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Page 1: Core Rulebook · core rulebook v 4.0.0 ©2018 david henry. 2 table of contents introduction 5 aledir 5 other places 6 magic 7 faith 7 technology 7 the old ways 8 laws & politics 8

Core Rulebook V 4.0.0

©2018 David Henry

Page 2: Core Rulebook · core rulebook v 4.0.0 ©2018 david henry. 2 table of contents introduction 5 aledir 5 other places 6 magic 7 faith 7 technology 7 the old ways 8 laws & politics 8

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Table of Contents

INTRODUCTION 5

ALEDIR 5 OTHER PLACES 6 MAGIC 7 FAITH 7 TECHNOLOGY 7 THE OLD WAYS 8 LAWS & POLITICS 8 A FEW PARTING WORDS 8

WHAT IS STEAM LEGENDS? 9

BASIC CONCEPTS 10

FIRST AND FOREMOST… 10 THE HOLD RULE 10 ALCOHOL AND DRUGS 10 AGE RESTRICTIONS 10 OUT OF GAME (OOG) 11 OUT OF PLAY (OOP) 11 DESCRIBED ACTIONS 11 SAFE COMBAT 12 DEATH & RESURRECTION 12 CHARACTER CREATION 14 CHARACTER IMPROVEMENT 14 REQUISITION POINTS 16 NON-PLAYER CHARACTERS (NPC) 16

SPECIES 17

HUMANS 18 ELVES 18 GOBLINS 18 WOLFEN 19 WRAITHLINGS 19 DRAGON-TOUCHED 20 LIZARDFOLK 20

COMBAT 21

COMBAT SKILL CHART 21 WEAPON LIST 22 CALLING DAMAGE 22 RANGED WEAPONS 23 FIREARMS 23 FOAM FISTS 23 ARMOUR 23 SHIELDS 24 WEAPON SKILLS, SKILL RANKS, AND COMBAT MANEUVERS 24 WEAPONMASTER AND MARKSMANSHIP 25 COMBAT MANEUVER DESCRIPTIONS 27 OTHER COMBAT SKILLS 27 WEAPON CONSTRUCTION 27

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WEAPON CONSTRUCTION CHART 29

MAGIC 30

MAGIC SKILL LIST 30 ARCANE AFFINITY 30 ARCANE VITALITY 30 SCHOOLS OF MAGIC 31 CASTING SPELLS 31 SPELL BOOKS 31 SPELLS AND SPELL FORMULAE 32 MAGIC RITUALS 34 WRITING RITUAL FORMULAE 35 OTHER ARCANE SKILLS 35 SPELL EFFECTS 36

- DAMAGE 36 - LIGHT 36 - RESISTANCE TO ___ 36 - ENHANCEMENTS TO ITEMS 37 - ENHANCEMENTS TO PERSON 38 - MOVEMENT RESTRICTIONS 39 - FREE MOVEMENT 38 - HEALING 39 - COUNTERSPELL 39 - SENSE 39 - TRAVEL 40 - WALLS 40 - REMOVE ITEM 41 - ITEM CREATION 41 - CHARM 42 - THRESHOLD 42 - OOP STATE 43 - REMOVE OOP STATE 43 - SEE OOP STATE 44 - CIRCLE OF POWER 44 - NULLIFY CIRCLE OF POWER 44 - SPELL FACTORS 45

FAITH 47

FAITH SKILL LIST 47 VERY IMPORTANT NOTE 47 DEVOTION 47 DUTIES AND RULES 48 LOSING THE FAITH 49 ELVES AND FAITH 49 FAITH POINTS 49 USING AND REGAINING FAITH POINTS 49 MIRACLES 50 BLOCKING MIRACLES 53 SACRED GROUND 53 RITUALS OF FAITH 54

ENGINEERING 55

CRAFTING SKILL LIST 55

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BASIC ENGINEERING 55 ENGINEERING EXPERTISE 56 CREATING A GADGET 56 DESIGNING A SCHEMATIC 55 MALFUNCTION 57 FIELDS OF EXPERTISE

- BALLISTICS 59 - EXPLOSIVES 61 - STEAMWORKS 62 - ELECTRICS 64 - CHEMICAL INTEGRATION 65 - BIO-INTEGRATION 66 - AETHER-MECHANICS 67

COMBINING FIELDS OF EXPERTISE 67

CRAFTING AND LIFE SKILLS 68

CRAFTING SKILL LIST 68 PRIMARY LIFE SKILLS 69 SECONDARY LIFE SKILLS 70 COMMODITIES LIST 71 OTHER LIFE SKILLS 72 BLACKSMITHING 73 CHEMISTRY 75 CHEMISTRY EFFECTS LIST 77 SCRIBE 80 MEDICINE 81 JEWELER 82 CLOTHIER 83

TALENTS 84

TALENT DESCRIPTIONS 84

GAME EFFECTS AND OTHER NOTES 87

DAMAGE TYPES 87 ADDERS 87 REACTIONARY CALLS 87 SUBTYPES 88 THRESHOLDS 88 EXCEPTIONAL STRENGTH 88 BREATH ATTACK 88 REGENERATION 89 WARDS 89 CURSES 89 SPECIAL COMBAT ABILITIES 89

BUILDINGS AND TOWN MANAGEMENT 91

COMPLETE SKILL LIST 101

CHARACTER SHEET & TAGS 102

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Introduction

Hello, young adventurer! If you’re talking to me, then clearly, you’re looking to seek something. Perhaps it’s the glory of victory in battle, honing your skills to be a great warrior. Maybe a life of selfless action, aiding those in need. Perhaps fortune is your goal, seeking old treasures in forgotten places. Or maybe you just have no other place to go. It doesn’t matter ‘why’ you’re seeing a life of adventure. I’m not here to tell you how to live your life. But if you’re going to make it in this kind of life, you’ll need to hear a few truths, first. Sit down, and listen to someone who’s probably been around too long and too stubborn to retire.

Aledir

Ah yes, our great nation of Aledir! So great, half of it was trampled by a horde of undead. Hey, I fought in the Throne War too, that’s not just me whining. But we need to talk about that, ‘cause it concerns your current professional trajectory. So now it’s time for a history lesson. So, a couple years back, Aledir was in a good position. No wars, low poverty, educated and healthy masses. All the things you want in a country. Even the Aether was under control – that’s the big mess of magic energy you can’t see unless you were born to. Not really my thing. Then, from the east past the Wildlands, undead just started pouring in, killing everything in their path. Every person they killed were raised as undead themselves, and the numbers grew as they moved. Undead are a tough lot, you see. Swords, axes, arrows and such don’t do much to ‘em. They’re beings of magic. To combat magic, you need magic. And us humans don’t have a knack for it, for the most part, so we don’t have the means to send legions of magic-users into war. So, it was a losing battle for a long time. Aledir’s armies only slowed them down. That was until the Ferian Arms Company invented something that turned the war around and maybe even warfare: The gun. It started with rifles, but then they made smaller arms that can be held in one hand called pistols. They propel a little hunk of metal at a target using something called “blackpowder.” I think it’s an Alchemi – ‘er, I mean, Chemist, thing. Anyway, these guns not only tear through armour like it was nothing, it also decimates undead like nothing else. So naturally, the Crown ordered a ton of these things in a hurry and equipped and trained every drafted soldier to use ‘em. And in only a matter of months we send the undead packing. Turns out that the ones raising all the undead were Geldonites, followers of an evil god named Geldor (naturally). The Church of Auldin was pissed and launched a crusade to wipe out all Geldonite forces remaining in Aledir. So, we won! Celebrations were loud, but quick. Ya see, the three Eastern Provinces were overrun twice, once by undead, and once by us on the way back. So, unanimously, The Crown, The Senate, and The Church all agreed that we need to reclaim and rebuild the provinces and restore Aledir to its former glory. And now we get to the important part. You know, the part that concerns you? All of that magic that raised all those undead? Well, it caused some side effects in the provinces. I don’t know the technical bits, but essentially some things got left behind by the necromancers and Geldonites that messed up that invisible magic stuff we can’t see. Well, maybe you can, but I can’t. Anyway, that’s apparently bad, because now these areas are raising undead without anyone around, or making creatures really big, and all sorts of weird stuff. So, the

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Arcanum – the mage’s guild that The Crown lays claim to – are finding adventurers to go out there and help repair the damage. But that’s not all. There’s all sorts of other dangers out there. Bandits, army deserters, opportunists from other nations, or even our own, looking to score some now-abandoned land. There’s lots of dangers out there that need to be taken care of, and The Crown wants to root them all out. Problem is, the Army was largely disbanded once the Throne War ended, with all the draftees going back to regular life. Well, the ones that didn’t get their limbs cleaved off by a Scyther, anyway. So, The Crown are hiring folks like you and me to do it on their behalf. But it’s not all muscle work. They need people to rebuild towns and cities. They have the provincial capitals all nice and cozy again, but the farmlands and outlying towns need some love too. There’s a lot of money to be made in rebuilding, and all those shops will have plenty of things to buy for adventurers like you and me. But maybe I’m wrong about you. Maybe you don’t want to be the adventurer, but instead want to help them in exchange for a few crowns. Well that’s just fine too! With guns winning a war that nobody thought could be won, there’s a technological boom in the big cities. Young engineers are always tinkering with new inventions and gadgets that could help other adventurer-types get an edge over their enemies. It’s a whole new frontier, and if you’re not quick, you could miss out on making something that could change everything in Aledir, just like the gun, or the train before it. So, the Age of Discovery is off to a promising start. Dangerous, but profitable too if you know what you’re doing. And I guess this is where you start to pick my brain a little. Well, I got a little time to kill, so have at it!

Other Places Well yeah, Aledir isn’t the only country. Not by far. But it is the largest on the continent, so not many people set foot outside of it. There’s the Wildlands to the South and East. Not much there except some Druid tribes and occasional Troll wandering around. Of course, the eastern Wildlands are apparently worse off than the eastern provinces, so a lot of them were displaced and are squatting in Aledir. There’s even clashes between them that need to be settled. To the south-west is Tieferia. It’s a magocracy. In other words, it’s run by mages. They’re government doesn’t recognize anyone who can’t use magic as a citizen, so unless you can cast spells I’d stay away. Further south-west, sitting in the Western Sea, is the Trade Consortium. It’s run like a company, with the richest of the lot acting as the board of directors, or “Trade Princes” as they like to call themselves. North-West are the Troll Kingdoms. They’re always at war with one another up there. They don’t come into Aledir much, save for the occasional skirmish. Past the southern Wild Lands are the Lizardfolk City-States. They squabble, but they don’t fight each other much, largely because of the large tracks of thick jungle that separate them all.

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Magic

Kid, you probably know more than I do on it. But I’ll tell you what I’ve heard. So, there’s this magical force we can’t see called the Aether. It’s made up of strings of

energy that have their own flow. Mages pull energy from the Aether, and using some kind of formula or something, cast spells. These spells can blow things up, heal wounds, enhance weapons and armour, and all sorts of things.

Of course, not everyone can do it. If they could, I’d be doing it all the time! Nope, it’s

something you’re born with. After that, though, everything needs to be taught to you. That’s one of the reasons The Arcanum is around: to find young mages and teach them how to use their powers.

There’s something else they can do, too. They can perform a group spell of sorts, called

Magic Rituals. They can do some really crazy stuff with Rituals, but I’m told it’s pretty dangerous if you screw it up. Parental supervision is advised, kid!

Faith Hey, everyone has faith in something. Heck, I’ve asked Auldin for favours now and then to get me out of a jam. But there are others who take faith to another level. While they all have different names for themselves, the government collectively calls them Faithful. They may be born chosen by a god, or maybe they were picked sometime during childhood. In any case, some cosmic being or force selected them to represent them and their ideals on Eldinor. In exchange, a Faithful can call upon their deity to cast Miracles, powers that no one else can do. Well, mages can, arguably, but it’s not the same thing, apparently. Faithful can perform Rites in groups, just like mages can with their Magic Rituals. But the difference is that there’s less risk involved, but they’re harder to perform. Of course, a Faithful can’t just use their gifts willy-nilly. They have some rules they have to follow. If they don’t their god or whatever gives them a righteous kick in the ass. I heard a story of a young Templar getting angry with a young ruffian that was irritating him to his core. He raised his hand to smite the poor kid, only to start writing in pain, and then passing out. When he came to, he found he couldn’t ask for any more help from Auldin. Hey, he did it to himself, don’t feel bad.

Technology Like I told you before, there’s been a huge technology rush since the end of the Third Throne War. People realized that there is something comparable to magic or miracles. After all, the mages told everyone that the only way to combat necromancy was with more necromancy. But that was proven wrong when the undead hordes got several thousand mouthfuls of hot brass. So, with the gun inspiring many hopeful people, the most inventive of them have turned to making all sorts of contraptions. Since the end of the war, the Ferian Arms Company have been making all sorts of weapons. One is called the Cannon. It’s kind of like a big gun, but fires an explosive ball a long distance away. Scary stuff. I’ve heard of some other neat things, too. I’ve been told of a personal mobility device called a ”bye cycle” or something. Seems neat. And a weapon that can “throw fire.” I only heard rumours, but since the war, I’m thinking this could be a thing in the future.

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Of course, the biggest thing to come out since the end of the war are Mechanical Limbs. You see, a lot of soldiers that survived lost limbs. But someone managed to find a way to make new ones out of gears and stuff. I don’t know how it works, but the Crown has been giving away these things to anyone that served in the war and had a limb hacked off. There’s apparently some magic involved, but it’s mostly mechanical in nature.

The Old Ways But maybe playing with springs and such isn’t your thing. That’s fine. People still need weapons to be forged, so blacksmiths are still in demand. Same thing with chemists. They can make concoctions that hurt, heal, and everything in between. They also make blackpowder for bullets. Then there’s other professions. Doctors, Tailors, and Jewelers are needed out there. And even mages and Faithful can create scrolls that can be used to bring down spells and miracles, but can be used by more than just the individual mage or Faithful. There’s lots of money to be made out there, but if you can team up with some other folks with skills, you can make something extraordinary – and profitable!

Laws and Politics

There’s a lot of bad things out there, but inside the major cities and the western provinces, it’s mostly business as usual.

So, there’s three branches of the government in Aledir: The Crown, The Senate, and The

Church. The Crown is largely responsible for tax collection and maintaining the military. The Senate is responsible for infrastructure and law creation and enforcement, and The Church is responsible for hospitals and schools, as well as taking care of the moral well-being of Aledir’s citizens.

While the higher-up positions rarely change, many of the municipal positions in the

eastern provinces are currently vacant, for very obvious reasons. So, when these towns are up and running again, someone will need to keep them running. Maybe if you’re suave enough, or are devout enough to the church, or suck up the local County Court, you could fill one of those positions.

Of course, that doesn’t mean you can’t do anything you want. There’s still rules to follow.

And if you represent one of the branches of government in an area, the other two together can veto your decisions, or they can ask your superiors to give you the boot. It’s not about doing what you want, it’s about doing what’s best for the citizens of Aledir.

A Few Parting Words I’ve said more words in the last little while than I’ve said the rest of the month. So, a few words before you go off and find fame, fortune, and if you’re lucky, a long life. Conserve your ammo, make the right friends, never burn a bridge, and never think you’re better than everyone else. There’s always a bigger fish out there, friend. All you can do is strive to be bigger than the one that’s trying to eat you.

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What Is Steam Legends?

Steam Legends is a Live-Action Role-Playing Game (or LARP) set in a steampunk fantasy world. Unlike other RPGs, which use dice rolls and verbal descriptions of the drama unfolding, players act out their characters’ actions with one another, creating dimensional characters with their own skills and abilities, donning costumes and using padded weapons to simulate combat.

The game takes place in a fictional country called Aledir. While normally a prosperous

nation, Aledir has come off of a very brutal war, known as the Third Throne War. Though Aledir’s forces were victorious against the oncoming hordes of undead, the cost was deep, and now Aledir’s eastern provinces must be repaired and rebuilt.

Steam Legends has costuming both form the Fantasy and Steampunk genres. Knights in

armour and powerful mages stand beside expert marksmen and mad scientists. Many people in this world dress in Victorian-age attire, though some still stick to older fashions.

What To Expect?

