Historical Lore: Major events, dates, interactions of events and casualties, historical figures.
Nature Lore: Animals and their habits, woodcraft, myths and legends about the natural world, plants and their uses. This also includes creatures and monsters that are native to the region.
Noble Lore: Etiquette, titles, traditions and customs, noble names and families, history of ruling families, especially the Great Houses.
Planar Lore: Planar geography, the natures of different planes and their interactions, moving between planes, and the ruling creatures of those planes.
Religious Lore: Gods and their domains, afterlife beliefs, church traditions, cultural attitudes towards the gods.
Shadow Lore: Underworld and underworld etiquette, power players, customs and mores, connections, illicit substances and their uses, cons and crimes.
Undead Lore: Undead in their various forms, their powers and characteristics. Major undead players in the area or setting.
Cost: 1
Prerequisites: None
The character has a knowledge of inks and quills, parchments, and study. In Between Game Events, the character can copy documents, decipher ancient languages, and perform two research actions for every Between Game Event.
Cost: 1
Prerequisites: Basic Scholarship
The character knows their way around a library and can find tomes, discover ancient texts, and generally learn things that are unavailable to the normal folk. This allows the character to discover additional information above and beyond what is normally available in Between Game Events, as long as a library is available and the information would be discoverable in books. If a Library exists in-game, the character may spend a 4-hour NPC shift researching any one question and will get an answer from Staff.
Cost: 2
Prerequisites: None
The character has some basic understanding of the way living creatures work and has some minor skill in the healing arts. By spending a Quick 100 tending to an individual, that individual, if dying, will become stable. The character’s death-count will not stop or pause while being tended to, so the target may die during the count. The character using this skill should role-play checking and binding wounds, and overall treating the character (please remember not to touch other players without explicit previous consent). The character using Basic Medicine may use any of the following at-will delivered by Touch:
Cost: 1
Prerequisites: Basic Medicine
With only a glance, the trained character can tell the extent of someone’s wounds. At-will the character can give a person a quick look over while within Touch range and then ask:
Cost: 4
Prerequisites: Basic Medicine
The character has a number of techniques at their disposal to help those around them. The character can perform any of the following actions by spending a Slow 60 out of combat tending to another (these cannot be performed on the character themself). These can be done as part of a Short Rest.
Cost: 1
Prerequisites: Basic Medicine, Diagnose
Those trained in combat situations to help others have a few benefits. First, they need only have one hand free to pick up a Helpless, Dying. or Unconscious person, and can move at a jog while carrying a person. In addition, they require only a Quick 30 to stabilize another character when using Basic Medicine.
Cost: 2
Prerequisites: Profession - [Any]
The character has functional knowledge in a profession. The character can perform all normal functions of the chosen profession and they will show solid knowledge related to it. Most tasks associated with that profession can be performed without aid or supervision. The character can choose one Profession-related Discern question and can ask it at-will (such as “Discern by Mind: Which civilization built this?” for a mason). This question should be approved by Staff (between games) and at Staff discretion, the question may be allowed to have the Subtle Modifier. The Accent is always “by Mind.”
Note: This should be a different profession than the one used for the prerequisite.
Cost: 1
Prerequisites: None
The character has some basic knowledge in a profession and can generally perform in that profession on basic tasks without journeyman or master supervision. More complex tasks may require guidance. The character can perform the basic functions of the chosen profession and will have corollary knowledge of lore and procedures related to it. The character earns some basic income from their profession, represented by earning 2 Wealth at the beginning of each game.
Cost: 2
Prerequisites: Profession - Apprentice in the chosen area.
The character has functional knowledge in a profession. The character can perform all normal functions of the chosen profession and they will show solid knowledge related to it. Most tasks associated with that profession can be performed without aid or supervision. The character earns income as a member of the profession, represented by earning 4 Wealth at the beginning of each game, in addition to what they earn from their Apprentice skill. In addition, the character can choose one Profession-related Discern question and can ask it at-will (such as “Discern by Mind: Which civilization built this?” for a mason). This question should be approved by Staff (between games) and at Staff discretion, the question may be allowed to have the Subtle Modifier. The Accent is always “by Mind.”
Cost: 3
Prerequisites: Profession - Journeyman in the chosen area.
The character has mastered their chosen profession. They can perform the most complicated tasks and have a deep knowledge of lore associated with that mastery. The character’s mastery earns income represented by earning 6 Wealth at the beginning of each game, in addition to what they earn from their Apprentice and Journeyman skills. In addition, the character can choose one additional Profession-related Discern question and can ask it at-will (such as “Discern by Mind: Does this stone wall seem to be moveable?” for a mason). This question should be approved by Staff (between games) and at Staff discretion, the question may be allowed to have the Subtle Modifier. The Accent is always “by Mind.”
Suggested Professions: Soldier, Hunter, Sailor, Wagoneer, Factor, Mercenary, Builder, Fisher, Scribe, Herbalist, Undertaker, Executioner, Merchant, Charlatan, Chiurgion, Teacher, Demon Hunter, Famulus, Magistrate, and other Professions with Staff approval.
Cost: 4
Prerequisites: None
A character with the Tracking skill can follow a trail. Tracking trails will be marked with green flags marked with a white circle (called a “Halo”), and these flags must be ignored by anyone without tracking, just as all players ignore anything marked with the Halo sigil. If there is a card attached to a green flag with a Halo (a tracking flag), or if there is information on the back of the flag, a Tracker can read that information, which will usually give clues about the creatures leaving the tracks.
Cost: 5
Prerequisites: None
The character can attempt to pick mundane locks. See the Traps and Locks chapter for details. Without this skill, characters will always fail to pick locks of all kinds. Generally, a character must carry their own lockpicks.
Cost: 5
Prerequisites: None
This skill allows a character to attempt to disarm traps. See the Traps and Locks chapter for details. Without this skill any attempt to manipulate a trap, including moving it, cutting wires, or anything else (other than simply avoiding it) will set the trap off, even if the trigger is not activated. The character with this skill may use props at hand, tools, or in-game items to stop the trap from going off. If the trap does go off, making its noise or performing whatever action indicates that it has been sprung, then the trap has gone off normally. There is no default prohibition about what can be done to the trap (i.e. wires can be cut, mechanisms jammed, etc.). However, the trap prop itself should not be damaged.
In addition, this Skill allows the character to read the front of a Trap card, if it is able to be seen without moving it. This will generally reveal the trigger conditions for the trap, and may even automatically disable the trap.
Cost: 4
Prerequisites: Basic Traps
This skill allows a character three specific benefits. First, when disarming a Trap (Latch or Triggered), they may be able to keep the trap card if they disarm the Trap successfully (Staff Discretion).
Second, characters that have unused Latch or Trigger traps may set them as described in the Traps and Locks chapter. The exact details of the set trap must be noted with the trap itself, and the original description card of the trap mechanism must be included.
Third, they may, once per Long Rest when able to see a Trap Card call “Subtle Discern: What are the effects of that Trap?” and may walk over and examine both sides of the Trap card, reading it to themselves. They are not in any way protected during this time.
Cost: 3
Prerequisites: None
The character can turn in treasure and resources to Staff overnight, or between games, and sell them. Basic or Uncommon Resources will return 1 Wealth each. Crafted items will return either half the value of the components (chosen by staff), or 1 Wealth for Apprentice-level recipes, 2 for Journeyman-level recipes, or 3 for Master-level recipes, whichever is higher. Recipes that produce multiple doses will be marked down appropriately for the number of doses being Fenced, and values of less than 1 Wealth will be rounded down to zero. Items with a duration will be discounted based on the remaining duration. Items that do not fall under the Crafting system will have their return determined by Staff.
Cost: 1
Prerequisites: None
This skill allows the character to apply poisons to weapons or other implements. Similarly, the poisoner can add poison cards to non-clear drinks. Without this skill, a character attempting to apply poison to a drink or to an implement will also take the effects of the poison.
Should the character later learn Apprentice Alchemy, the cost of that skill is reduced by one.
Cost: 2
Prerequisites: None
At the beginning of each Event, the player will be provided with a write-up of local rumors. These are rumors, so while some may be extremely informative, others may not reflect reality, or may reflect a distorted view of the facts.
Cost: 3
Prerequisites: None
The character can forage Bloom and Night Prizes from the wilderness. Bloom and Night Prizes may be laying on the ground individually, or may be part of a “patch” indicated either by some kind of container or an associated information card. A Forager should only take 1 from a patch per Event per rank of Forage, unless there are instructions nearby to do otherwise.
Anyone can see Bloom, Night Prizes and associated patches, but only those with the Forage skill can collect it (or do anything with it). In order to collect it, you must use a sickle or small bladed tool and roleplay for a Quick 30, slowly collecting up the bundle of Bloom or Night Prizes. The character can Forage up to 15 Bloom and 7 Night Prizes per Event. In addition, certain resources are gated behind each rank of this skill, allowing those with greater proficiency to gather more difficult to obtain resources.
Cost: 3
Prerequisites: Forage I
The character can Forage up to 30 Bloom and 14 Night Prizes per Event. In addition, certain resources are gated behind each rank of this skill, allowing those with greater proficiency to gather more difficult to obtain resources.
Cost: 3
Prerequisites: Forage II, Character Level 10
The character can Forage up to 45 Bloom and 21 Night Prizes per Event. In addition, certain resources are gated behind each rank of this skill, allowing those with greater proficiency to gather more difficult to obtain resources. Notably, Eternal Blossom for example may only be Foraged by rank 3 Foraging.
Cost: 3
Prerequisites: None
The character can scavenge Hide, Harvest, and Raw Scale from all manner of creatures. For animals this may represent skinning them while for humanoids it might represent breaking down their gear for parts.
A character with this skill can use a knife or other sharp tool (not a sword or any weapon of Hand size or larger) to roleplay skinning, scavenging, and harvesting parts from the target for a Quick 100 and will let the portrayer know they are using Scavenging and what rank. The call for this is “Instruction: Give me your Minion Scavenging Token.” The NPC will turn over their Scavenging Token if they possess one.