At Steam Legends, we attempt to create a game which follows these four themes: Discovery One of the major components of Steam Legends is the opportunity to discover new things. While this isn’t always possible to do in terms of geographical discovery (ie. Finding a new thing in a new place), we do so through item creation. Many of the game’s mechanics allow for players to find new ways to use their skills to create many items that can be useful to the player or others around them. Fellowship Building on Discovery, the game allows players to work together to create even greater things. Where a mage can cast a fire ball, a group could summon a being composed entirely of fire. An engineer could make a simple pistol, but a group could make a suit of steam-powered armour. There’s an emphasis on working together in this game. No one can do everything, and a player will need to rely on others to thrive in this world. Expression Creating a character isn’t just about being able to swing a sword or shoot a gun. It’s an opportunity to create characters as an expression of yourself. Some might simply make fantastical versions of themselves, while others want to experience situations that their real lives would never allow. Drama & Action Ultimately, Steam Legends is a game about telling stories. With so many players, there are so many intertwining narratives. Working together to tell these stories, similar to improvisational theatre, enhances everyone’s experience at Steam Legends. But it can’t all be jolly co-operation. Sometimes you need to fight to survive. The world of Steam legends is rife with enemies that wish to bring ruin to Aledir. Combat is one of the main focuses of any combat LARP, and Steam Legends allows you to deal with threats in a variety of ways.

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Basic Concepts

First and Foremost... This is a game. Just a game. None of this is real. The game world, races, spells, deities, and other such things are a work of fiction ONLY. It’s all meant for fun and enjoyment.

Hold Rule & First Aid When someone yells the world "Hold!" stop what you are doing, drop to one knee, and look down at the ground. NO EXCEPTIONS. A hold will only be called when someone is injured, or plot needs to set something up. While in a hold, do not look around, talk to other players, or make any actions that would give you an advantage in combat (grab a potion from your pocket, etc.). A hold will begin to end when the person who called the hold says "ready." Once that is said, you may stand up and resume the position you were in when the hold was called. The person who called the hold will say "Three, Two, One, Lay on!" and the game will resume. This is the most important rule in any Live Action Role-Playing game. No exceptions will be made for anyone except for plot game marshals. If you have a medical condition that doesn’t allow you to do this, speak with a medical marshal before the game begins. If you are physically injured or see someone who is physically injured that cannot speak, call a Hold and say “First Aid.” Do no call for “Medic” or “Healer” if you are injured for real, as these are considered to be things to be said IG (In-Game) when your character is injured, not your real self.

Alcohol & Drugs Alcohol is strictly prohibited. If anyone is caught with alcohol on their person, in their vehicle, among their personal belongings, or found under the influence of alcohol, they will be banned from the game. There will be no warnings or alternative punishments. Illegal drugs are also prohibited, and players caught with or under the influence of them will be banned. Prescription drugs can be brought onto site, but the person with the prescription must tell a marshal that he/she needs them, and needs to show the prescribed drugs with the player's name on the prescription bottle. Sharing prescribed medication with other players is also prohibited. Bringing cigarettes onto site is allowed, but smoking will be limited to the parking lot and designated areas only.

Age Restrictions Anyone ages 13 and over can participate normally under the rules presented in this document. Those that are 12 and under must adhere to some restrictions. First, under no circumstances can a player that is 12 years old or younger participate in combat. They must be at least 30 ft. from any combat situation once it starts. A hold may be called in order for this to occur. They can never use or hold boffers or nerf guns, though they can carry the tags for said items. Spell Packets are fine for them to hold.

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Second, they still have characters as normal, but only have 15 XP to start with as opposed to the usual 30 XP. In addition, they cannot buy any offense-oriented skills, such as Basic Weapon Groups, nor can they cast any spells that are offense-oriented. Third, they gain XP at a rate of 2 XP per event attended. They do not have to fill out an event survey to gain this XP, though they can upon request. Aside from the restrictions stated above, players 12 years of age or younger are still assigned a Player Number and are subject to the rules as normal. In the event that a player turns 13, they gain an additional 15 XP and a Mulligan for their XP, allowing them to re-create their character and participate in the game as normal.

Out Of Game (OOG) If you wish to go out of game for any reason, you put on a yellow headband so people know you aren't actually there In Game (IG). This will let people know that you do not exist IG. Try to stay out of and as far from combat as much as you can while OOG, and do not go OOG frequently. To go OOG, you must leave an obvious representation of your body behind. Be careful where you do this, as people can steal from you or even kill you while you're OOG! There are areas that are considered OOG as well. All bathrooms are considered OOG areas, as is the parking lot. Some other areas can be marked as OOG as well, such as very unsafe areas. If combat starts around your character, do not run into these areas to hide. In fact, you cannot go OOG to avoid an undesirable IG event. Note that the only exception to leaving a representation of your character is when going to use the bathrooms. However, if combat occurs on your way to the bathrooms, you have to resolve the combat before you use the facilities (barring medical reasons). With that in mind, please do not wait outside the bathrooms to ambush someone, whether or not you’re a PC or NPC. It is considered very rude and poor sportsmanship.

Out Of Phase (OOP) Certain game effects can cause a person to go Out Of Phase, a state at which the character still exists, but cannot interact normally with the game. An example of this is being immaterial. OOP is represented by a hand in front of the player's face with fingers spread wide. Ask the player what form of OOP he or she is in, as certain characters cannot see some forms of OOP.

Described Actions and Action Counts When a player wants to perform an action that would be considered dangerous on an OOG level, he or she uses a Described action. To perform a described action, a player will state "Described Action, I (whatever the action is)." For example, instead of jumping through a glass window, a player will state: "Described Action, I jump through the window," the run around to the other side OOG as quickly as possible. Described actions are used to loot bodies as well. Describe what pockets and pouches you are searching.

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Action Counts are used when an action that takes longer than a second or two to perform but cannot be performed safely in reality. When an Action Count is called for, it will describe the length of the count as a #-Count (3-Count, 5-Count, etc.). To perform a 3-Count you say “I (action description) 1, I (action description 2) 1, I (action description) 3.” Each statement must be said for no shorter than 1 second. This works similarly for other counts. Do not abuse described actions. Any action that can be performed safely and does not invade someone's personal space should actually be performed.

Safe Combat The game uses padded stage weapons, also known as 'boffer weapons.' When properly constructed and used safely, boffer weapons are used to hit opponents in battle without causing injury to players. Most boffer weapons are made from PVC plumbing tube, closed-cell insulation and duct tape, with a few other things added in. The Combat Section of this book has instructions on how to build any common boffer weapons. There are a few points to go over in order to fight opponents safely. First of all, you do not swing with your full force. Hitting as hard as you may seriously injure a player. You only need to tap where you want to hit. Second, hitting the head, hands, or genitals is prohibited. The legal targets are the arms, legs, and torso. The neck counts as the head. Third, you can only call damage or an effect once (1) every second per weapon you are holding in your hand. The same rule applies to casting spells and miracles. Fourth, never physically touch anyone without their express permission with anything but boffer weapons. Foam fists are considered boffers, so use those instead if you need to touch another person for spell-casting, etc. Finally, a blow to the first thing the weapon touches during an attack is the only valid target the weapon hits (assuming that it doesn’t violate the safety rules mentioned above). If a weapon hits a sword, but hooks around it and hits the person using the sword, it counts as a strike to the sword, not the user. Using a shield has its own rules for safety. When using a shield, under no circumstances can you hit someone with your shield. This is called Shield Bashing and doing so will result in you being removed from combat. Shield Bashing also extends to locking shields with an opponent.

Death and Resurrection Each character has a set amount of points called Health. This value represents how much damage a character can take before falling unconscious and begin dying. When you take damage from a weapon hit or effect, your Health drops by the number called. When they drop to zero, you fall to the ground and cannot move. You may still speak and are aware of your surroundings unless you’re under an effect that would prevent this. You can choose to go unconscious while in your bleed, but once you’ve made that decision, you stay that way until healed or are dead. Once you are at zero Health, you have Ten Minutes left to live before your character dies. This is called Bleed Time or entering your Bleed. If you are not healed or otherwise stabilized in this time, you die.

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There are ways to accelerate a character's Bleed Time or even kill the character outright. A Killing Blow can be done to skip a wounded character's Bleed Time. A Killing Blow is performed on a 5-count. The player says “Killing Blow,” followed by a 5-second long description of the action being done to kill the target, and finished by saying “Killing Blow Complete.” This action automatically reduces the Bleed Time to Zero Minutes. There are also ways to stop Bleed Time. Receiving any form of healing will stop Bleed Time. There are also ways using medical skills to reset and pause Bleed Time back at the beginning of the Ten-Minute Bleed Time. Characters in their Bleed Time are considered conscious and can yell for help, but otherwise cannot do anything, including using any abilities. The character is also vulnerable to thievery, and can be looted. To search a helpless character, use a 60-Count Action (“I Search You 1, I Search You 2,” and so on). Once the Bleed Time has reached Zero, the character is dead. The player leaves all their possessions, and enough costuming to leave a representation of the character's body, where the character died. The player becomes OOG and goes to plot to determine if the character returns to life or not. Even if the character does come back, they may not come back the same... Before you come back to life, the Game Master must determine if you return with a Resurrection Flaw. These flaws manifest in a variety of ways, whether it be physically, mentally, psychologically, or something completely extraordinary. Usually the flaw can be removed. There could be a time limit, or a specific task or action to be performed. They can be permanent. The severity of the flaw depends on how many times the character has died previously. Not all Resurrection Flaws are actual "flaws." Some can actually benefit a character. On a character's first death, the odds that a Resurrection Flaw will actually be a Resurrection Merit are 1 in 2. At the second death, the odds become 1 in 3. On the third death, the odds are 1 in 4, and that pattern continues on as a character's death count rises. A player can choose to forego having the Resurrection Merit and simply resurrect with no flaw. He or she can decide that after hearing what the Merit is. The Plot Team has a book with a formula for determining what Flaw a character has. This formula involves the player rolling dice or flipping coins. They will give you the final outcome and then tell you to either return to your body at full Health, or wait by it until their friends can resurrect the character; depending on how many deaths the character has taken. Upon the character's Death, the character's body must receive a resurrection spell or effect before the player can resume play. With this situation, it's good to have many friends than enemies... If a player wishes, instead of resurrecting, a character may take his or her Final Death voluntarily. A Final Death is where a character does not resurrect and has passed on to wherever a dead character's soul goes. The player can choose to take a final death during any part of determining a Resurrection Flaw. At your option between games you may buy off a flaw by donating props or costuming requested by the managers of Steam Legends of a set cash value. The value varies between chapters, but often gets more expensive as the number of deaths a player has taken and the number of flaws bought off increases.

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Character Creation

A character is more than numbers on a piece of paper. They have personalities, motivations, and personality quirks that make them unique from one another.

A character's statistics and background should reflect one another. If a character was raised on a farm with no schooling, why would he or she know chemistry or engineering? If your character has no regard for the lives of others, why does he or she know Healing miracles?

Start with a small description of what kind of character you want to play, only a few words long. It can be as simple as "rough mercenary," "wandering druid," or "gun mage." From there, start thinking about events in your character's life that make the character act the way it does. Where did your character come from? What were their parents like? Does the character have any sibling, or perhaps a family of their own? Where did your character learn their skills? Is the character religious? (Bear in mind you don't have to have the Devout skill to be a religious person or choose a deity).

After you've answered these questions and any others you could think of, it should be fairly easy to create a character's statistics. A new character begins the game with 30 Experience Points (or XP), which is used to purchase Abilities. If you do not have the XP or the prerequisite abilities to buy a particular ability, you cannot do so until you have all of the necessary prerequisites and XP.

Each Ability has some key information attached to it. This includes the type of ability, teaching requirements (which are ignored during Character Creation), any prerequisite abilities needed to purchase the ability, and its cost. If you do not spend all 30 XP while creating your character, it will remain unused until spent between events.

In addition to XP, every character starts with 2 Lores of their choice, or 1 Lore and one Specialty within that lore. These represent knowledge of a certain field, such as Magic, History, etc., as well as their reputation for knowing such knowledge, with Specialties representing a more focused area of expertise within a Lore skill. Lores are ranked from 1 – 5, with 1 being a novice level of knowledge, and 5 being a world-renowned scholar in the field. Specialties act as a +2 Bonus to a Lore when a situation involves that Specialty.

A character starts with gear appropriate to their skill sets. A character with the Longsword skill will start with a standard Longsword. For ranged weapons, new characters start with Ammunition appropriate to the weapon in addition to a standard weapon of that type. Mages will get spells appropriate to their school of magic and background history. Characters with Primary Life Skills will get recipes (where appropriate) per level of the Life Skill. Chemists will start with knowledge of a handful of recipes for creating potions, and Engineers will start with a couple of schematics based on their starting Expertise.

There may be other small items given to you on request, such as Goggles. Starting with a Mechanical Limb is possible, but it will be a standard one with no improvements. Please bear in mind that if you are denied something as a request at character creation it’s likely because the Officer in question thought it was too powerful to give to a new character. We ask that you respect the decision of the Officers in this matter.

Character Improvement & Experience Points (XP)

At the end of every full event, there will be a survey given out to each player to complete. This survey will only take a minute or two to compete, and helps the management team of Steam Legends to better serve the players in the future.

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For completing your survey, your character gains an additional 4 XP. From here, you can spend XP on additional skills between games. You cannot spend XP during an event, only afterwards.

Additional XP is earned by solving conflicts and problems that arise In-Game. The Game Marshalls write plot threads and encounters for the characters to overcome, they assign an XP value to it. When a plot thread or encounter is resolved, everyone involved in its resolution gains XP equal to that value in the form of XP Tickets. Minor plot threads are often worth 1 XP, and are usually short-term problems and conflicts that are introduced and intended to be resolved in a single event. Major conflicts which span over multiple events are worth 2 XP once resolved.

This additional XP is handed out by game marshals once the plot thread has been resolved. These XP Tickets are for the recipient only and will have the player’s name and Player Number on them. They cannot be exchanged between players. To exchange an XP Ticket, simply hand them to a Marshal along with your Event Survey and logistics will add the XP to your character after the event. Only 8 XP can be gained per event. However, any XP Tickets you have left over can be saved for your next event.

To spend XP, simply state what Skills your purchasing and the XP being spent either at Logistics or when sending your email for Pre-Logistics. Between-Game Actions Between events, a character gets three Between-Game actions, which represent the things they are doing between events. You can use that time working a job, studying, experimenting within your craft, etc. Working: your character spends their time working at a location that requires labour. Some labour jobs require your character to have certain skills. The number of Crowns () you gain from this is dependent on the person or organization you are working for. Some PCs and some NPCs may have jobs available, so ask about them In-Game. Studying & Teaching: You spend an action studying a particular Lore or Specialty. You require either a place which has this knowledge or find another PC or NPC willing to teach you. The teacher also must spend a Between- Game Action to teach a pupil, unless they have access to a school or university, in which they can spend an action teaching multiple people at once. A teacher can only teach Lores or Specialties they know, and libraries can only teach the Lores or Specialties they contain. Experiments: A character with a skill that allows for experiments (new spell formulae, experimental potions, etc.) can spend one Between-Game Action to create a new experimental object.

Any character that has crafting skills can make as many items as they wish so long as they already know how to make an item and they have the components necessary to make them. Characters can also choose to use the commodities they would normally gain from their Production Points, if any, to have items crafted instead of having raw resources. Items from Rituals or Schematics that use multiple Fields of Expertise cannot be made this way and must be crafted during an event. Be sure to include any skills you’re using when using this option at Logistics.

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Talents For every 50 XP a character has, they gain a Talent. Talents are special abilities that greatly enhance a character’s power. Talents are free, and one must be selected at every 50 XP your character has, whether or not it has been spent.

However, for every 75 XP on your sheet, all skills and abilities cost an extra 1 XP.

Requisition Points (Reqs)

Requisition Points, or Reqs (pronounced as “Rex”) are given to players who donate props or costuming or volunteer their time to help improve Steam Legends. Reqs can be used in the following ways:

• Reqs can be used to buy Components for use with Primary Life Skills. One (1) Req is equal to 10 Production Points (see Crafting section for details on Production Points).

• Reqs can be used to purchase items such as potions or ammunition (see table below).

• Reqs are also used at OOG auctions which contain valuable IG items, including unknown spell formulae or schematics, rare components, and even magical items.

Requisition Point Purchase Table Item Req Cost

Commodity 1 per 10 PP of goods

Restore 10 Health Potion 3

Restore 10 Fatigue Potion 3

6 Standard Bullets 3

Players can earn Reqs in a number of ways:

• Being an NPC for plot for 30 minutes gives you 2 Reqs

• Donating items to Steam Legends on the monthly Bounty List gives you the Req value listed for that item.

• Other opportunities, such as contests, allow for more Requisition Points to be gained. Those details will be listed when such opportunities arise.

Donating items off the Bounty list is also allowed, but their Req value will be on a case-by-

case basis. However, one thing Steam Legends will not accept for donations are raw materials, such as fabric. Unless it is on the Bounty List, we will only accept finished props, costuming, and objects.

Non-Player Characters (NPC)

Non-Player Characters are people who play as other entities that Player Characters interact with on different levels. A single NPC will take on multiple roles throughout an event. Some are simply meant for quick combat encounters, while others will interact with players through Role-Play. Some might do both!

Players can volunteer their time by going OOG, and asking a Plot Marshal if they can NPC for a time. They will be given costuming and props necessary for portraying a role before they go out. Players can choose to be a NPC for an entire event. This is usually less expensive to do, if not free. Check with a Steam Legends Marshal for details.

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Species A major aspect of your character will be their species. In this LARP you may be a Human, but you may also be an Elf, Goblin, Wolfen, Wraithling, Dragon-Touched, or Lizardfolk. You will want to read about the various cultures and groups in the game, as you will need to know about your character’s background culture and where their species would fit into it. Note that while in some cases the background of a character is completely up to the player to write there are some aspects which are completely inflexible. If you are unsure whether your story conflicts with the game background, check with the Game Master. Each species comes from very different walks of life, cultures, and regions, and often act very different from one another. If you ever need more information on a specific or typical behavior, ask your game’s Game Master for details. Do not make assumptions about any species of character based on what you have read or seen in the past from other books or games. Each species is listed as having a specific physical trait that distinguishes them from other species. Any player whose charter belongs to that species must wear this trait. For instance, as an elf, you must wear some type of pointed ear prosthetic. You may not just wear a headband over your ears and claim that they are pointy. You must actually have the proper make up/prosthetics. The only exception to this is if a player has any make-up allergies. If this is the case, the player can use a species’ headband, which must be a specific, solid colour stated in the species’ description. The Base starting Health for a new character is 5, unless noted otherwise in the description of a species.

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Humans Advantage – Inventive: It takes a Human 3/4 the time to create a new Schematic, Experimental Potion, or Spell or Ritual Formulae. Disadvantage – Ungifted: Arcane Affinity costs double for Humans Humans look just like the people you interact with in real life and are just as diverse in appearance. Many are very creative when it comes to thinking of new ways to use old skills, though the affinity for using Magic is rare in humans. Humans do not have distinguishing features that are not already on you naturally! Headband Colour: None

Elves Advantage - Ascended Beings: Elves start play with the Devout attribute. They do not select a deity and have access to all spheres of power to select a Primary Sphere from. Disadvantage – Arcane Ineptitude: Elves may never purchase Arcane Affinity. Elves are semi-ascended beings, one step closer to becoming deities. They are often quiet and reserved, and see other species of intelligent beings as inferior. This doesn't mean that they are necessarily rude to other species, but they always know that they are superior for coming so far in their evolution. Many abilities that would be considered Miracles to other species are just mundane things an Elf can do, similar to breathing and blinking. There are very few Elven communities in the world, and the ones that do exist are very small. Most Elves are nomadic, set on a journey to improve their natural abilities and attempt to ascend to godhood on their own terms. Elves are recognized in the game by their pointed ears. Headband Colour: Blue

Goblins Advantage – Resourceful: Goblins start each event with 1.5 times more Production Points than normal. Disadvantage – Don’t Hit Me!: Goblins hate close combat. All Basic Weapon Groups for melee weapons, and Weapon Skill Ranks for melee weapons, cost an extra 2 XP each. Goblins are friendly to everyone - the more coin you're holding, the friendlier they get! Many goblins are craftsmen with their eye on the dollar. To a Goblin, how much money and things you acquire determines your success in life. A broke Goblin, as many other goblins would say, is no Goblin at all. Goblins are usually found wherever commerce and trade is high. Goblin communities are small trading posts, massive trade and port cities, or anything in between. Many Goblins find the idea of a deity preposterous, and only worship one god - The Almighty Gold Piece! Goblins are recognized by their green skin and pointed ears. There are no height restrictions for Goblins. Headband Colour: Green

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Wolfen Advantage – Killer Instinct: All Wolfen gain +1 Damage to all of their weapon strikes. Disadvantage – Impatient: It takes a Wolfen 2 times longer to make items than other species. This does not affect Experimental Potions, Schematics, or Spell or Ritual Formulae being made. Wolfen are angry, easily provoked wolf-like humanoids. Whereas many other species rely on martial skill, Wolfen use their rage and willpower to inflict their damage in wild swings and deadly blows. While many Wolfen prefer the wilds over densely populated areas, there are significant Wolfen populations within major cities that welcome them. Many are nomadic and travel in tribes of several packs, avoiding civilized regions. Most Wolfen tribes are Druidic. Wolfen are recognized in the game by their wolf-like facial features and tails. Headband Colour: Red

Wraithlings

Advantage - Phase: This ability allows the Wraithling take No Effect from a single Effect, including AoE, by saying “Phase” once per event. This cannot be used against Massive Damage. Disadvantage – Frailty: Wraithlings cannot use more than 20 points of Armour at a time, or they can only move at a walking pace and strike with weapons or abilities every 3 seconds if they do.

Wraithlings are somber and unexpressive individuals, almost always wearing a scowl on their faces. They dislike being around others and keep to themselves.

Wraithlings are quiet and reserved, rarely expressing emotions by usual means. An action that would make a normal human laugh hysterically would only get a small smirk from a Wraithling. This should not suggest that Wraithlings are not impulsive. If the lover or friend of a Wraithling were to be slain, the Wraithling may blindly rush off to seek vengeance, but it wouldn’t shed a tear as he/she did it.

Wraithlings are an anomaly born among humans. While no one really knows why a Wraithling is born, all Wraithlings are born on nights where the moon is fully obscured by clouds, and are at first mistaken for a stillborn child. While Wraithlings were once very rare (with only 1 in 250 human children being Wraithlings), the number of Wraithlings born among humans annually has more than quadrupled in the past 50 years. Why this boom in their population has occurred is just as big of a mystery as why they’re born in the first place.

Wraithlings can be recognized in-game by their gray skin. While hair colour is usually grayscale, any hair colour found among humans can be seen on a Wraithling. Headband Colour: Gray

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Dragon-Touched Advantage – Naturally Gifted: Dragon-Touched start play with the Arcane Affinity attribute. Disadvantage – Denial: Dragon-Touched cannot have the Devout Attribute. Dragon-Touched are covetous beings with a magical obsession. While not necessary evil or good by default, they are always plotting something in order to obtain power, magical or otherwise. Dragon-Touched tend to work and live alone if they cannot be leaders of a community. They can be very paranoid, and usually never place trust in other Dragon-Touched. They only work together for a common goal until one tries to overthrow or dominate the others. Dragon-Touched are recognized by the two small horns on their foreheads. Headband Colour: None

Lizardfolk Advantage – Tough: Lizardfolk start play with 5 additional Health. Disadvantage – Uncreative: Lizardfolk take 2 times longer to write Spell Formulae and Schematics, and make Experimental Potions. Lizardfolk are quiet and not very social. They appear to be hulking lizard-like humanoids with strong shoulders and thick, scaly skin. They are cold-blooded and prefer warmer climates. Many Lizardfolk in temperate climates migrate with the seasons, moving closer to warmer climates as temperatures rise and fall. In very warm climates where the temperature doesn’t drop very low, Lizardfolk can maintain close-knit cities. Many worship a goddess known as Sisilidin, Mistress of the Night. She allows them power over the elements in exchange for their devotion. Lizardfolk are recognized in the game by green skin with a black scale pattern, and a coloured neck of red, blue, yellow, or brown. Headband Colour: Brown

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Combat

Combat Skill Chart Name Teacher Prerequisite Cost

Basic Weapon Group T None 5

Weapon Skill Rank D Base Weapon Skill 5 per Rank

Dual Wield T Any Weapon Skill 5

Extra Health O Previous Rank 2 per Point

Weapon Master T None 10

Marksmanship T None 10

Small Shields T None 5

Large Shields D Small Shields 5

Since the first humanoids began showing the signs of sentience, there has been a need for warriors to both protect families and communities and to raid other families and communities. Combat has evolved since then, and in this game, has come to the age of Steam Power. Now, gunpowder weapons are available for adventurers.

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Weapons come in all shapes, sizes, and types. What damage each weapon does varies between weapons, and usually goes by size. The following list of melee weapons are grouped by size (with a few exceptions), and list the base damage of each one. Small Weapons Daggers/Small Weapons: 2 Normal Throw Weapons: 2 Normal Unarmed Strike: 2 Normal Medium Weapons Short sword: 3 Normal Hand Axe: 3 Normal Short Mace/Club: 3 Normal Staff: 3 Normal* Small Spear: 3 Normal Pistol: 3 Body Large Weapons Longsword: 4 Normal Battle-axe: 4 Normal Long Mace: 4 Normal Small Crossbow: 4 Normal Short Bow: 4 Normal Two-Handed Weapons* Two-Handed Sword: 5 Normal Polearms: 5 Normal Warhammer: 5 Normal Long Spear: 5 Normal Large Crossbow: 5 Normal Longbow: 5 Normal Rifle: 5 Body *This weapon requires two hands to use These are just example weapons. Many others exist, and would be grouped into one these four groups by size.

Calling Damage To call damage, you hit the target successfully then say the amount of damage you cause and the type of damage you cause (damage, type). Example: Gideon the warrior is wielding a wooden club. He has an additional 3 skill ranks in clubs and the base damage for a club is 3. While exploring the woods, he encounters a giant spider, and attacks. Every time Gideon hits the spider, he says "6 Normal." The spider would take 6 damage every time it is hit. If Gideon had an enchanted club, the call would be "6 Magic." There are also additional effects, called Adders, which can alter the nature of the attack. Using the example above, Gideon's enchanted clubs could have a magical enhancement that causes the target to flee. In this case, the call would be “6 Magic Fear.” In addition to the damage, the target will be forced to run away from Gideon, just like the Chemistry potion.

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Ranged Weapons Bows, Crossbows, and Firearms require Arrows, Bolts, and Bullets, respectively, in order to be effective. Arrows and Bolts can be recovered after use. However, when a firearm is used, the Bullets are destroyed and cannot be recovered. Steam Legends uses boffer bows and crossbows to represent their real-life counterparts. We do not accept real bows and crossbows at this time as we have no means to accurately judge them for safety. They use special Grey Packets with brown streamers. To use a Packet Arrow, you must pretend to knock or load the arrow or bolt, bringing the packet up to your ear, and then throw it at your intended target. You cannot physically hit players with missile weapons themselves or use them to block attacks. Any strikes to missile weapons are treated the same as if they hit you instead.

Firearms Firearms are represented by NERF dart guns. All of the firearms must be redecorated to look like flintlock weapons. The front 1” of the barrel must be painted in Safety Orange for safety reasons.

Foam Fists A Foam Fist is a 12” length of the pipe insulation used in weapon construction that has no core. They are used to represent punching and kicking. These are used for the Unarmed Strike weapon skill.

Armour Warriors, rogues, and even Faithfuls and mages benefit from wearing armour. Wearing armour gives you Armour Points, which act as additional Health. Typically, when you take damage, you lose Armour Points before Health. How many Armour Points you get depends on what kind of armour you are wearing, and how many locations on your body are covered. Armour Points are figured as follows: Armour Locations: Head Torso Left Arm Right Arm Left Leg Right Leg To determine Armour Points, check which parts of the body are covered by which types of armour and total the numbers. You can get additional Armour Points for additions and quality of the armour in question. Leather: 2 AP per location Base Chainmail: 4 AP per location Base Small Plate (Metal Scale, Brigandine, etc.): 6 AP per location Base Plate Mail: 8 AP per location Base Overplate: 10 AP per location Base

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When your Armor Points are reduced to 0, all of the armour you’re wearing degrades by 1 point per tag. If a piece of armour is reduced to 0 points, that item is now useless until repaired by a blacksmith. If a player is wearing 20 or more AP worth of armour, they cannot us the Dodge talent. Overplate With the invention of firearms, which can punch through conventional armour, blacksmiths have attempted to compensate with Overplate, thick heavy armour capable of stopping bullets. This armour is considered Hardened. This means that any character wearing Overplate or other forms of Hardened Armour take Body Damage as if it were Normal Damage until all points of Overplate are lost. Overplate is always reduced first, even when combined with other forms of armour. However, wearing more than 20 AP worth of Overplate causes the user to slow down. You can only walk around slowly and cannot swing a melee weapon or throw a thrown weapon more than once every 3 seconds. While Overplate doesn’t need to be super thick steel plates OOG, it should be made to look like it as much as possible. Overplate does not stack with any other form of armour.

Shields Shields are used for blocking weapon blows and attacks, and come in 4 sizes: Small, Medium, Large, and Tower. Shields can come in many styles, but the maximum dimension of a shield determines its size category. Small Shields: 12” or less Medium Shields: “12” to 24” Large Shields: “24” to 36” Tower Shields: “36” to 60” Shields are only capable of blocking weapon blows, arrows, crossbow bolts, and physical attacks (including chemistry effects, like an acid spit) that do not have Body or Massive damage types. If a spell, miracle, a bullet, or some other effect hits the shield the user of the shield takes the full effect. There are game effects can allow shields to block these effects, however. A shield must be held in at least one hand to have any sort of effect. If a person is using a shield but does not have the skill to use the shield, any effects that hit the shield automatically affect the user as if the attack hit their body. Medium and larger shields must have a second strap for the forearm to use. Small shields do not require this.

Basic Weapon Groups, Weapon Skill Ranks, and Combat Maneuvers No one can just pick up a weapon. They have to learn how to use it. A character can purchase a Basic Weapon Group to use any weapon within that group. The groups are: 1-Handed Bladed, 1-Handed Blunt, 2-Handed Bladed, 2-Handed Blunt, Missile, and Firearms. When you purchase a Basic Weapon Group, you can use all weapons in that group well enough to call their base damage in combat. Using a weapon untrained will only do 1 point of damage, regardless of its size.

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Basic Weapon Group Weapons In Group

Unarmed Unarmed Strike

1-Handed Blades One-handed swords and axes

1-Handed Blunt One-handed maces and hammers

2-Handed Blades Two-handed swords and axes

2-Handed Blunt Two-Handed maces and Hammers, Staves

Missile Any thrown weapon, crossbows and bows

Firearms Any firearm

After the initial weapon skill is purchased, the character can then learn Weapon Skill Ranks (WSR) for specific weapons. Each time a WSR is purchased, the character gets access to a Combat Maneuver of their choice. As a warrior's skills progress, they can perform feats of combat expertise, called Combat Maneuvers. For every WSR a character possesses, they may use any Combat Maneuver on their character sheet once with the appropriate weapon. Combat Maneuvers gained from WSRs of different weapon types cannot be used interchangeably. Example: Gideon has three Combat Maneuvers: Disarm, Parry, and Critical Strike. He may use Parry three times, or Disarm twice and Critical Strike once, or any combination of the three. After 10 minutes of rest and relaxation, all characters with Combat Maneuvers regain their used Maneuvers. Any combat Maneuvers that are left over once they reset are not carried over and are lost. Combat Maneuvers can only be regained in this manner once every hour. Note that the Combat Maneuvers Extra Damage and Backstab can be purchased collectively only 3 times but can be used at will without using a Combat Maneuver.

Weaponmaster and Marksmanship The Weaponmaster and Marksmanship skills function like base weapon skills except they allow the character to use any melee or ranged weapon, respectively. WSRs can be purchased for Weaponmaster or Marksmanship in the same way as singular weapon skills, but the cost is doubled for each rank.

Maneuver Descriptions Extra Damage The character can strike for +1 damage with the appropriate weapon type. Backstab This allows the character to hit for +2 damage with the appropriate weapon type, but must be standing behind the target. Parry When you are hit by any melee attack (except for Massive Damage), you may call out "Parry" to avoid the effects of the attack. You may only use this on attacks where the attacker is not behind you.