Occasionally, some side effects can occur, happening more often with higher value Scavenging Tokens: the Scavenger may be burned by acidic blood, or catch a disease, or be poisoned by exploding stomach gasses. The portrayer of the creature will Call these negative effects.
The Scavenger will take the tokens at their convenience to NPC Camp and provide it to draw from a deck that corresponds to the type of token they turn in (Minion, Captain, etc). Tokens should not be given to other Scavengers to turn in, you must turn in your own tokens. The card the Scavenger draws from the deck will provide them a yield based on the ranks of Scavenger they possess (I, II, or III). Once they have determined the total yield of all their tokens they will receive those reps from NPC Camp.
Cost: 3
Prerequisites: Scavenging I
The NPC will turn over more valuable types of tokens than Scavenging I if a proper skinning knife is used. See Tinkering. Additionally, the time it takes to Scavenge them is reduced to a Quick 50 plus the time it takes you to receive the token from the portrayer. Yields from the Scavenging decks will also be improved.
Cost: 3
Prerequisites: Scavenging II, Requires Level 10
The NPC will turn over more valuable types of tokens than Scavenging II if a proper skinning knife is used. See Tinkering. Additionally, the time it takes to Scavenge them is reduced to a Quick 30 plus the time it takes you to receive the token from the portrayer. Yields from the Scavenging decks will also be improved.
Cost: 3
Prerequisites: None
The character can prospect for Rare Minerals or metal Ingots from the wilderness. Characters may discover mines that can be used to prospect for Ingots, or deposits where Rare Minerals can be collected.
At either a mine or a deposit, the character should read the information card (and only characters with this skill can read the information card) at each location for specific information. Normally, the information card will require the Prospector to draw from a “mining deck” which will inform the Prospector of the result of the mining session. By default, the character actively roleplays for a Slow 180 in order to gain anything from it. Roleplaying requires the use of a mining hammer, which if broken as part of prospecting requires repairs before the Prospector may continue. Multiple characters can use the mine or deposit at the same time.
After the required duration, the character will follow the instructions on the information card, usually drawing from the mining deck and gaining resources or taking an effect or damage that corresponds to the level of Prospecting the character possesses.
Some of these cards may indicate something bad happening to the character like a rockslide or inhaling poisonous fumes. In these cases the effect will also be written on the card. The character may prospect at each mine or deposit once per Long Rest.
For Example: Roger finds one deposit, and knows the location of two mines. After a Long Rest, he makes a circuit, stopping at the deposits and mines, spending three minutes at each, to prospect. At each one he receives a number of metal Ingots (mine) or Minerals (deposit), but can’t find any Mithril Ore since he doesn’t have Prospect III. He can’t get anything more from any of those three locations until after the next Long Rest. After the Long Rest, he then can prospect again at each location.
Cost: 3
Prerequisites: Prospect I
Higher ranks of prospecting are more likely to yield Rare Minerals.
Cost: 3
Prerequisites: Prospect II, Character Level 10
Higher ranks of prospecting are more likely to yield Rare Minerals. Additionally, Mithril Ore will only be obtainable by characters with Rank 3 Prospecting.
These are the basic crafting skills players will choose in order to create items in-game. Please see the Crafting chapter for more information. Links below are to the appropriate crafting sections and the crafting recipes and formulae. For easy reference: Alchemy, Tinkering, Enchanting, Divine Rituals, Arcane Rituals.
Cost: 3
Prerequisites: None
The character can craft potions, poisons, drugs and other alchemical items of basic difficulty. These can include healing potions, mana potions, and alcohol. The character can also safely poison objects. Without this skill, a character attempting to apply poison to an item will also take the effects of the poison.
Cost: 4
Prerequisites: Apprentice Alchemy, 4th level character
The character can craft potions, poisons, drugs and other alchemical items of intermediate difficulty.
Cost: 5
Prerequisites: Journeyman Alchemy, 10th level character
The character can craft potions, poisons, drugs and other alchemical items of third-tier difficulty.
Cost: 6
Prerequisites: Greater Alchemy, 16th level character
The character can craft potions, poisons, drugs and other alchemical items of advanced difficulty.
Cost: 3
Prerequisites: None
The character can craft Apprentice tier engineering and tinkering items. These can include armor patch kits, basic items such as swords, and other engineered items.
Cost: 4
Prerequisites: Apprentice Tinkering, 4th level character
The character can craft Journeyman tier engineering and tinkering items.
Cost: 5
Prerequisites: Journeyman Tinkering, 10th level character
The character can craft Greater tier engineering and tinkering items.
Cost: 6
Prerequisites: Greater Tinkering, 16th level character
The character can craft Master tier engineering and tinkering items.
Cost: 3
Prerequisites: None
The character can pull Foundation Resources from the ether and enchant basic items for a period of time. These can give extra armor, extra shield points, or more miraculous effects.
Cost: 4
Prerequisites: Apprentice Enchanting, 4th level character
The character can pull multiple pieces of foundational energy from the ether and enchant more advanced items for a period of time.
Cost: 5
Prerequisites: Journeyman Enchanting, 10th level character
The character can pull multiple pieces of foundational energy from the ether and enchant even more advanced items.
Cost: 6
Prerequisites: Greater Enchanting, 16th level character
This skill allows the character the ability to create powerful enchanted objects.
Cost: 3
Prerequisites: None
The character can perform any Apprentice Divine rituals. To learn how to cast a Divine ritual, see the Divine Ritual Magic chapter.
Cost: 4
Prerequisites: Apprentice Divine Ritual Magic skill, 4th level character
The character can perform any Journeyman Divine rituals. To learn how to cast a Divine ritual, see the Divine Ritual Magic chapter.
Cost: 5
Prerequisites: Journeyman Divine Ritual Magic, 10th level character
The character can perform any Ritualist-tier Divine rituals. To learn how to cast a Divine ritual, see the Divine Ritual Magic chapter.
Cost: 6
Prerequisites: Greater Divine Ritual Magic, 16th level character
The character can perform any Master Divine rituals. To learn how to cast a Divine ritual, see the Divine Ritual Magic chapter.
Cost: 3
Prerequisites: None
The character can perform any Apprentice Arcane rituals. To learn how to cast an Arcane ritual, see the Arcane Ritual Magic chapter.
Cost: 4
Prerequisites: Apprentice Arcane Ritual Magic skill, 4th level character
The character can perform any Journeyman Arcane rituals. To learn how to cast an Arcane ritual, see the Arcane Ritual Magic chapter.
Cost: 5
Prerequisites: Journeyman Arcane Ritual Magic skill, 10th level character
The character can perform any Ritualist-tier Arcane rituals. To learn how to cast an Arcane ritual, see the Arcane Ritual Magic chapter.
Cost: 6
Prerequisites: Greater Arcane Ritual Magic, 16th level character
The character can perform any Master Arcane rituals. To learn how to cast an Arcane ritual, see the Arcane Ritual Magic chapter.
Cost: 6
Prerequisites: Master level of one Crafting Skill and Profession - Apprentice.
Once per event, the crafter may create an item that they can submit to Staff for an artistic boon. An artistic boon will be a special benefit granted to that item, often at random. Depending on the setting, gaining the artistic boon may have some in-game process, such as being left to absorb power in an Arcane Kiln, or getting the blessing of some powerful being.
This skill may only be taken once, and is tied to the Master level crafting skill used as its prerequisite. If the Mastercrafted item falls into a category of item for which the character has Profession skill (such as Tinkering a sword and having Profession - Weaponsmith), the chances of good or multiple boons will be increased. Exceptional, immersive items (items submitted for a boon along with a physical prop of high production value) that are submitted have a chance of gaining more powerful boons than others.
Money makes the world go around. Even if the world actually goes around on the backs of twelve elephants pacing the shell of an unimaginably epic space-turtle, it is likely that the turtle just wants a fair wage. So too do adventurers, mercenaries, merchants, and even villains all seem to desire wealth. This can be measured in many ways, from power, prestige, and title, to more material things. It is with those material things - and the ways to obtain them - that this chapter concerns itself.
In order to create most things in Tempest or to cast rituals, a character with the appropriate skill must first Gather one of the threeBasic Resources (Bloom, Hide, Ingots) or one of the three Uncommon Resources (Night Prizes, Harvest, Rare Minerals) using one of the Gathering Skills (Foraging, Scavenging, Prospecting), and then someone with the appropriate Crafting Skills (Tinker, Enchanter, Alchemist) will turn those Basic or Uncommon Resources into specific things, using Plans. Plans are the specific sets of instructions and ingredients that are required in order to create an object and without a Plan detailing a specific item, that item cannot be created. In addition to those threeBasic Resources and three Uncommon Resources there are four Advanced Resources that can be created and refined to use in more advanced plans. Lastly there are rare unique named resources that may be required for certain plans.
Crafting happens at a Crafting Station appropriate to the skill (Alchemists use an Hermetic Workshop, Tinkers use a Tinker’s Forge, and Enchanters use a Planar Weir). Rituals are a special kind of crafting and are usually cast at Arcane Fonts or consecrated/desecrated land and usually require more than one person to participate in the ritual, as well as consuming resources, depending on the specific ritual.
Plans may be open and known to anyone with the appropriate skills, or may be secret and needing to be discovered (or a combination of the two); this will depend on your game. Enchanters also use and can gather special Resources called Foundation Resources (Ruin, Energy, Thought, etc) which may be ingredients for more advanced Plans.
There are six main crafting Resources that players can obtain. Each of these make up the building blocks of most crafting that characters will do.
Usually a small bundle of organic flora such as herbs or flowers. Obtained through the Forage skill. Usually represented by a small bundle of herbs tied with yellow twine or ribbon.
Hide can be carved with skill off of an animal caught in a trap,or hunted from around the wilderness. Hide is obtained through the Scavenging skill. Usually represented by a small scrap of leather about 2" x 2."
These are metal nuggets scrounged from old ruins, panned from rivers, or perhaps chipped out of the living rock inside small pit mines. Colloquially, all these sources are simply referred to as ‘Mines’. Mines can have a number of dangers associated with them, but can also be very profitable. Ingots are Gathered through the Prospect skill. Usually represented by a rough metallic nugget.