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Critical Strike You may double your attack damage on a single hit. To use this, simply double the damage you would normally call out when you successfully hit an opponent. If you normally strike for "6 Normal," you would instead call "12 normal." This Maneuver cannot be combined with Assassinate. Assassinate You may triple your attack damage on a single hit to the torso when you are behind your target. If you would normally call "6 Normal," you would instead call "18 Normal" From behind and when you hit the opponent's torso. This Maneuver cannot be combined with Critical Strike. Disarm You may strike an opponent’s weapon out of its hand. To Disarm an opponent, you hit your opponent’s weapon or forearm and say "Disarm." You cannot disarm an opponent with empty hands. Break Limb You may strike an opponent’s limb, disabling it. To Break an opponent’s Limb, you hit one of your opponent’s limbs and call "Break Limb." If the limb is a leg, the target must drag their leg around, unable to run. If both are broken, the target falls to the ground, unable to use their legs. If the limb is an arm, the target cannot use that arm, and nothing can be held in it. A Broken Limb may be regrown with a Restore Limb Spell or Miracle, or a medical procedure by a qualified Medic. Sunder Armour You may strike at a person’s armour in order to reduce its effectiveness. Triple your damage and add the adder “Sunder Armour.” This combat maneuver only does damage to Armour, any damage that would go to Health is negated. Body damage weapons and effects cannot be used with Sunder Armour. Sunder Shield You may strike at a person’s shield in order to break it, rendering it useless until repaired. Call “Sunder Shield” after hitting the target’s shield, and it is destroyed. Broken shields act as if the user does not possess the Shield skill of the appropriate type. Sunder Weapon You may strike at a person’s weapon in order to break it, rendering it useless until repaired. Call “Sunder Weapon” after hitting the target’s weapon, and it is destroyed. Destroyed weapons act as if the user does not possess the appropriate weapon skill type. Unarmed Strike foam fists do not count (that’s what Break Limb is for). Knockout You may strike a target from behind, knocking it out for 10 minutes. The target can be shaken awake, which takes 1 minute. You must be behind the target, and strike its upper back, stating “Knockout” on strike.

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Other Combat Skills Dual Wield This skill allows you to use a second one-handed weapon of any Size in your other hand. Using a second weapon in your off hand without the appropriate rank of Dual Wield, regardless of how many Skill Ranks you may possess with that weapon, has its damage reduced to 1, as if you were using the weapon untrained. Extra Health Each point of Extra Health gives you an additional point of Health. A character can only have a maximum 30 Extra Health points unless they have the Toughness Talent (see Talents for details).

Weapon Construction

Weapons construction guidelines must be strictly adhered to in order to ensure that all

phys-reps are safe. A safety officer will disallow weapons that are deemed unsafe for any reason. This may happen at any time during the event. Weapons must be checked for safety by an arms marshal before being brought into game at each event. This is especially true of weapons that have never been inspected before. Please note that shields are weapons specifically designed to block other weapons and follow all restrictions outlined below.

Shields can be constructed with any sort of non-metal material. Light plastic and wood may be used at the discretion of a Safety Officer, but foam such as foam pool toys, boogie boards, and insulation are the best materials to work with. Shields may be any shape bound by a closed curve. Shields must include at least one handle that is defined as the grip of the shield and follows all the same rules as any other weapon grip. All shields larger than 12” must have a strap for the forearm, and must be worn on the forearm while using said shield. All hard and pointed bits such as bolts and screws must be covered with foam.

A weapon is constructed from 4 parts; a core, padding, foam, and covering. There is no all-encompassing list of what materials may and may not be used for each part, but any material other than the ones listed below must be approved by an arms marshal before and after the weapon is constructed.

Every weapon starts with a core of appropriate length as listed in the Weapons Chart. The only core that is suitable in all cases is PVC or CPVC piping of a suitable diameter as noted in the Weapons Chart. Any surface area of the weapon that may come into contact with another player must be padded. This includes both the striking surface as well as the shaft and guards. 5/8th inch piping insulation (which is difficult to obtain in Canada but may be ordered from websites in the US) is always acceptable as padding. Carpet Underlay combined with softer closed-cell foam is also acceptable. Open-Cell foam must be added to both the ends of the shaft of all weapons (called a thrusting tip at the top of the shaft and pommel at the bottom). Any additions to the shaft of a weapon (the padding covering the core), such as axe heads, blunt areas, and blades on polearms must be constructed entirely of this foam.

The most common covering, which covers the outer surface of the weapon to both hold it together and provide a decorative element, is duct tape. Coverings of stretchy fabric or other types of tape are also possible. The colour of the covering on the striking surface can have special meanings, shown in the Weapon Types Chart below.

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The following guidelines are important to keep in mind while constructing a weapon. They are especially important when constructing a weapon of non-standard materials. Weapons should not be too rigid or too whippy. The shaft of the weapon should remain “taut” while swinging at extreme force yet the shaft should give when contact is made with a solid surface. Anywhere open cell foam is used, the foam must be able to compress and re-expand repeatedly without resistance. “Thrusting tips” (open cell foam used at the top and bottom of the weapon shaft) must be thick enough that it is impossible to feel the core of the weapon even when compressed to their maximum.

Guards added to the bottom of a weapon shaft are acceptable and a good idea. They may not extend more than 6 inches from the geometric center of the weapon to avoid giving an unfair blocking advantage. Padding must dissipate force such that blows from your weapon are not hurtful. Taping the weapon too tight or otherwise compressing the padding can compromise this and result in a weapon being disapproved. Padding must be firmly attached to the core (a strong double-sided tape such as carpet tape works well) so that there is no movement of the core inside the padding when the weapon is swung with full force.

Blunt weapons must have heads made from open cell foam at the end of it. The size of the head depends on the weapon type.

The grips of a staff, if you wish to make a staff with grips at all, must be within the middle 3 feet of the weapon. You may use 2 grips of up to 9 inches each or a single grip up to 18 inches.

Thrown weapons must be constructed out of padding or open cell foam and may not contain a core of any kind. They may not contain any sharp edges or points. Weapons can never contain segmented sections attached by chain, rope, or any other means.

Nerf weapons represent firearms. No airsoft or BB guns are allowed. Like crossbows, they are categorized by design. One-handed nerf guns are considered Pistols. Any nerf gun that is designed for two-handed use is considered a Rifle.

NERF weapons can remain unpainted. However, all nerf and similar weapons must be made to look like old firearms from before the beginning of the 20th century if they are to be painted, and must have the front 1 inch of the barrel painted safety orange.

Unarmed “Fist Reps” are made simply by using a 1’ length of foam pipe insulation and using it to strike like any other weapon. A Fist Rep should not have a core.

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Weapon Construction Chart The following chart is the guidelines for weapon construction. Bear in mind that many other weapons exist, and will follow one the weapons below in terms of construction.

Weapon Blade Length/Head

Size Overall Length

Suggested Core

Diameter Weapon Type

Bladed Weapons

Dagger 8-12” 14-20” ½” Small

Short Sword 16-22” 18-33” ¾” Medium

Long Sword 30-36” 33-44” ¾” Large

Two-Handed Sword

44-56” 56-72” 1” Two-Handed

Short Spear 6-9” 48-60” 1” Medium

Long Spear 9-12” 60-72” 1” Two-Handed

Blunt Weapons

Small Blunt 4-6” cube 14-20” ½” Small

Small Mace or Club

6-8” cube 18-33” ¾” Medium

Long Mace or Large Club

8-10” cube 33-44” ¾” Large

Warhammer or Greatclub

10-12” cube 60-72” 1” Two-Handed

Staff - 60-72” 1” Medium

Axes

Hatchet 4*6” 14-20” ½” Small

Hand axe 5*7” 18-33” ¾” Medium

battle-axe 12*8” 30-44” ¾” Large

Polearm 15*15” 60-72” 1” Two-Handed

Missile Weapons

Thrown Weapons

3” cube or 12” 12” None Small

Short Bow - 48” or Less - Medium

Long Bow - Over 48” - Two-Handed

Other

Unarmed 12” 12” No Core Small

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Magic

Magic Skill List Skill Trainer Prerequisite Cost

Arcane Affinity N None 5

Arcane Vitality O Arcane Affinity 2 per point

Encrypt D Arcane Affinity 6

Decrypt D Arcane Affinity 8

The flow of magic has been present since the beginning of time. Some are born with the ability to alter the flow of magic and use it to cast powerful spells. These people are called magicians, or mages. The Arcane system represents an affinity and knowledge to cast spells through study and mental focus.

Arcane Affinity All characters must purchase the Arcane Affinity skill in order to cast spells. This may only be purchased at character creation. Being literate is not a prerequisite for Arcane Affinity, but those that choose to role-play an illiterate character will find that they cannot use spell books to actually write or study spells and cast them.

Arcane Vitality A new mage character starts with an Arcane Vitality rating (or just Vitality for short) of 5. When a mage casts a spell, he/she gains Fatigue points equal to the Fatigue rating in the spell’s description. Once a mage's Fatigue equals their Vitality, the mage can no longer cast spells without Overcasting. Fatigue is tracked by the individual in the same way that Health is. Mages lose one fatigue every 5 minutes naturally. If a mage casts a spell that would put their Fatigue past their Vitality, the mage is then unconscious for 5 minutes per point of Fatigue past their Vitality. This must be slept off naturally, which means that Overcasting leaves a mage vulnerable to attack if they choose to do so.

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Schools of Magic Spells are grouped into different types of spells, called Schools. When you purchase Arcane Affinity, you select a Primary School. You cannot use spells that are outside of your Primary School unless you use scrolls. Note that everyone has the Universal School as a Primary School automatically in addition to the School they choose as their Primary. The Schools and a brief description each are as follows: Universal: Very basic magical spells and effects. The foundation of the other schools. Elemental: Shaping magical energies into physical manifestations of the elements that make up the world. Necromancy: Tapping into magic to raise the dead and harm the living. Illusion: The ability to trick the minds of others into seeing things that do not exist. Transmutation: Using the arcane flows to alter the properties of other living beings. Enchantment: Altering the properties of objects, armour and weapons. At Character Creation, mages have access to the Universal school and one other of their choice. You may only use spells or write Spell Formulae from these schools.

Casting Spells A mage casts a spell by first holding a Spell Packet, a piece of blue cloth filled with birdseed and tied off with hockey tape. Then the mage says the incantation of the spell clearly. Then either throws the spell or touches the packet to the target, as the case may be. Packets used for spells are Blue in colour. If the caster makes a mistake in the incantation, throws the packet before the spell is cast, or fails to throw the spell packet after 2 seconds of completing the incantation, the spell is “miscast.” Miscast spells have no game effect, but the caster takes Fatigue equal to the spell they were trying to cast. Timed Spells There are some spell effects marked as Timed. These spells have an effect that lasts as long as the duration in the incantation. Normally, a Mage can only have one (1) Timed Spell in existence at a time, and cannot cast another one until the time in the incantation has elapsed, even if the effect was removed.

Spell Books Every mage has a Spell Book. This tome contains all of the mages spells of which he or she can cast. A new mage will start with a handful of spells based on its character history and starting School of Magic. To gain more spells in a spell book, a mage must create Spell Formulae for themselves to put into their Spell Book (see Spells and Spell Formulae below).

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Spells and Spell Formulae

Spells in Steam Legends are not static effects like Miracles or Combat Maneuvers. Mages write their own Spell Formulae to create all their own spells from scratch, using an extensive list of Spell Effects.

Below are the steps a Mage needs to take to create a new spell formula. Each step will come with examples to better clarify

To write a Spell Formula, use the following steps: Step 1: Choose Spell Effect

You need to know what you want your spell to do before anything else. Spell Formulae can only have one Spell Effect in it. If you want a Spell Effect that isn’t in the Spell Effect Listings (such as an effect of your design not in the rule book), approach a Marshal before trying to write it.

Example: Williard, and Elemental Mage, wants to create a spell that creates a bolt of fire that flies through the air and damages a target. Looking at the spell effects, Willard finds the Damage effect, and decides to have his spell do 5 Fire Damage. Step 2: Choose School of Magic

Spells must be made to an appropriate School of Magic, which the author of the Spell Formula possesses. Choose carefully, because if it is determined that the spell does not suit the School of Magic, the Formula will fail.

Depending on the School chosen, the first portion of the Incantation will differ. Universal: “With Magic” Elemental: “With <element>” Necromancy: “With Death” Enchantment: “I Imbue” Transmutation: “I Alter You” Illusion: “With The Veil”

Keep in mind that certain Spell Effects have recommended Schools. Justifying these spell effects outside of these Schools is far more difficult to successfully write.

Example: Naturally, being an Elemental Mage, Williard chooses Elemental for the Step 3: Choose Additional Factors

Some of the Spell Effects have inherent Factors that govern their use (Example: Damage Effects are assumed to be Ranged, while Enhancements To Items are Touch Cast). These are listed beside the names of the individual Spell Effects, and explained in the Spell Factors section after the Spell Effect listings. You can alter a Spell Effect’s Factors to better suit what you want to do with a spell, such as changing the range of a spell, or changing how long it lasts.

Example: Williard wants the spell to be ranged via a thrown Spell Packet. Because Damage Spell Effects are Ranged by default, so he keeps it that way. Williard could, however, change it to Touch Cast if he wanted. This would likely make the spell less expensive to cast.

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Step 4: Choose Fatigue Cost

Every spell in the game causes Fatigue in the user. However, when writing a Spell Formula, the mage must estimate how much power must go into the spell. There is a limit to how much power a mage can put into a spell, so the formulae can fail if it goes over a certain threshold.

Example: Williard wants the spell to be successful, so he aims high and chooses 8 Fatigue for the spell. If the spell formula is successful but too expensive, Willard could write the spell again with a lower Fatigue cost at a later time.

All basic Spell Formulae have a Fatigue Cost of 10. If you want a spell that costs more

than that, you need to write a Ritual Formula. Step 5: Role-Play Creating The Formula

It takes 30 minutes to write a Spell Formula for a normal event, and 15 for a single day event. During that time, the author must sit down for appropriate amount of time to figure out the Formula for the spell they are writing. The mage must not get involved in any combat, heated discussions, or use any other Abilities during the hour. This can be paused to do other things, as long as the author spends the full amount of time making the formula. At the end of this time, copy the details of the spell onto a Spell Formula Tag. A sheet of them can be found at the end of the rule book for you to photocopy or print.

Example: Williard finds a Spell Formula tag he printed off at home before the event started. He then takes out some sheets of paper and some pens or pencils, and begins writing down strange pictographs and diagrams, role-playing the creation of a Spell Formula. After the time needed has elapsed, Williard writes out all of the details of the Spell on to the Spell Formula Tag. Step 6: Take the Formula to Logistics

Take your Spell Formula Tag to Logistics, where it will be compared with the Spell Formulae creation rules to confirm that the spell is valid. If for any reason the Logistics Officer in charge at the time determines your Spell Formula is invalid, the spell fails and you cannot cast it. If you wish to try again with different Factors and such, you must start again from scratch.

If your Spell Formula is valid, you will receive a Spell Formula Tag to put into a spell book. It will have the Spell’s Name, your Character’s Name, description of the Spell Effect, and cost in Fatigue. If it is invalid, you will be told why the Spell Formula failed.

Example: Willard takes his new Spell Formula tag to Logistics, where it is evaluated. A Marshal places a note in an envelope with a note. This note either says the spell works, or why it does not work.

Every Spell Formula is personalized to the creator and cannot be deciphered without effort. If a mage possesses another mage’s Spell Formula, it takes 1 hour for the mage to understand what it does. There are ways to protect your Spell Formulae further, as well as making it easier to decipher Spell Formulae made by others (See the Encryption and Decryption skills).

The author of a spell formula can explain it to another mage without having to decipher it. It takes 10 minutes to explain the formula to another mage, but the mage must be copying the formula into a spell book as it is being explained to them.

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Magic Rituals There are more powerful spells that can be cast, called Magic Rituals. These are long and involving, but can produce devastating effects (for good or ill!). Any mage can perform a Magic Ritual. However, it is very unlikely that the mage has the Vitality or proper components at creation to perform one successfully on their own. The basis of all magical rituals starts with the Circle of Power, a common Spell Formulae. Every magical ritual requires one and each School has their own Circle of Power Spell Effect. Magical rituals are grouped by individual Schools. If you do not have the School listed on the Ritual Scroll as your Primary School, you cannot lead the ritual. Any mage can help another Mage with the required Primary School perform the ritual, however. A Ritual has many other factors that must be met in order to perform the ritual successfully, including: Number of Participants: There can be a minimum and/or maximum number of participants that can perform the ritual together. Components: Many rituals require components in order to cast a Ritual Spell successfully. If you are missing any of these components, the Ritual cannot be performed. A Ritual requires 1 Shard of an appropriate type per 10 Fatigue in the spell, and 1 Major Component of an appropriate per 100 Fatigue. Fatigue: Performing a Magic Ritual is very taxing on everyone involved. Everyone performing a ritual takes Fatigue, just like casting a spell. How much Fatigue a mage takes will be written on the Ritual Scroll. The leader of the ritual takes half, while the rest of the fatigue is divided evenly as possible to the other participants. It should be noted that Overcasting in a ritual has a different effect. In addition to becoming unconscious, every point of Fatigue you take in excess of your Vitality rating causes 5 Massive damage. If the damage you take exceeds your maximum health multiplied by two, you die, with no Bleed Count! Time: It generally takes 10 Minutes to perform a ritual, but those times can be increased or decreased by the author of a Ritual Formula. Other components may require other things, such as someone willing to NPC a creature that you are trying to summon. Any special instructions or tasks required to cast a Ritual Spell will be written on the Ritual Formula. Rituals can be cast multiple times on the same Ritual Formula, much like a regular Spell Formula. Many Mages protect their Ritual Formulae with their lives, and will go to great lengths to protect them from clumsy hands... When a player or group of players wishes to perform a Magic Ritual, please inform a Plot Officer and wait for a plot officer to be present before performing the Ritual.