Beetles, bugs, or other nocturnal vermin. Obtained through the Forage skill, Night Prizes may occasionally have a card attached that can grant additional effects which may be positive or negative. Obtained through the Forage skill. Usually represented by small mushrooms and or bugs tied with blue yarn or ribbon.
Harvest is the fangs, teeth, bones, and offal of creatures. These gruesome and often magical anatomical parts are obtained by Scavengingmonsters. Gathering Harvest can sometimes have negative effects, such as disease, poisoning, and more. Harvest is obtained through the Scavenging skill. Usually represented by fangs, teeth, or bones.
Collected from deposits around the countryside, Rare Minerals might be sulfur, salts, or other similar materials. Rare Minerals are often associated with more significant danger than other Resources. Rare Minerals are Gathered through the Prospect skill. Usually represented by small vials of salts or crystals.
There are three advanced resources that are used in the creation of highly advanced items. These resources are rarely found in their finished state and usually must be refined using different crafting schematics or processes.
Eternal Blossoms are usually obtained by growing them in a Lifepot (created with Tinkering), a special vessel imbued with life energy. It takes an extended period of growth from Eternal Blossom Seeds to create an Eternal Blossom flower using a Lifepot (which is created through tinkering). See more on Lifepots in the Tinkering Chapter.
Raw Scales are obtained oftentimes by hunting down and defeating powerful and dangerous beings from the land. Once the Raw Scale is obtained, it must be refined using an Alchemical Process called Cure Raw Scale.
Taking eight pieces of Raw Mithril Ore (which is very rarely obtained through Prospecting), it needs to be refined at a Tinker’s Forge through a process called Smelt Mithril Ore.
Enchanted Hyperium is a constructed resource, with a number of processes to refine and craft it. The final result is a silvery-white powder after having been alchemically purified from the raw ore, subjected to high heat by tinkering, and then magically enchanted.
The Basic and Advanced Resources above are not the only items that can be required for crafting. Certain recipes may call for a “named” resource. This might be something like “Blood of a Gorgon” or “Fangs of a Fledgling Vampire” or even “The Staff of the Divine." Often, Named Resources will require investigation, danger, and a quest or task to obtain.
Often a simple slug of metal, precious or otherwise, Wealth is the basis of the economy of each chapter. Each denomination is generally called different things in different settings (a drab, a bit, a penny, a copper, etc.) it is the default currency of the land and is generally accepted for most transactions. A single Wealth is enough to buy one meal, one good ale, or one healing poultice. In some places in the rules “Wealth” and “Coin” are used interchangeably.
There are three Gathering Skills, described above. Each of these provides the opportunity to acquire raw materials from the world, and provide the basis for the economy. Many crafting recipes require a number of different raw materials, and some require more processed materials constructed of those raw materials.
Each rank of these Gathering Skills not only allows the character to gather more of the basic raw materials, but also provides the opportunity to gather rarer resources that are generally only available to those of higher rank.
In addition, these skills may also find use out in the world in unexpected ways, so keep your eyes open!
There are three basic gathering implements that are required to gather resources: sickles, knives, and hammers. To gather using an implement, it takes a Slow 180 to use Prospecting, Quick 100 when Scavenging, or a Quick 30 when Foraging while the character role-plays using the tool. Enchanted implements can be used to make Gathering more effective or safer. See the Enchanting chapter for details.
This implement allows a character to collect Bloom, Night Prizes, and Eternal Blossom. This cannot be used as the implement for Scavenging or Prospecting.
This small knife, although it cannot be used as a melee weapon, is required to Scavenge creatures or gather Hide, Harvest, and Scales from them. This cannot be used as the implement for Foraging or Prospecting.
This small hammer or mining pick is required to do any kind of Prospecting. If your hammer breaks, you need to have it repaired or get a new one before Prospecting may continue. This cannot be used as the implement for Foraging or Scavenging.
Crafting in Tempest is made up of five different crafting skills. Each Craft has four skill ranks that can be trained. Each Rank of crafting skill opens up new Plans that the crafter can make or Rituals that they can cast. Some Plans may require multiple crafting skills working in conjunction. These can be from the same crafter or two crafters working together. Other Plans might take multiple characters of the same crafting skill to accomplish.
Alchemy is the art of taking natural resources (herbs, monster parts, etc) and combining them in certain ways to create elixirs and other consumables. Health potions, mana potions, and alcohol are some of the most popular Alchemical Plans, called Recipes.
Tinkers are engineers who work in the realm of the real and physical. They are smiths and metalworkers, jewelers and armorers. Armor patching kits, weapons, and locks are the Tinker’s bread and butter, using different Tinker Schematics to do each task.
Enchanters reach through the ooze of the Primal Weir and draw out Foundation Resources, the building blocks of the multiverse. They can then imbue these Foundation Resources on items using different Enchanting Plans, called Formulae, to create wondrous effects. More can be found on Foundation Resources in the Enchanting Chapter.
Both of these crafting skills utilize Resources, a Ritualist, and usually other participants in the ritual. Normally, these rituals are performed at Arcane Fonts (special, magical locations) for Arcane Rituals or on Consecrated/Desecrated land or a place of some significance for Divine Rituals. Rituals allow a group of characters to follow the steps of the Ritual to create great feats of cooperative magic.
In order to use a crafting Skill to make an item, the character will need to go to a relevant crafting station. Alchemists use a Hermetic Workshop, Tinkers use a Tinker’s Forge, and Enchanters a Planar Weir. Arcane Ritualists perform their rituals at an Arcane Font. Divine Ritualists perform their rituals on Consecrated/Desecrated ground. At each crafting station, characters will find an in-game set of the public crafting plans that are common knowledge. Ritualists usually have their own ritual books with copies of the rituals in them. For Enchanting, Tinkering and Alchemy, each station will have the tools necessary to do the appropriate crafting. This includes hammers, pestles, etc. There will also be a box, called the Ash Bin, to deposit any spent resources that the players expend while crafting. The bin will be marked with the Black Key Sigil, meaning that it cannot be gotten into by characters, and the Resources in there are not considered usable. It is assumed that the Ritualist will deposit any spent resources at the next Ash Bin they come across.
There are item cards provided at each crafting station where the crafter may notate what they create and the properties of that item. It is entirely up to the crafter whether they wish to use the cards, but without an appropriate card, the item will only be usable only by the crafter themself and cannot be handed off to others, including other crafters of the same type.
In order to craft an item, the crafter should first look over the Plan. It will list all the important information: what Resources are needed, how many uses the Plans makes per batch, the expiration of the item (how long it lasts before it is no longer usable), the application of the item (how it is used), the crafting process, and a description of what is being made.
The crafter should then roleplay following the Plan using the items and methods described in the Plan. It is up to the crafter to follow the directions as clearly as they are able. Once they have completed the process, the character’s player can fill out an information card detailing the item, and can make sure all expended resources are placed in the Ash Bin.
Whether they are made by the characters or found, there are a number of special items that can be gained by characters which grant special Powers, abilities, or other attributes. Magic Items, when found, will have an information card with them. Once a character has the item in hand, they can read the card, discovering any obvious Powers or other attributes of the item. Some items may have a folded card, which will show what kinds of situations will allow the inside portion to be read. The inside contents can be known only by those who fit the requirements on the outside. This may be “Attuned Owner”, or “Any Elf”, or any variety of special requirements.
There are often Powers within a game that will identify a Magic Item, and these will always allow the identifier to open and read the inside of the card. Players are required to keep the item information card with them when using the Magic Item, although if it is lost in any way, the player can request a new one from Staff. An item that is given to someone else will not function as a Magic Item unless the information card is given as well. For items that are created by the character through crafting, no information card is needed for that character to use the item, but if it is given to anyone else to use, a card must be provided. Magic Items will have a full description of their powers, refresh, and activation on their card.
Some more powerful Magic Items require Attunement in order to use their powers (the item can still be used mundanely - e.g. a magic shield will still work as a shield). Attunement generally requires the Attunement arcane ritual. Newly created items that have never been Attuned before usually have instructions as to what will Attune them, and in these cases, no ritual is required. A character can normally only have three Magic Items that are Attuned to them at any one time. There are certain Powers, Enchantments, and other ways of increasing this number. Attempting to Attune more items than this allowance will simply fail. A character can un-Attune any number of items during a Long Rest.
Some very powerful Magic Items are listed as Signature Items. These are always items that require Attunement to use, and no character can have more than one Signature Item Attuned to themself at any one time by normal means.
While the intricacies of Enchanting and Ritual Magic are well known, and often plied with little fanfare, there are situations in which things can go… very wrong. Either by intent, accident, or circumstance, the Maelstrom of the Tempest seeks to wind its way into the dealings of mortals at every opportunity. Enchanting and Ritual Magic are notably vulnerable to this influence, as it touches upon the very fabric of reality, a fabric that the beings of the Void would very much like to rend asunder.
This influence is known commonly as Dark Territory, and must be accounted for for each Ritual, whether Divine, Arcane, Enchanting, or otherwise. The system for determining the outcome for each ritual is outlined below.
Note: All crafting attempts that include Dark Territory require an appropriate Marshal Spirit.
Once a Ritual begins casting, regardless of type, the overseeing Marshal Spirit should take note of the status of all the various parts of the Ritual, and oversee the Dark Territory aspect, ensuring the Resources, Participants, Ritualists, and Target all obey the Rituals instructions.
Noted in each ritual is a number that shows how many can take part in the Ritual. The first number will be the minimum number of characters involved who must have the appropriate Ritual Skill and Rank (ie: Primary and Secondary Ritualists) to perform the Ritual successfully. The second number shows how many additional Secondary Ritualists or Participants the Ritual can take beyond the minimum number.
If there are no numbers listed, the ritual or craft must be completed by the crafter solo, and cannot benefit from others’ Participation.
The Primary Ritualist means the lead Ritualist who is responsible for the casting of the Ritual. They are responsible for providing the Resources for the Ritual, designating Participants, Secondary Ritualists, and the Targets of the ritual, and, finally, interacting with the Marshal Spirit. The Primary Ritualist is a Participant, but never a Secondary Ritualist.