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Writing Ritual Formulae

Creating a Ritual Formula is much like writing a regular Spell Formula, but with many other considerations like the ones listed above. There are no Fatigue limits on Ritual Formulae, but many are far more expensive than regular Spell Formulae and often require physical components (Tagged) to be successful. It takes 30 Minutes for a Ritual Formula to be created during a normal event, or 15 Minutes for a Day event.

Like standard Spell Formulae, it takes 1 Hour to decipher a Ritual Formulae during a multi-day Event, or 30 Minutes during a single day Event.

Other Arcane Skills Encrypt A mage with this skill can create Spell Formulae and Ritual Formulae that are harder to decipher by other mages. A mage may spend an extra 10 Minutes per level of Encrypt they possesses during the creation of a Spell Formula or Ritual Formula to raise the Encryption Level of a Formula by 1. Every Level of Encryption on a Formula doubles the time it takes to decipher the Formula. Example: Tigus the Mage has an Encryption Rank of 3. He can spend an additional 45 Minutes Encrypting his new Spell Formulae. Assuming the Formula is valid it will gain an Encryption Level of 3. If someone were to take this Spell Formula from Tigus, it would take another mage 8 Hours to decipher the Spell Formula. Decrypt A mage with this skill can decipher Spell and Ritual Formulae much easier than others. For every Rank of Decrypt a mage possesses, the effective Encryption Level on a Formula is decreased by 1. If the Encryption of a Formula drops below 0, the mage can decipher the Formula in half the time for every level below 0. Example: During a multi-day Event, Loxel finds a Spell Formula with an Encryption Level of 2 and possesses a Decrypt skill of Rank 3. At his rank, Loxel will be able to decipher this Spell Formula in 30 Minutes. If the Spell Formula had an Encryption Level of 0, it would take him 7 and ½ minutes to decipher.

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Spell Effects

Below are the basic spell effects in the game, along with all of the costs and Factors associated with each spell effect. Other Factors a player can alter are detailed at the end of this section.

Damage Ranged

Damage spells cause Damage of different types to their targets. The Fatigue cost

depends on the damage type the spell uses. Massive Damage is impossible to cast as a normal Spell Formulae. Incantation: “X Damage” (Examples: 4 Magic, 8 Fire) Suggested Schools: Universal for Magic, Elemental for Fire, Earth, Lightning, and Frost, Necromancy for Body, Transmutation for Normal and Acid

Light Touch Cast (Fixed), Special

Light spells create a dim-glowing light represented by a Glow Stick. A spell could create

multiple Lights for the correct Fatigue cost. Each Light lasts 8 hours, or as long as the Glow Stick does, whichever comes first. Incantation: “Light X” (X = number of Lights being created) Suggested School: Universal

Resistance To __ Touch Cast, Temporary Enchantment, Reactionary

Resistance To __ is an enchantment put onto a character, which will cause a single effect

to be negated. Once used, the enchantment ends and needs to be recast in order to be reused. The Blank in this is to be filled by the specific effect to be negated. The table below details what can be negated and their suggested schools.

Resistance Type Suggested School

Damage Type Universal for Magic, Elemental for Fire, Earth, Lightning or Frost, Necromancy for Body, Transmutation for Acid

Damage (any type) Enchantment

Charm Illusion

School of Magic By School of Magic

Any Spell Universal

Poison Transmutation

The values above assume that the spell protects from the first source that hits it (Block). If

the spell allows the recipient to choose when the spell activates (Resist), the cost in Fatigue increases. Incantation: “Block __” for activation on first effect, or “Resist __” for recipient’s choice.

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Enhancements to Items Touch Cast, Temporary Enchantment

Enhancements to Items are a blanket Spell Effect that affects a number of similar Effects.

Weapons - Additional Damage Per Swing (Timed Enchantment)

This Spell Effect causes a weapon to swing for a higher damage than normal for a short time. The chart below shows the suggested Schools for each damage type available.

Damage Type Suggested School

Normal Enchantment

Magic Enchantment

Elemental Elemental

Acid Transmutation

Body Necromancy

Incantation: “Enchant Weapon, +X Damage Type, Y Minutes” Weapons – Additional Damage on One Swing

This Spell Effect puts an enchantment on a weapon that will allow it to swing for a high amount of damage for one hit. Each point of damage costs 1 point of Fatigue per point of damage.

This Effect’s Fatigue cost is multiplied depending on the type of damage being used in the Effect. Massive Damage cannot be used for this Spell Effect.

Damage Type Suggested School

Normal Enchantment

Magic Enchantment

Elemental Elemental

Acid Transmutation

Body Necromancy

Incantation: “Enchant Weapon, X Damage, One Use” Weapons – Adders, One Use

This Spell Effect puts an enchantment on a weapon that puts an Adder onto it on one swing of the user’s choice. This Adder can be any Touch Cast Spell Effect detailed in the table below.

Effect Suggested School

Charm Illusion

Movement Restrictions (except Move Away) Illusion or Transmutation

Break OOP State Illusion

Healing Transmutation

Once used, the effect on the weapon is gone, and a new enchantment must be cast on it

again in order for it to be used again. Incantation: ”Enchant Weapon, (Adder Effect), One Use”

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Enhancements to Person Touch Cast, Temporary Enchantment

These Spell Effects alter a person’s abilities temporarily. There are two Types detailed

here. Exceptional Strength (Timed Effect): This grants the recipient Exceptional Strength for a time. Incantation: “Exceptional Strength, X Minutes” Temporary Health: This grants the recipient Temporary Health points. These Health Points are always lost first, and cannot be healed. Once they’re gone, they’re gone. Incantation: “+X Temporary Health” Thresholds: This Spell Effect grants the recipient a Threshold. A Vulnerability can be added to a Threshold to reduce the Fatigue cost

The following vulnerabilities can be selected for Spell Formulae: Magic, Elemental (single type), Acid, Body Incantation: “X Threshold, (<Damage Type> Vulnerability), Y Minutes” Suggested School for all Enhancements to Person: Transmutation

Movement Restrictions Ranged, Timed

These Spell Effects restrict the movement of the target in some way. The table below

details which specific Movement Restrictions can be made, and their Incantations.

Movement Restriction Incantation Effect Description

Pin Single Foot “Pin (Left or Right) Foot, X Minutes” Target cannot lift affected foot

Pin Both Feet “Pin Both Feet, X Minutes” Target cannot lift feet

Pin One Arm “Pin (Left or Right) Arm, X Minutes” Target must keep arm to their side

Pin Both Arms “Pin Both Arms, X Minutes” Target must keep both arms to their sides

Move Away from Caster

“Repel, X Minutes” Target must keep 20 feet away from caster

Slow Movement “Slow, X Minutes” Target can only walk

All Limbs Pinned “Bind, X Minutes” All of the Target’s limbs are Pinned

Suggested Schools: Transmutation or Enchantment

Free Movement Ranged

This spell effect restores the target’s movement. Any Pins, Repel, Slow, Or Bind Spell or

Miracle Effects are removed. Incantation: “Free Movement” Suggested School: Enchantment

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Healing Touch Cast

Healing Spell Effects both heal Health and remove other malevolent effects.

Incantation: “Heal X Health”

For removal of other effects, see the table below for Incantations.

Healing Spell Effect Incantation Effect

Remove Poison “Remove Poison” Removes all Poisons on the target.

Remove Charm “Remove Charms” Removes all Charm Effects on the target. Does not work on Ritual Effects.

Remove Spell Effect “Dispel Magic” Removes all Temporary Enchantments on the target. Does not work on Ritual Effects

Restore Broken Limb “Restore <Limb>” Restores target’s limb to full use. Does not fix Severed Limbs

Suggested School: Illusion for Remove Charm, Universal for Dispel Magic, Transmutation for everything else

Counterspell Self Only (Fixed), Reactionary

Counterspell allows the mage to negate a spell that was cast upon them. Each Spell

Formula counts towards a single School of Magic. It cannot be used against Ritual Spells. Incantation: “Counterspell!” NOTE: The incantation does not require the normal incant suffix for a spell of a specific School of Magic.

Sense Vocal Range (Fixed)

Sense Spell Effects allow the mage casting it to sense a particular type of character

within their vicinity. To use it, the mage must announce at a normal speaking volume, “Sense __,” with the blank in the incantation the type of character being sensed. Those who hear the incant and are of the type being sensed must reply back at a normal speaking volume “here.” This reply is OOG, and the character being sensed doesn’t know it.

The following can be sensed, but each one must be on a separate Spell Formula: Subtype, Magic, Life, Undead, Species Incantation: “Sense <Subject>” Suggested School: Universal for Magic, Species, and Subtype, Necromancy for Undead, Transmutation for Life

NOTE: The incantation does not require the normal incant suffix for a spell of a specific School of Magic.

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Travel Special

Travel Spell Effects cause the recipient to go OOG for a time, where the player must go

to a point designated by the caster, than come back IG. How far and how fast the recipient must travel depends on the type of Travel Spell Effect is being used. Short Ranged: To use this Touch Cast spell, the caster must cast the spell on the recipient as normal, then throw the Spell Packet to the desired location. The recipient immediately goes OOG, then must run to the spot where the Spell Packet lands. Once there, the recipient comes back IG. Incantation: “I teleport you.” Long Ranged: This spell is Self Only, and teleports the mage to a specific location detailed in the Spell Formula. The spell name can be vague, but the description of the location must be detailed and cannot be misleading in any way. Incantation: “I teleport to (name of location)” Suggested School: Universal

Walls Touch Cast (Fixed), Special

Walls are Spell Effects that create walls that either cannot be crossed without being

broken down, or can be crossed at the cost of taking damage. A length of rope represents the wall. The Caster must have one empty hand touching any part of the rope at all times. If the mage lets go, the spell is dropped. Physical Wall: A Physical wall cannot be crossed without being hit with a sufficient amount of Damage from a single source used once. If the wall is hit with a Damage effect higher than the Wall’s Threshold, the wall is destroyed. “Create __ Wall, X Points” Suggested School: Elemental (Earth) or Enchantment Damage Wall: A Damage wall can be crossed at will, but characters crossing through it take damage. The Damage Wall causes 5 Damage of a type appropriate to the School of Magic the Spell Formula belongs to. The Damage type can adjust the Fatigue cost of this spell in the same way as the Damage Spell Effect (see the table in the Damage Spell Effect listing). Incantation: “Create __ Wall, X Damage” Suggested School: By damage type (See Damage Spell)

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Remove Item Ranged

This Spell Effect causes an item in the target’s hand to disappear. The blank in the

incantation of this spell can be changed to whatever the caster wishes, but the item mentioned in the incant must be the same as the one being held by the target.

There are three types of Remove Item effects. “Drop” causes the target to drop the item, but can pick it up again after 3 seconds. “Take” makes the item disappear and then reappear immediately in the caster’s hands. “Vanish” causes the item to disappear. “Vanish” is a Timed effect.

The Table below details the incantations for each type of Remove Item Spell Effect.

Remove Item Spell Effect Incantation Suggested School

Drop “Drop __” Enchantment

Take “Take __” Enchantment

Vanish “Vanish __” Illusion

Item Creation Touch Cast (Fixed)

This Spell Effect creates tagged items. As things stand in the world of Steam Legends,

the only things that can be created via magic are Essence Shards, which are used in Rituals.

Essence shards can be created in one of two ways. The first is by conjuring them from nothing. The second way a shard can be created is by shattering the essence of creature with an appropriate subtype (essentially, a Killing Blow). The chart below details what each shard is, their associated Schools of Magic, and the appropriate subtype.

Essence Shard Type School of Magic Subtype to Shatter

Fire Elemental Fire Elemental

Frost Elemental Water Elemental

Lightning Elemental Air Elemental

Earth Elemental Earth Elemental

Soul Necromancy Undead

Augmentation Enchantment Constructs

Metamorphic Transmutation Animal or Plant

Dream Illusion Magical

Incantations with Killing Blow: “I shatter your Essence 1, 2, 3, 4, 5, Create __ Shard” Incantation without Killing Blow: “Create __ Shard”

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Charm Touch Cast, Timed

Charm Spell Effects affect the behavior of a target for a short time. The Incantations,

Fatigue Costs, and specific effects of each Charm Effect are listed in the table below.

Charm Spell Effect Incantation Effect

Fear “Cause Fear, X Minutes” Target Flees from Caster

Berserk “Cause Berserk, X Minutes” Target attacks anyone, friend or foe

Hate “Cause Hate, X Minutes” Target gains intense hatred for first person seen other than caster

Protect “Protect Me, X Minutes” Target will protect caster to the death

Stupidity “Cause Stupidity, X Minutes” Target can only use Combat skills, must role-play being stupid

Sleep “Cause Sleep, X Minutes” Target falls into a deep sleep

Vertigo “Cause Vertigo, X Minutes” Target has no sense of direction, up or down, and becomes dizzy and cannot use spells

Suggested School: Illusion

Threshold Touch Cast, Timed

This Spell Effect grants the recipient a Threshold. See Other Game Effects section for

details on how Threshold works. Incantation: “X Threshold (Vulnerability), Y Minutes” Suggested Schools: Transmutation or Enchantment

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OOP State Self Only (Fixed), Timed

This Spell Effect puts the player into an OOP state, where the character is still IG, but in a

different way in which others may or may not be able to interact with normally. There are 3 types of OOP: Invisibility, Ethereal, and Blending. Invisibility

Other players cannot see the mage using Invisibility. Normally, the mage cannot speak or move while Invisible, or use any Abilities.

Invisibility Modifiers

Can be heard by others

Can walk Slowly

Can walk/run

Incantation: “Invisibility, X Minutes” Suggested School: Illusion Blending

Blended characters are living inside things made of an appropriate material to the School of Magic appropriate to the Spell Formula. They cannot interact with others that are not in the same OOP state, and must stay within contact of the object they are blended with at all times or the OOP state ends. The Object must be at least the same volume as the mage or larger. Incantation: “Blend With __, X Minutes” Suggested School: Elemental

Remove OOP State Ranged

This Spell Effect ends the OOP state of another mage, regardless of what type of OOP

state the target is in. The mage using this spell must be able to see the target in whatever OOP state they’re in, however, before being able to use this spell. The spell must specify what kind of OOP State it dispels. Incantation: “Remove __” Suggested School: Illusion

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See OOP State Touch Cast, Timed

This Spell Effect allows the recipient to see an OOP state that is normally not visible.

Incantation: “See __, X Minutes” Suggested School: Illusion

Circle of Power Touch Cast, Timed

A Circle of Power is the basis of every Magic Ritual. Each Circle of Power has a School

associated with it when created. They can overlap or exist within one another if the caster desires. The cost of creating a Circle of power varies depending on the intended size. They are represented by a rope laid out in a circle and last for 1 hour. There are rituals in existence to alter the parameters of a Circle of Power. Incantation: “Create <School> Circle Of Power” Suggested School: Any

Nullify Circle of Power Touch Cast

This allows a mage to remove a standard Circle of Power. More advanced Circles may

be unaffected by this spell. Incantation: “Nullify Circle Of Power” Suggested School: Any

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Factors Fixed Factors

If the term Fixed is beside a single Factor in brackets, that particular Factor in a Spell Effect cannot be changed. Timed

The base time for a Timed spell is 10 Minutes. However, for additional Fatigue used in the Spell Formula, this time can be extended. A decrease in Fatigue can also decrease the time.

A mage can normally only have 1 timed Spell in effect at any given time (See Concentration Skill) and cannot cast another until their timed spell’s duration has elapsed, even if the effect itself is dispelled. Range

Range can be altered, depending on what it’s being altered from. Increasing the range (Touch Cast to Ranged, for example) increases the Fatigue of the Spell, while decreasing the range (Ranged to Touch Cast) decreases the Fatigue. Only Affects <Blank>

Spells can be altered so that they only affect a certain Subtype or Species. Spells with the Self Only Factor cannot use Only Affects <Blank> in the Spell Formula.