A Secondary Ritualist means a Participant with the appropriate Crafting Skill (including tier) who is specifically not the Primary Ritualist. They are generally aiding the Primary Ritualist in performing the Ritual, but can simply be present during the ritual, and inside the ritual area.
A Participant is anyone who is participating in the Ritual, and includes all Ritualists unless specified.
The Ritual marshal should take note of the following adjustments to the Dark Territory modifier:
Once these have been recorded, the Marshal Spirit should notify The Primary Ritualist of the current Dark Territory Modifier and ask if The Primary Ritualist wishes to continue. If The Primary Ritualist assents, the Ritual may proceed. If the Primary Ritualist declines, all Resources are refunded, and any Powers expended are refreshed.
Once the Ritual Process is begun, the Marshal Spirit should note any failures to follow the process outlined in the Ritual itself, and should add one to the Dark Territory total for each infraction. Additional steps taken by the Ritualist, or improvements or theatrics in addition to the prescribed ritual steps are counted as benefits described later on.
If any of the following Conditions are not true then the Ritual cannot begin, and no Powers or Resources are consumed.
Should any of these Conditions not be met during the casting in progress, the casting immediately fails, all Resources and Powers used are consumed, any Ritual Points accrued are lost, and Dark Territory is applied with seven points subtracted from the final tally, with any positive result discarded.
These states cause the ritual to fail, with all Resources and Powers consumed, any Ritual Points accrued are lost, and Dark Territory is applied with thirteen points removed from the final tally, with any positive result discarded.
These modifiers allow The Primary Ritualist to modify the card drawn from the Hand. The Ritual Marshal may grant these Ritual Points given the guidance below:
Assuming no failure states are triggered, and the Ritual process is completed, the Ritual is considered a Potential Success.
Ritual Point Options
Note: The Ritualist may rotate the suit in either direction, but the opposed suit to the default suit always costs two rotations.
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Note: Upranking the Final Card past the twelfth rank allows the Primary Ritualist to select Lesser and Major Arcana, in that order, if they were purchased prior to the Draw. Once the Draw has occurred, the Hand may not be altered.
Composed of forty-eight Minor Arcana, ten Lesser Arcana, and twelve Major Arcana, the Dark Territory deck represents the myriad ways that magic and the reality of Tempest may become twisted and altered with prolonged contact with the Maelstrom. Each of the cards has a unique meaning, often derived from the more practical aspects of life in the Minor Arcana, and escalating into more overarching or fundamental concepts in the Major Arcana.
As the rank of the card grows, first in the Minor arcana, through the Lesser, and into the Major Arcana, the effects of those interactions become ever more pronounced, whether for good, or ill. Wary should the Ritualist be climbing into the heights of the Lesser and Major Arcana, for while the benefits that await there are tempting, greater heights have commensurate falls that must be weighed against.
Below is the composition of the Deck, known to those with at least some knowledge of the systems of Ritual Magic, and Enchanting - the crafts that are most likely to fall into the gaze of the Void:
Representing the tangible and the practical aspects of life in Tempest, the concepts are most commonly denoted in the melee weapons of combat. These are sorted into their corresponding ranks, least to greatest.
Representing mental clarity, perception, and knowledge, the Mental suit is often correlated with semi-precious and precious gems of ascending value:
Representing the magical aspects of life in the Tempest, the implements are ranked from the most familiar to the most esoteric, as the arcane power grows in might:
Representing the divine aspects of religions, devotion, and faith, the Illuminations grow in strength of divinity as they ascend in rank:
Representing specific entities, this particular portion of the Deck most often shifts with differing cultures, sometimes depicting heroes and villains of the local lore, or more esoteric concepts common to many lands. This arrangement is most common in the known worlds of the Tempest:
Those known as the Stormlost are those who are the last remnants, or possibly exiles of worlds lost to the Maelstrom. Some hail from Stormbridges well documented, while others predate known historical records, having been around long before pen was placed on paper.
The Keepers of Fate, as they are more commonly known, are those entities that a select and chosen few may bargain with to extend their lives, sometimes at great cost. While their providence is widely debated, their power is not.
Representing the primal and foundational aspects or forces of the Tempest, many of these concepts were handed down through the ages, with meaning and intent assigned to each by poets, bards, teachers, and the devout as time progressed. Each culture has their own perspectives on these concepts, and so meaning and card names can vary, but the most common arrangement is listed below, from the least to greatest:
Formula: Create Greater Construct [Master Enchanter Formulae] (2-5, 10)
Crafting Materials Needed: 50 Ingots, 20 Rare Minerals, 10 bags of Enchanted Hyperium, One of Each Foundation Resource (Refuge, Power, Tempus, Spark, Ruin, Energy, Firmament, Aspect, Thought, Death)
Dark Territory Suit: Arms
Dark Territory Required: Yes
Primary Ritualist: Triptych
Culture: Edosite (No relevant powers)
Religion: The Tower (No relevant powers)
Breed: Celestine Simulacrum - Abjuration of the Dark (Avoid as Primary)
Class: Mage / Arcanist (Educated Alterations, Adjacent Study +/- 3 DT)
Skills: Master Enchanter
Effects: Piercing the Veil (+1 DT)
Secondary Ritualist: Miriam
Culture: Celenisite (No relevant powers)
Religion: The Undevoted (No relevant powers)
Breed: Sacrosanct Rahkdari - It Lurks (+1 DT)
Class: Sourcerer / Elementalist (No relevant powers)
Skills: Master Enchanter
Secondary Ritualist: Kilvain
Culture: Naveshkan (No relevant powers)
Religion: The Glorybound (No relevant powers)
Breed: Arcane Human - Eldritch Weave (+/- 1 DT)
Class: Mage / Mentalist (No relevant powers)
Skills: Master Enchanter
Secondary Ritualist: Julvar
Culture: Elyran (No relevant powers)
Religion: The Ascendant (No relevant powers)
Breed: Shaddari Aelthen - Writhing Hatred (+2 DT)
Class: Artisan / Animator (No relevant powers)
Skills: Master Enchanter
Secondary Ritualist: L’Far
Culture: Vedean (No relevant powers)
Religion: The Well (No relevant powers)
Breed: Thrylossi (No relevant powers)
Class: Druid / Warden (No relevant powers)
Skills: Master Enchanter
Participants: 10 Townsfolk, no Relevant Powers
Triptych is looking to build a guardian construct for the town of Crowne Point, and has gathered many resources and interested helpers to aid them in the Create Greater Construct Enchanting Ritual. They notify Staff, and have secured the time of a Plot member for Dark Territory purposes, as they expect to delve deeply into the Dark during the ritual.
Once all the logistical matters are taken care of (designating the primary ritualist, secondary ritualists, participants, verifying the resources, and so on outlined in Ritual Cannot Begin and Automatic Failure) the Marshal takes note of the existing modifiers to the current Dark Territory:
In addition, the season is darkest during the time of the Ritual and the veil is thin. Backstage, the Staff have determined during this time of year, all rituals will gain an automatic +2 Dark Territory, owing to the clawing Dark seeking its way in by any means necessary.
Thus the Marshal informs Triptych that they have a current Dark Territory modifier of +6. The Marshal asks Triptych if they’d like to proceed, and Triptych agrees.
Triptych then begins the Ritual with all fifteen people tightly packed in the Ritual space.
The player of Triptych has been working on the preparations for this Ritual for nearly four months, and has made a true showing of their talent and effort. The Marshal makes note of the effort, and assigns six Ritual Points to the Primary caster in secret while the performance is ongoing.
Meanwhile, a few of the Participants get somewhat fidgety, and one shifts enough to move outside the ritual area. The Marshal takes note, and adds one Dark Territory to the Ritual modifier.
In addition, in perhaps a calculated move, Triptych transposes two of the Ritual’s instructions. Enough to cause more Dark Territory to the tally, but not enough to make the Ritual fail. The Marshal adds one DT to the Tally.
The Ritual comes to a close, and the Marshal tallies the accumulated Dark Territory and Ritual Points.
Dark Territory: 6 + 1 + 1 = 8
Ritual Points: 4 (Secondary Ritualists ) + 5 (Participants) + 6 (Above and Beyond) = 15
The Ritual complete, and the tallies ordered, the Marshal constructs the default deck for the ritual of the twelve Arms cards.
Triptych takes stock of his accumulated Ritual Points and Dark Territory and decides to go for broke, and requests the Marshal add a Random Major Arcana to the Hand, using 5 Ritual points, leaving them with 10 Ritual Points.
The Marshal does so, and then asks if there are any further alterations to the Hand. Triptych declines, and when presented with the Hand, draws a single card.
From the thirteen cards available, Triptych draws the Hatchet: the Arms Card #2. The Marshal re-ranks the card due to the Dark Territory to Arms Rank #10: The Rapier.
Triptych has the ability to call upon his compatriots and his own abilities to alter the Dark Territory further, as much as plus or minus 6 DT, but is confident that they are capable of achieving their goals without them, and so conserves those abilities for later Ritual casting.
Triptych now has the ability to alter the rank of the chosen card up or down with their remaining Ritual Points. They chose to rank up to # 13, using three Ritual Points, leaving them with only one option: The Random Major Arcana card purchased earlier.
With no other alterations to be made, the remaining Ritual Points are discarded, and the Marshal reveals the Final Card.
With much flair, the Marshal reveals the Major Arcana to be: The Golden Grove, a card the Ritualists have heard of but whose results were previously unknown. The assembled Ritualists gather to hear the results:
The Marshal announces to the assembled:
“The Ritual Fails….
Unless…
The Ritualists together have at least three disparate Religions, Cultures, and Breeds!”
The assembled look around to see they have fulfilled this requirement, and begin to congratulate Triptych, however, the Marshal continues:
“If the Ritualists fulfill this requirement, they are all affected by a Long Rest, as the Grove envelops them in a Short Sleep Final”
Looking around, the Ritualists all fall asleep to the astonishment of the Participants… and one completed Greater Construct, who’s master hasn’t yet given it a command…
The Marshal picks up two Long Claws, dons a Greater Construct helmet, and doffs a cloak to reveal the construct’s portrayer: The Marshal themselves. The Participants scatter, leaving the sleeping Ritualists behind…