“To __” is added to the end of the Spell’s normal Incantation, with the blank being the specific target being affected. Vocal Range

A spell with Vocal Range affects anyone who can hear the Incantation. They must always be spoken at a normal speaking volume. The prefix “Voice Radius” will be said before the rest of the spell’s incantation.

These are rare effects, and with the exception of the Spell Effects above, they cost a large amount of additional Fatigue, making them impossible to cast as a normal Spell. Vocal Range is usually relegated to Rituals. Area of Effect (AoE)

Ranged Spells can have an added Area of Effect Factor. Everyone within the radius of wherever the spell packet hits are affected. The radius will be mentioned at the end of the incant. Temporary Enchantment

Temporary Enchantments are placed on characters or items, and once used, it is gone. A character or item can only have one Temporary Enchantment of one kind at any time, regardless of School of Magic or Spell Formula.

Example: Even if two separate mages from different Spell Schools casts a Block Charm Spell, a recipient can only have one Block Charm Temporary Enchantment on them at a time.

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Reactionary

These Spell Effects are Reactionary calls. See the Game Effects and Other Notes section on Reactionary Calls. Special These have special Factors that govern their use detailed in the Spell Effect’s description. These can usually not be altered.

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Faith

Faith Skill List Skill Trainer Prerequisite Cost

Devout N None 5

Faith Points O Devout or Elf 2

There are many belief systems in the world of Eldinor, and each one comes with its own

benefits. And while some are happy to be only followers, there are some who are so devout that their deities and spirits grant them special powers. These individuals are called Faithfuls.

The Faith System represents an option for characters to be devoted members of a religion to perform miracles, feats that cannot be explained by magic or technology, in exchange for following the teachings and principles of their religion.

VERY IMPORTANT NOTE! PLEASE READ NOW!

Though in the Basic Concept section of this book stated this already, it is a good idea to point this out again. The Faiths presented in this book are fictional. They are not real. Any religious practices and rituals in this book are for entertainment only.

Also note that any of the religions presented in this book are as original as we can make them, and any similarities to real life religions are coincidental. We are not trying to mock, belittle, disrespect, or discredit any real-world religions. It's just a game, nothing more.

Devotion

When a character purchases the Devout ability, they choose a Faith that determines what

Sphere of Powers they can access. Then, the player chooses a specific Sphere to be their Primary Sphere. Players can now use all Miracles from that Sphere of Power.

The Devout skill also allows the use of Faith Scrolls, but the scroll's Deity must be the same as your own.

The list of Faiths and their Spheres of Power are as follows: Auldin: Healing, Order, Holy Geldor: Unholy, Conflict, Order Elementalism: Primal, Healing, Knowledge Druidism: Plant, Animal, Healing Sisilidin: Primal, Nature, Order

There are many other faiths in the world, but these are the only ones that are public knowledge. You'll have to find out what the others are on your own...

A character can still select a Faith even if it does not have the Devout skill. In fact, it can help in certain Rites to have a character that believes in that Faith but doesn't have the Devout skill. In addition, a character can only have one chosen deity or one purchase of Devout at a time.

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Duties and Rules

In exchange for the powers bestowed upon the character by their deity, the Faithful must follow a code of morality passed down by their deity. If a Faithful breaks the code of morality or fails or refuses to perform a duty passed down by their faith, there can be serious consequences.

Each Faith has its own set of rules that are expected to be followed by their Devout followers. They are a code of morality that Faithful must be followed to show an example to the less enlightened.

If a code is broken in ignorance the Faithful usually loses some of his abilities and must atone for it in some way. The abilities lost and the act of atonement depends on the broken rule and the Faith itself.

An intentional breach of morality will have much more dire consequences. A Faithful can lose most or even all of his abilities as the character's deity punishes them for their transgressions. Atonement can be long and involving.

Here are the basic codes for each Faith. Further explanation of these rules can be found in the Player’s Guide or on the Steam Legends Lore Wiki. Auldin Justice – A follower cannot give more punishment that what is owed Courage – A follower must confront evil, even in the face of death Diligence – A follower must strive to accomplish the tasks given to him/her Geldor

Dominance – A follower must show dominance over all others Tyranny – A follower must not suffer the weak Oppression – A follower must strive for order, by any means necessary Elementalism Restraint – A follower must never use their gifts frivolously Balance – A follower must seek balance between all the Elements Respect – A follower must pay respect to the spirits Druidism Preservation – A follower must preserve the balance of nature Respect of Nature – A follower must never harm nature outside of self-preservation Life – A follower will not suffer the presence of the walking dead Sisilidin Strength – A follower must never show weakness to an outsider Dominance – A follower must show dominance over all others Sacrifice – A follower must pay tribute to the Empress of The Night Sky

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Losing The Faith

If a Faithful character loses their Faith during a Role-Playing situation, the character can no longer use any of the Deity's miracles, as well as losing the Devout ability. You still keep the FP you purchased.

If the character finds a new path In Game, the character must purchase the Devout skill again. If the new Faith shares any Spheres of Power with the old one and the character has it as a Primary Sphere, he may then use those Miracles again.

Elves and Faith

Elves are ascended beings, one step closer to godhood. Elves do not need to purchase the Devout skill to purchase Miracles and FP, nor do they need to choose a deity. They still choose a Primary Sphere of Power, but can choose any Sphere they desire. They cannot lose their Faith, and therefore cannot lose their Spheres of Power.

Faith Points

Once the Devout skill is purchased and your Primary Sphere is chosen, you may begin purchasing Faith Points (FP). Faith Points are what fuels a Faithful's Miracles. FP becomes more expensive as the Faithful accumulates FP. Purchasing the Devout attribute or being an Elf grants you 5 FP for free and do not count towards the FP cost adjustments.

Faith Points are tracked by the individual the same way as Health is. A Faithful cannot have more FP than they’ve purchased at any time.

Using and Regaining Faith Points

All Miracles require a number of FP to use. FP is tracked in your head like Health or Armour points, so we ask that you try your best to keep track of your FP properly and do not cheat. If you do not have enough FP to use a Miracle, you cannot use it.

To regain your FP, you must spend time praying or meditating. The amount of time to regain FP depends on the number of can have Total. 10 minutes of prayer or meditation will restore all used FP. You may only regain FP in this way once per hour.

This meditation must be completed and requires the character’s complete concentration. You cannot do anything except meditate for the duration. If you are attacked, the meditation is broken, even if you have enchantments to block or negate the effect.

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Miracles

Using Miracles is very simple. Each Miracle has two components to its incant: Their Deity's call, then the name of the Miracle itself. Each Deity has its own call. Each call is not considered a verbal incantation like Arcane Spells. Instead, a call represents summoning the powers granted by a deity to use as you see fit. Therefore, you can be mute and still use Miracles. Auldin: "By Auldin's Will, <Miracle>!" Geldor: "By Geldor's Will, <Miracle>!" Elementalism: "By the Elements' Will, <Miracle>!" Druidism: "By Nature's Will, <Miracle>!" Sisilidin: "By Sisilidin's Will, <Miracle>!" Elves: "By my own will, <Miracle>!"

Once the incant is recited, you touch or throw a Faith Packet at the intended target, as the case may be. Faith Packets are similar to Spell Packets but are White in colour. If the Miracle is a Self or Touch Cast Miracle, your hand must be empty and the arm must not have a shield on it. After casting a Miracle, you remove Faith Points from your character: 1 for a Minor Miracle, 3 for a Medium, and 5 for a Major. Timed Miracles: Like Timed Spells, certain Miracles are considered timed. As such, a Faithful can only have one (1) timed Miracle in effect at a time, and cannot call another one until the duration ends, even if the effect is removed. Variable Effect: Some Minor Miracles have a greater effect if you put more FP into them. Instead of a cost of 1 FP, a Minor Miracle marked as having a Variable Effect can have a cost of up to 10 FP. The numerical effect of the Miracle is multiplied by the FP used. Scroll Miracles: These cannot be cast normally. They must be made into Scrolls first using the Scribe Primary Life Skill.

Holy Sphere Miracles Power Name Incant Suffix Range Effect

Minor Holy Bolt “(X) Holy” Thrown The target of this Miracle takes 5 Holy Damage. Variable Effect

Lesser (Scroll)

Holy Burst “Enchant Weapon, +2 Holy, One use”

Touch Target Weapon strikes for +2 Holy Damage on its next swing

Medium Protection from Evil “Block Unholy” Touch The target says “no effect” from the next Evil Damage strike they receive.

Greater (Scroll)

Guardian “Protect me, 5 Minutes”

Thrown The target must protect the user from harm.

Major Sanctify Weapon “Enchant Weapon, Holy Damage, 10 Minutes”

Touch The weapon now strikes for Holy Damage for 10 Minutes. Timed Effect

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Unholy Sphere Miracles Power Name Incant Suffix Range Effect

Minor Unholy Bolt “(X) Evil” Thrown The target of this Miracle takes 5 Evil Damage. Variable Effect

Lesser (Scroll)

Unholy Burst “Enchant Weapon, +2 Evil Damage, One Use”

Touch Target Weapon strikes for +2 Evil Damage on its next swing

Medium Protection from Holy

“Block Holy” Touch The target says “no effect” from the next Holy Damage strike they receive.

Greater (Scroll)

Hatred “Hate, 5 Minutes” Thrown The target feels intense hatred for the first person they see, other than the caster

Major Blight Weapon “Enchant Weapon, Evil Damage, 10 Minutes”

Touch The weapon now strikes for Evil Damage for 10 Minutes. Timed Effect

Healing Sphere Miracles

Power Name Incant Suffix Range Effect

Minor Heal Wounds “Restore (X) Health” Thrown Target has 5 Health restored. Variable Effect

Lesser (Scroll)

Detect Disease “Detect Disease” Touch User gets information on any Minor Diseases the target has. Advanced Diseases may give less or no information.

Medium Cure Ailment “Remove <Type>” Touch Target has all effects of said Type removed. Types are: Poison, Curse, Charm.

Greater (Scroll)

Cure Disease “Cure Disease” Touch Target has all Minor Diseases removed. This may only temporary relive symptoms of Advanced Diseases, or have no effect at all.

Major Restore Limb “Restore Limb” Touch The Target has a Broken Limb restored. Does not work on Severed Limbs.

Conflict Sphere Miracles Power Name Incant Suffix Range Effect

Minor Keen Weapon “Enchant Weapon, +1 Damage, 10 Minutes”

Touch Enchants the weapon, giving it +1 Damage for 10 Minutes.” Timed Effect

Lesser (Scroll)

Damage burst “Echant Weapon, +2 Damage, one Use”

Touch Target Weapon strikes for +2 Damage on its next swing

Medium Weapon Protection “Block Damage” Touch Blocks first attack that hits the target

Greater (Scroll)

Threshold “Threshold 3, 10 Minutes”

Touch Target gains Threshold 3 for 10 minutes

Major Stalwart Defense “Enchant Shield, Hardened, 1 Minute”

Self The shield can block Body Damage for 1 Minute. Only one of these effects can exist from the Faithful at a time. Timed Effect

Primal Sphere Miracles

Power Name Incant Suffix Range Effect

Minor Primal Strike “(X) <Element>” Throw The target takes 5 elemental damage. Variable Effect

Lesser (Scroll)

Primal Stun “Stun, 1 Minute” Throw Target is Stunned for 1 Minute

Medium Elemental Protection

“Block <Element>” Touch Blocks first <Element> damage source that hits the target.

Greater (Scroll)

Elemental Wall “Create <Element> Wall, 10 Points”

Creates a Physical Wall with a 10 Point Threshold.

Major Blend With Element “Blend With <Element>, 10 Minutes”

Self The Faithful blends with the element of their choosing at the time of casting Water: Any liquid safe to place your body in and is greater volume than your own body Air: Any Visible Gas Earth: Any unworked earth Fire: any source of open flame (keep within a safe distance at all times). Timed Effect

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Plant Sphere Miracles Power Name Incant Suffix Range Effect

Minor Thorn Strike “(X) Acid” Thrown Target takes 5 Acid Damage. Variable Effect

Lesser (Scroll)

Block Poison “Block Poison” Touch Target takes no effect to the next Acid Damage effect or Chemistry effect.

Medium Entangle “Bind, 10 Minutes” Thrown Target cannot move limbs for 10 minutes

Greater (Scroll)

Barkskin “+10 Temporary Armour”

Touch Target gains +10 Temporary Armour

Major Blend With Nature “Blend With <Plant>, 10 Minutes”

Self Target Blends with tree. The tree’s trunk must be 8 inches in diameter in order to take effect. Timed Effect

Animal Sphere Miracles

Power Name Incant Suffix Range Effect

Minor Claws Of The Beast “Enchant Person, +1 Unarmed Damage, 10 Minutes”

Self Faithful gains +1 damage to Unarmed Strike for 10 minutes.

Lesser (Scroll)

Commune With Nature

“Commune with Animal, 10 Minutes”

Thrown Target and User can communicate with one another for 10 Minutes

Medium Quills “Enchant Person, Ricochet 2 Normal Backlash, 10 minutes”

Self Faithful gains Ricochet: 2 Normal Backlash (When hit by a melee attack, defender calls “2 Normal Backlash” and attacker takes that damage).

Greater (Scroll)

Scaled Hide “+10 Temporary Armour”

Touch Target gains +10 Temporary Armour

Major Predatory Strength “Enchant Person, Exceptional Strength, 10 Minutes

Self Faithful gains Exceptional Strength (+2 to all melee and thrown weapon strikes).

Order Sphere Miracles Power Name Incant Suffix Range Effect

Minor Focus Mind “Remove Charm” Touch Avoids a Charm Effect from being placed on them. Must be used immediately after a Charm Effect hits the Faithful

Lesser (Scroll)

Release “Free Movement” Touch Target is freed from all movement impairing effects.

Medium Compel Truth “Charm Truth” Touch Target must speak the truth in all they say

Greater (Scroll)

Free Mind “Resist Charm” Touch Target can resist one Charm effect they take

Major Faith Armour “Resist Miracle” Touch The target can Resist the next Miracle cast on them.

Chaos Sphere Miracles

Power Name Incant Suffix Range Effect

Minor Fumble “Drop <Item>” Thrown Target must drop named item from their hands. Must wait 3 seconds before they can pick it up again

Lesser (Scroll)

Vertigo “Vertigo, 5 Minutes” Thrown Target has no sense of direction and becomes dizzy and cannot use spells

Medium Fear “Fear, 10 Minutes” Thrown Target must run away from the Faithful form 10 minutes” Timed Effect

Greater (Scroll)

Dematerialize Item “Vanish ___, 10 Minutes”

Thrown Target must drop item, and no one can pick it up for 10 Minutes. It is considered to not exist for the duration of the effect

Major Madness “Madness, 10 Minutes”

Thrown Target goes insane, unable to make sense of any thoughts and making irrational nonsensical decisions for 10 Minutes. Timed Effect

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Knowledge Sphere Miracles Power Name Incant Suffix Range Effect

Minor Identify “Identify Properties” Touch Identifies the properties of a magic/sacred item

Lesser (Scroll)

Insight “+1 to <Lore>, 1 Hour” Touch Target gains +1 to the listed Lore skill on the scroll

Medium Sense “Sense <Thing>” Self All those that are the type of thing listed in the blank of the incant must say “Here” in a normal speaking volume. Types: Magic, Life, Undead, any one Subtype

Greater (Scroll)

Enlightenment “+1 to All Lores, 1 Hour

Touch Target gains +1 to all Lore skills.

Major Knowledge Conduit “Knowledge Conduit, <Skill>

Touch If the target has the skill named in the incant, the target must say “yes” and the Faithful now has training in that skill. The Faithful cannot use the skill until they pay the XP cost at the end of the game.

Blocking Miracles

In addition to calling miracles, a Faithful can block any Miracle cast on them by spending 3 Faith Points and using the incant “Rebuke.”

Sacred Ground

Those that follow a particular Faith perform their greatest miracles at a place of worship, called Sacred Ground.

Sacred Ground has a few properties. One, inside the Sacred Ground, a Faithful can meditate or pray to regain their spent FP at half the time normally needed. Sacred Ground is also necessary for performing Rites.

Every Faithful can create a small, temporary Sacred Ground in the shape of a circle on the ground, similar to a Mage creating a Circle of Power. A Sacred Ground can be up to 10 feet in diameter, costing 1 FP for every 3 feet in diameter. They last for 1 hour.

The incantation Suffix for creating a Sacred Ground is: “Create Sacred Ground, X Foot Radius”

There are Rites that can expand the duration, size, and add additional effects to a Sacred Ground, but must be discovered by a Faithful through writing Rituals of Faith.

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Rituals of Faith

There are scrolls in the world that detail the rituals that Faithful can use. These are called Rites. Rites allow a powerful Faithful to perform Miracles that a normal person can barely fathom. Any Faithful can perform a rite, provided the character has the prerequisites to do so. Faithful can also write their own Rites, using the rules for writing Magic Rituals but replacing Fatigue Cost with Faith Point cost. Bear in mind that the value of a Faith Point is not the same as a point of Vitality.

Rites are grouped by both Deity and by Sphere of Power. If the Faithful doesn't have either the Faith, or the Sphere of Power as their Primary Sphere, they cannot lead the Rite. If the Faithful doesn't have the Faith, they cannot participate in the Rite at all!

Each Rite has many other requirements that must be met in order to perform the Rite. Number of Participants: There can be a minimum or maximum number of participants that can perform the Rite together. Components: Many Rites require components in order to cast a Rite successfully. If you are missing any of these components, the ritual cannot be performed. Faith Points: Each Rite requires the participating Faithful(s) to spend a number of FP to perform the Rite. Generally, the one leading the Rite will have to put in a majority of the FP. For every 5 FP used in a Rite, you must include 1 Minor Faith Component of the appropriate type. For every 50 FP, you must include 1 Major Component of the appropriate type.

Other components may require other things, such as someone willing to NPC a creature you are trying to summon. Any special instructions or tasks required to cast a Rite will be written on the Rite Scroll. Many Rites are very complicated, and could actually be written on multiple scrolls!

For every 5 FP a faithful possesses, they start each event with 1 Minor Sacred Component, used in Faith Rituals. If a character possesses more than one Primary Sphere, the player can decide what number of each type of Sacred Component they get.

When a player or group of players wishes to perform a Rite, please inform Plot and wait for a plot officer to be present before perform the Rite.

Sphere of Power Related Minor Component

Primal Shard of Potential

Healing Blessed Balm

Conflict Sanctified Blade

Plant Sacred Herb

Animal Sacred Bone

Holy Holy Water

Unholy Cursed Water

Order Stable Shard

Chaos Shifting Shard

Knowledge Sanctified Theory

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Engineering Engineering Skill Chart

Skill Trainer Prerequisite Cost

Basic Engineering T Must be literate 5

Engineering Expertise D Basic Engineering or Previous Rank 5 per Rank

With the advent of the firearm and the consequence of winning the war, many across

Aledir have taken up Engineering to invent the next great contraption that advances technology even further than it was before. Engineers use their expertise to create Gadgets which they use both on and off the field, either using it for themselves or to give to others to use.

Basic Engineering

Those with Basic Engineering can create standard Pistols and Rifles, as well as Gunpowder and Standard Bullets. Each take 10 minutes of work to create during a multi-day Event, or 5 Minutes during a single day Event, and require materials, detailed below. Gunpowder and Bullets can be made in batches of up to 10 (meaning up to 10 units of Gunpowder or 60 Standard Bullets), but the Engineer must have enough materials for each unit of Gunpowder or Standard Bullets being made. Pistol: 3 Metal, 1 Lumber Rifle: 4 Metal, 2 Lumber 6 Standard Bullets: 1 Metal, 1 Gunpowder Gunpowder: 1 Saltpeter (Common Chemistry Component), 1 Sulfur (Simple Chemistry Component)

Basic Engineering can also be used to create Locks and small utility Gadgets. Each Engineer will start with a number of these Schematics at creation. All of these are under ♛50.

Engineering uses Commodities, which are listed in the Life Skill section of this book. It is suggested that you take some levels in Secondary Life Skills so that you can start each game with an amount of these Commodities.

Constructing Buildings Sometimes a person wants to build themselves a home to sleep in or a shop to sell their wares from. Basic Engineering allows a character, between games, to build a structure. It takes 1 Between Game actions to build or upgrade a building.

Every 10’ surface a building has, including the floors and roof, requires 10 units of a building material. Large Lumber, Quarried Stone, and Clay Bricks are the three main types of building material. If you want to make a surface out of another material in the Commodities List, such as Iron, you must have 100 units of it. A Rank 1 Blacksmith can also make buildings in the same manner.

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Engineering Expertise

Once the basics of Engineering have been learned, an Engineer can branch off into different fields of the craft. An engineering Focus allows an Engineer to create Gadgets from Schematics, as well and write their own Schematics in those fields. Each field has 5 levels, each one allowing the creation of more complex (and expensive) Gadgets. Some have prerequisites that must be met before they can be taken. The different fields are as follows: Ballistics: Making more powerful firearms Explosives: The creation of bombs Steamworks: The use of steam power to make contraptions Electrics: Integrating electricity into Gadgets Chemical Integration: Finding uses for Chemistry to be used in Engineering. Requires Chemistry 1. Bio-Integration: Modifying living things with Steam technology. Requires Medicine 1. Aether-Mechanics: Integrating Magical components into Gadgets. Requires Electrics 1.

Creating A Gadget

Each Schematic has two types of requirements: Materials and Expertise Levels. Materials are the commodities used in the schematic. You must have all of the materials required in order to create the gadget.

Expertise are the level(s) of each Expertise field required to build from the Schematic. You must have an Expertise level equal to or greater than the one listed, to a maximum of 5. At level 5, you can build anything within that field of Expertise, even if the Expertise level on a Schematic is above 5. Some schematics have multiple Expertise Fields. The Engineer must possess all of them at the appropriate levels in order to craft them.

It takes 10 minutes to craft any Gadget from a Schematic during a multi-day Event, and 5 Minutes during a single day Event.

Designing a Schematic Step 1: Effect

Decide the actual Game Effect of what you’re trying to build. This could be as simple as a Pistol with increased Base Damage, or complex like a Steam Limb which can transform into a Sword. Write it down on a Schematic Tag. All game tags are at the end of this rule book. Step 2: Expertise Levels

Write down all Expertise Levels you are using you believe to be relevant to the Gadget’s design on the Schematic Tag.

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Step 3: Materials Used

Write down all of the materials meant to be in the Schematic. The Crown value of a Gadget cannot exceed the level of Expertise multiplied by 100 Crowns. Step 4: Role-Play writing the Schematic It takes 30 Minutes to draft a Schematic during a multi-day Event, or 15 Minutes during a single day Event. You can perform the first 3 Steps of designing a Schematic in this time. At your option, a Gadget can be made from the Schematic the Engineer(s) are currently writing if the materials are available to the Engineer(s). Step 5: Bring the Schematic to Logistics for evaluation A Marshal will evaluate your Schematic, and hand it back with their initials, along with what happens when the Gadget on the Schematic is used in a small envelope. The Schematic tag will be marked as “experimental” until a Gadget is produced and used from the Schematic. Collaboration Between Engineers

Up to three other Engineers can combine their Expertise levels to create schematics together. In this case, all Engineers involved in the design combine their levels of Expertise, thus allowing greater Contraptions to be made. Note that this is only for designing schematics. Only one person is needed to build a Gadget from a Schematic that’s already been drafted.

Malfunction

Sometimes things don’t go as planned. A Gadget can explode in one’s hand, or just not work at all. There are two types of Malfunctions: Non-Functioning and Catastrophic Failure. In both cases, an Engineer will be told why the Gadget failed.

Non-Functioning Gadgets simply have no effect. When this happens, all resources used are refunded.

Gadgets that Catastrophically Fail often explode or have other bad effects for the user. Often times the Gadget is destroyed in the process.

Reverse Engineering An Engineer can take the Gadgets of other Engineers to determine how they work in order and attempt replicate them. It takes 10 Minutes to Reverse Engineer a Gadget, at which point the Gadget is destroyed and the Engineer is given an approximate Crown value of the Gadget. While an Engineer won’t get a Crown value that makes it impossible for them to replicate the Gadget, they may get results that make the Gadget they produce on an Experimental Schematic far less efficient to make compared to the original Gadget. Levels in the appropriate Field of Expertise lower the potential mark-up in the value given. A character many only Reverse Engineer a Gadget that is related to the Fields of Expertise they possess. If a gadget requires more than 1 Field of Expertise to build, the Engineer must have at least 1 Rank in both, and the lowest of those Fields count as what is used to

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determine the Crown value they receive. Up to 3 Engineers can combine their efforts when Reverse Engineering, and the lowest combined Field of Expertise is used.

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Ballistics

This specialization focuses on creating Gadgets that make use of Bullets, as well as making new types of Ammunition. Weapons

All weapons start with the base weapon for creating an improved version of the weapon being made. An improved pistol, for example, will always require a Pistol, a Warhammer will require a Warhammer, etc. All weapons that primarily use Ballistics do Body damage and use Standard Ammunition. Other ammunitions change the damage type of firearms.

Increased Firearm Damage: This increases the damage of a Firearm by 1 Rank. It can be used multiple times, but get exponentially more expensive for every increase. Base Melee Weapon: This represents a firearm being integrated into the regular use of a Melee Weapon. Melee weapons that do Body damage use one Bullet per strike. If there is no ammunition in the weapon, the weapon can still be used but only does Normal damage, and any additional damage bonuses on the weapon is gone. Only 1 bullet can be loaded into the weapon at a time. Emulate Combat Maneuver: Once per Combat, a firearm with this quality can use a specific Combat Maneuver. It can only be used for this effect, it can’t be used for other combat maneuvers the user possesses. They cannot be used in conjunction with Breath Attack. Only the following Combat Maneuvers can be placed on a firearm:

• Critical Strike

• Assassinate

• Break Limb

• Sunder Weapon

• Sunder Shield

Reinforcement: This Gadget can resist being broken or destroyed once per combat per purchase. Extra Grip: This Gadget can resist being disarmed once per combat per purchase. Burst: This Gadget fires additional projectiles per shot. The attack remains the same and a target cannot be hit twice by it if they’re struck by multiple darts from the blaster, but because of the additional projectiles, it becomes easier to hit a target, and potentially hit multiple targets if they’re close together. Breath Attack: The weapon has the Breath Attack ability described in the Rule Book. High capacity magazines are recommended. These are only possible to design with at least one other Engineer, due to the complexity of this type of weapon. Heavy Weapon: These weapons require the user to have the Heavy Weapons Training Talent to use, and their function is always static, never changing in what they do (Combat Maneuvers cannot be used with them, etc.). Factors Awkward: This weapon is hard to handle, either because of its balance, size, shape, or a combination thereof. No Combat Maneuvers, including Extra Damage and Backstab, can be used in conjunction with the item. Cannot be applied to Heavy Weapons.

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Extra Ammo: This item uses another Bullet per purchase. Can only be applied 5 times to an item. Fanciful: This has no effect on the Gadget. It simply represents materials and designs to look more impressive and flashy while not interfering with the weapon’s function. Ammunition Ballistics Experts can also make different types of ammunition for firearms. Right now there are only two types of non-standard ammunition: Increased Damage and Armour-Piercing Rounds. Ammunition Chart

Effect Cost

Increased Damage +♛50

Armour-Piercing Rounds +♛75

Increased Damage: This ammunition increases the damage the firearm does by one point per purchase. Ammo can only be increased in damage by 2 points, and no higher. Armour-Piercing Rounds: This ammunition changes the damage to Normal Damage and adds Sunder Armour to the end, thus doubling the damage of the shot. These cannot be used in conjunction with any Combat Maneuvers except Backstab and Extra Damage. Catastrophic Failure: The ammo explodes in the gun. It doesn’t damage the user, but the weapon is Destroyed.

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Explosives

Explosives are Gadgets that do large amounts of damage in a radius, and are destroyed upon use. They have different ways of being triggered, such as on impact or after an amount of time has elapsed. Explosives allows an Engineer to design and build explosives worth 100 per level of Explosives.

Grenades are represented by Giggle Balls, padded devices that play a loud sound on

impact with a surface.

All Explosive need to be armed on a 5-Count regardless of how they may be armed. Normal Damage: Explosives that don’t penetrate armour. Usually made from scraps of wood and stone, or rely on concussive force alone. Body Damage: Explosive designed to tear through armour. Made often from metal shrapnel. Radius: Increases the area of effect. The minimum radius for an Explosive is 5’. Factors Timed: Explosives are set off by a timer integrated into the Gadget. The timer needs to be set, and once it’s set it cannot be accelerated. Impact: These grenades are activated on impact with a surface. Triggered: A trigger can be as simple as pulling a string, or a pressure plate, etc.

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Steamworks

Creating steam engines and contraptions that rely on them fall under this category. Notably, Steam Armour is made primarily using Steamworks.

Power A steam engine, small or large, produces Power at a constant rate so long as its fuel source is present. All contraptions which have a Power Level can be hooked into a steam engine to be used. So long as the total Power Level of all gadgets hooked into the engine is equal to or less than the Power of the engine, all gadgets hooked into it can be used with no worries. Generally, the most common Unrenewable source is Coal, while Wind is used as a Renewable source of power. Power Point Engine: Each point grants 1 Power generated. Every hour, one tag worth of Fuel is removed if its power source is Unrenewable. Factors Porable (wearable): The engine can be worn, like a backpack Portable (draggable): The engine can be carried, similar to carrying helpless characters around. It has to be placed on the ground again before it can be use. Stationary: The Engine is so large it takes great effort to carry and transport. Bring horses. Unrenewable Source: The power source requires fuel which is destroyed upon activation. The engine can be stuffed with multiple tags worth of fuel, and burns ♛10 worth of fuel every hour. Renewable Source: This assumes some kind of renewable source that doesn’t need to be replaced, such as a wind turbine or watermill. Steam Armour Steamworks is also used to create Steam Armour, a special type of armour that is Hardened (ie bullet resistant) and often requires Power to use properly. All Steam Armour is considered Overplate, and starts with those items from a Blacksmith. Movement Assistance: Normally, Overplate has a restriction of being unable to use more than 10 Armour Points without suffering penalties, such as being unable to use Dodge or similar abilities. Movement Assistance removes this penalty. It needs to be in all pieces in order to be utilized. Exceptional Strength: This gives the wearer Exceptional Strength. It needs to be in all pieces in order to be utilized. Weapon Integration: This integrates a weapon of Medium or smaller size into the armour that cannot be disarmed. Any ammunition must be used as normal. Reinforced: This allows the Steam Armour to resist a break or destroy effect once per combat per purchase. Fanciful: This has no effect on the Gadget. It simply represents materials and designs to look more impressive and flashy while not interfering with the weapon’s function.

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Electrics

This field of Expertise allows an Engineer to create and incorporate devices that utilize electricity.

Energy Energy is the measure of how much electricity a device outputs or requires to function. Every Gadget that uses Energy has a Drain Score, which consist of a Number and a Drain Rate. This reflects how much Energy the Gadget uses and how fast it uses it, respectively. There are five types of Drain Rates: Light, Medium, Heavy, Ultra, and Charge. Light drains Energy once per day, Medium drains once every Hour, Heavy drains once every 10 Minutes, and Ultra drains once per Minute. Charge Drain Rate expends one Energy per use of a Gadget. Batteries Gadgets that store Energy are called Batteries. These come in many shapes and varieties, and can power any object that they are attached to. For safety purposes, a Gadget which uses energy does not need to be physically attached to a Battery. However, it does need to be close to its battery at all times in order to be used. If the Gadget is more than 5’ away from its battery, it cannot be used. Energy Point: How many Energy Points a Battery contains. Portable (Small Object): The Battery is small and can fit in the palm of the hand. Portable (Wearable): The Battery can be worn, and is the size of a backpack Portable (Haulable): The Battery can be moved around, but requires both hands. Stationary: The Battery cannot be moved without the efforts of many. Electric Weapons

Electrics can be used to create weapons that do Lightning Damage. In the case of

ranged weapons such as firearms, they no longer use bullets and use Energy instead. Melee weapons use Energy per strike, but once all Energy has been drained, the Damage type switches from Lightning to Normal and acts like normal quality weapon. All Electric Weapons have a base Drain Score of 1 (Charge).

Lightning Damage: The amount of Lightning Damage done per Energy Point used. Stun Ability: Once per combat, the user can use the Stun ability. This costs 3 Energy to use. Heavy Weapon: This creates a Heavy Weapon, which requires the Heavy Weapons Talent to use. Each shot uses 5 Energy rather than 1. Charge-Up: For every rank of Charge-Up, you can do a 5 count to double the Damage on a single strike. It also doubles the Energy used on that strike. Extra Energy: The weapon uses +1 Energy per strike per purchase, or +3 Energy per use of Knockout., per purchase.

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Awkward: This weapon is hard to handle, either because of its balance, size, shape, or a combination thereof. No Combat Maneuvers, including Extra Damage and Backstab, can be used in conjunction with the item. Cannot be applied to Heavy Weapons. Fanciful: This has no effect on the Gadget. It simply represents materials and designs to look more impressive and flashy while not interfering with the weapon’s function.

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Chemical Integration This field of Expertise allows an Engineer to create weapons which use Chemistry potions in their Gadgets. The two main types of Gadgets are Acid Weaponry and Chem Delivery. Acid Weaponry

All Acid Weapons use Acid Potions as ammunition. However, the weapon itself can only handle Acid up to a certain strength. If a stronger Acid Potion is used, the weapon is Destroyed. All Acid must be of the same strength at any given time. Acid Damage Tolerance: Represents the upper threshold of the strength of Acid Potions that can be used in the weapon. Anything higher, and the weapon is Destroyed on use. Ammo Container: How many doses of Acid Potions can be placed in the gun at any time. The Cost is different for what type of weapon it is (Pistol, Rifle, or Heavy Weapon) Factors Awkward: This weapon is hard to handle, either because of its balance, size, shape, or a combination thereof. No Combat Maneuvers, including Extra Damage and Backstab, can be used in conjunction with the item. Cannot be applied to Heavy Weapons. Fanciful: This has no effect on the Gadget. It simply represents materials and designs to look more impressive and flashy while not interfering with the weapon’s function. Chemical Delivery

This allows the Engineer to create firearm ammunition that carries Chemistry effects via Injector Rounds. Acid Damage potions cannot be loaded into Injector Rounds.

Also note that the potions used in the creation of Injector Rounds do not factor into the

cost of the ammunition. Steel Injector Rounds: These turn the firearm’s Damage Type to Normal, and deliver a Chemistry effect as well. Mythril Injector Rounds: These deliver a Chemistry effect, but keep the firearm’s Damage Type of Body.

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Bio-Integration This Expertise allows the Engineer to build Steamware, replacement body parts for those who lost their own, or want a better replacement. Steamware All Steamware have a Power or Energy (Light) use requirement, but it can be 0. In this case, the power source is something simple, like a wind-up spring-powered Gadget. Players with Steamware are encouraged to occasionally Role-Play winding their limb in this instance. Every piece of Steamware must be made for a specific person, though each piece can come from the same Schematic. In addition, Steamware functions beyond its basic function can be turned off. However, if it is turned off early, you do not get any Energy back. Once turned on again, Energy is drained at a Light rate. Attaching Steamware to the body requires someone with Medicine 6. Standard Function: The limb functions as a normal one, no more no less. Increased Strength: Any melee strikes in conjunction with this limb does +1 Damage per point. Increased Dexterity: Gives the user a single use of Dodge per hour of use. If not used in the hour, it is gone for good and cannot stack over time. Weapon Integration: This integrates a weapon into the arm. This weapon cannot be the subject of Break Weapon or Destroy Weapon, nor can it be Disarmed, but does break when the limb itself breaks. The No Hand option replaces the hand with the weapon itself, while one With Hand allows the weapon to collapse into the arm on a 5-Count.

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Aether-Mechanics This Expertise integrates magic components, mainly Shards, into Gadgets. While Aether-Mechanics does not require the Engineer to have Arcane Affinity, they do require at least one level of Electrics. Ray Guns Ray Guns use a small amount of Energy channeled through a Shard to project a ray capable of damaging a target. The type of damage depends on the type of Shard used. Damage: How much damage per point used on the Ray Gun. The Shard used in the construction determines what kind of damage it does. Factors Awkward: This weapon is hard to handle, either because of its balance, size, shape, or a combination thereof. No Combat Maneuvers, including Extra Damage and Backstab, can be used in conjunction with the item. Cannot be applied to Heavy Weapons. Fanciful: This has no effect on the Gadget. It simply represents materials and designs to look more impressive and flashy while not interfering with the weapon’s function. Extra Energy: The weapon uses +1 Energy per strike per purchase. Damage Guard Fields These generate a field around the user, blocking damage of a particular type. Each one holds 1 Energy on its own, but once all charges are used up, the device is Destroyed. Only one can be active on a person at a time, and activation requires a 5-Count before a charge can be used. These devices are about the size of a wristband or belt buckle.

Combining Fields of Expertise

Combining specific fields with one another can create specific Gadgets. Many of these are similar to what can be done with other fields, but have more variety and often times more powerful results. What these things are need to be found out through experimentation and, for the most part, collaboration with other Engineers.

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Crafting and Life Skills

Crafting and Life Skill List Skill Trainer Prerequisite Cost

First Primary Life Skill T None 5 per Rank

Second Primary Life Skill D Previous Rank 6 per Rank

Third Primary Life Skill D Previous Rank 7 per Rank

Etc. D Previous Rank 12

Secondary Life Skill Ranks O None 2 per Rank

Lores N None 2 per Rank

Lock pick 1 T None 2

Lock pick 2-5 D Previous Rank 2 per Rank

Dissection D None 5

Weapons and armour do not grow on trees. Somebody has to make them. Through various skills, characters can create weapons and armour, potions, and other items.

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Primary Life Skills The Primary Life Skills are used to creating items In-Game. How to make these items are explained in the description of each individual Primary Life Skill. Some of these life skills require a character to be able to read as a prerequisite. Below are all the Primary Life Skills available to characters. Blacksmith: Create weapons and armour. Chemistry: Create various potions. Must be literate. Medicine: Heal and stabilize others. Jeweler: The ability to create jewelry. Scribe (Arcane): The ability to make Arcane Scrolls. Arcane Affinity Required. Must be literate Scribe (Faith): The ability to make Faith Scrolls. Devout or Elf required. Must be literate. Clothier: The ability to create high-quality clothing.

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Secondary Life Skills Secondary Life Skills are used to gain materials for use with the Primary Life Skills. Each rank in a Secondary Life Skill gives the character 10 Production Points to use for buying a set of commodities associated with that Life Skill at Logistics. Each Production Point is equivalent to 1 Crown (♛) worth of goods. Production Points from one Secondary Life Skill cannot be used to purchase commodities from other sources. For Example, a character who gains production points from Logging cannot be used to purchase Ores, even if the character has the Miner Secondary Life Skill. Production Points do not have to be used each game. A character can save them up over multiple events in order to save up for a more valuable commodity. In addition, Production Points can be used to gain Crowns (♛), but 1 Crown will cost 2 Production Points. All commodities attained through Secondary Life Skills, as well as found In-Game and purchased with Reqs, expire two (2) Years after their issuing dates. Be sure to read these dates and discard the tags if they are expired before using them. Below are all of the available Secondary Life Skills available to Characters. Logging (Lumber) Mining (Ores) Tanning (Leather) Weaving (Cloth) Cultivation (Chemistry Components) Prospecting (Gemstones and Precious Metals) Ink Making (Ink) Curios (Miscellaneous Items)

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Commodities List Commodity Examples Base Price/unit Metals/Minerals*

Base Metal Ore/Ingot N/A ♛5

Copper Ore/Ingot N/A ♛2

Adamantine Ore/Ingot N/A ♛100

Mythril Ore/Ingot N/A ♛500

Promethium Ore/Ingot N/A ♛500

Infernium Ore/Ingot N/A ♛1000

Elemental Ore/Ingot Elemental Lightning ♛1000

Starfall Iron Ore/Ingot N/A ♛1000

Gold Ore/Ingot N/A ♛500

Silver Ore/Ingot N/A ♛50

Platinum Ore/Ingot N/A ♛5000

Clay Bricks N/A ♛10

Quarried Stone N/A ♛25

*Nuggets of these materials can be purchased for one tenth the cost

Lumber

Large Lumber, Common Oak, Pine, Spruce ♛5

Small Lumber, Common Oak, Pine, Spruce ♛0.5

Large Lumber, Ironroot N/A ♛1000

Small Lumber, Ironroot N/A ♛100

Leather/Hides

Common Leather or Hide Deer, Cow, Rabbit ♛5

Exotic Hide Tiger, Winter Wolf ♛25

Dire Hide Dire Bear ♛100

Elemental Hide Fire, Frost ♛100

Chemistry Ingredients

Simple Oak Gall ♛2

Common Dim Cap ♛5

Uncommon St. Helene’s Blessing ♛10

Rare Glacial Chrysanthemum ♛25

Very Rare Black Eye Fungus ♛50

Fabrics

Good Quality Fabrics Wool, Silk ♛2

Exceptional Quality Fabrics Dire Spider Silk ♛25

Exquisite Quality Fabrics Phase Spider Silk ♛250

Gemstones

Crude N/A ♛50

Poor N/A ♛125

Normal N/A ♛500

Exceptional N/A ♛1250

Perfect N/A ♛2500

Inks

Level 1 Ink ♛2

Level 2 Ink ♛5

Level 3 Ink ♛15

Level 4 Ink ♛25

Level 5 Ink ♛50

Cruios

Glassworks Glass Lens, Gas Globe ♛5

Rubber ♛5

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Other Life Skills These Life Skills do not affect Crafting Skills. Many are bought one time, while multiple ranks of others can be bought for greater effect. Lores Lore skills represent academic knowledge that a character may know. They don’t have a practical application, but allow a character to gleam more information from certain situations. They range from Lores are ranked from 1 to 5. Rank 1 means you have a rudimentary understanding of a topic, while Rank 5 is a complete master of understanding of a topic. While Lores represent broad fields of study, Specialties represent a specific focus within a Lore. Examples could be a Magic Specialty of Undead, or a History Specialty of Ancient Civilizations. While you’re observing or studying a subject within this Specialty, your Lore skill is considered to be at +2. Characters start with 2 points of Lore in any category they choose. Alternatively, they may select one Lore and a Specialty within that Lore. Additional points in Lore skills can be purchased with XP, but only at character creation. However, Lores can be rewarded by the Game Master at their discretion through the player’s actions and Role-Play. The following are the Lore Skills available in the game:

Magic Government History

Nature Law Religion

Artistry Economics

Lock Pick This skill gives the character the ability to pick locks. For every rank of this skill, a character may pick a lock of the corresponding level:

Lock pick Rank Quality of Lock

Rank 1 Crude

Rank 2 Poor

Rank 3 Normal

Rank 4 Exceptional

Rank 5 Masterwork

Note that the Lock pick only allows you to attempt to pick a lock. You must actually pick the lock in order to unlock it. IMPORTANT NOTE: The possession of real lock picks is illegal in some countries. For the sake of this, we do not allow real lock picks to be used during an event. Locks are represented either by actual simple combination locks, or small puzzles.

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Blacksmithing The art of creating arms and armour has been around since primitive cultures learned to tie a rock to a stick. It has come a long way since then and is used for creating weapons and armour from various metals. It takes 10 Minutes to Craft a standard Weapon, piece of Armour, or Repair a single standard weapon or Piece of Armour, during a multi-day event, or 5 Minutes during a single day Event. For each Rank of Blacksmith above the first, the Blacksmith can create or repair an additional standard weapon or piece of armour simultaneously, to a maximum of 5. At rank 5, the Blacksmith can create or repair Exceptional weapons or armour pieces. Or each rank above 5, the Blacksmith can create or repair 1 additional Exceptional weapon or piece of armour simultaneously, to a maximum of 5. At Rank 10, a Blacksmith can create or repair Masterwork weapons or Armour. See the Blacksmithing categories below on how to create Exceptional and Masterwork weapons and Armour. Crafting Weapons The first rank of Blacksmith allows a character to create normal quality weapons, provided the character has the materials necessary. The following is a list of weapons and their required materials to make. Daggers/Small Weapons: 1 Metal Thrown Weapons: 1 Metal Short Sword: 2 Metal Hand Axe: 2 Lumber, 1 Metal Short Mace: 2 Lumber, 2 Metal Staff: 4 Lumber Small Spear: 2 Lumber, 1 Metal Longsword: 4 Metal Battle-axe: 3 Lumber, 3 Metal Long Mace: 5 Lumber, 3 Metal Small Crossbow: 3 Lumber, 1 Metal Short Bow: 2 Lumber Two-Handed Sword: 8 Metal Polearms: 8 Lumber, 4 Metal Warhammer: 2 Lumber, 3 Metal Long Spear: 7 Lumber, 2 Metal Large Crossbow: 6 Lumber, 2 Metal Longbow: 3 Lumber Most weapons use Base Metals and Wood for their construction. Base Metals are mundane metals of the Blacksmith’s choice upon creating a weapon, such as Iron, Brass, Bronze, Zinc, etc. None of these different metals have different effects from one another, and is purely for Role-Play. Ammunition for missile weapons can be made by Blacksmiths as well. Making a batch of ammunition takes 5 minutes, but the time is the same regardless of a character’s Blacksmith rank. 6 Arrows: 1 Metal, 1 Lumber 6 Crossbow Bolts: 1 Metal, 1 Lumber

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At rank 5 Blacksmith, the character can now create Exceptional Quality weapons. Exceptional weapons strike for an extra +1 damage. Making an exceptional weapon requires double the materials that it would take to make a normal version of the weapon. Ammunition can also be made exceptional, and bonuses from using both an exceptional ranged weapon with exceptional ammo stack. At Rank 10 Blacksmith, a character can create Masterwork quality weapons. Masterwork weapons require an equivalent amount of Masterwork quality materials to make. What these Masterwork weapons do depends on the special materials they are made from. Masterwork weapons do not change the damage type of ranged weapons, but do change the amount of damage, if applicable. Crafting Armour Creating armour is similar to creating weapons. A single piece of armour requires a number of units of iron or leather per location. Leather armour: 1 unit of leather per location covered, +1 unit iron for any metal additions. Chain Mail: 1 unit of iron per 2 locations, rounding down. Metal Scale/Brigandine: 1 unit of iron per 2 locations, rounding down, & 1 unit of leather per location Plate Mail: 1 unit of iron per location. Overplate: 1 unit of Armour Plating per location. At rank 5 Blacksmith, a character can make Exceptional Quality armour. Exceptional Armour gives a piece of Armour +1 AP. Making one piece of any armour requires double the materials it would take to make a normal quality piece of armour. At Rank 10 Blacksmith, a character can make Masterwork Quality armour. Making one piece of any Masterwork armour requires an equivalent amount of Masterwork materials. What these Masterwork pieces of armour do depends on the materials they are made from. Shields Shields are made of Wood and Metal. They require 1 unit of wood per every 2 square feet of its front surface area and 1 unit of metal for Medium Shields, 2 for Large, and 3 for Tower. Item Repair Repairing a broken weapon, shield or a piece armour is very easy for most smiths. If a piece of armour was reduced to 0 points, it is permanently worth 1 less AP. Weapons and shields can only be repaired 3 times before being permanently destroyed. Armour Plating Blacksmiths can create Armour Plating, heavy sheets of metal that can withstand Body Damage, by taking 5 Metal and 10 Minutes of time smithing the metal together during a multi-day event, or 5 Minutes during a single day Event.

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Chemistry

Formerly known as Alchemy, Chemistry is used to create potions and other things by mixing components found in the world together. Chemists can combine chemical ingredients together to make potions that they know will make a proper potion, or experiment to find new potion recipes. Ingredients

Every Chemistry Ingredient can do one of three different Chemistry Effects. Each of these effects can be accessed by any Chemist that knows what a particular Ingredient regardless of Chemistry level.

The rarer a particular Ingredient is, the more likely an ingredient will grant a bonus to the Chemist’s Level.

The following is a list of the Simple and Common ingredients that are known in the world

(most children could probably point them out). The others must be discovered In-Game.

Simple Ingredients Common Ingredients

Dusk Gerbera Bright Crownbeard

Giant Coccomb Fetid Hogsbreath

Mage’s Respite Dim Cap

Oak Gall Orange Foxtail

Thieves’ Thistle Ruby Soldaster

Sticky Waxflower Bastion Feverfew

Swamp Hydragena Bubbling Pondweed

Orange Berry Leaf Magebloom

Mana Lily Stinging Pitcher

Fly Nettle Firefly Tulip

Brewing

To brew a potion, a Chemist takes Ingredients that they know the Effects of, place them in the appropriate Chemistry Lab, and RP the creation of the potion. If the Chemist has multiple units of the same Ingredients, it may use them as well to create multiple potions in one sitting.

Chemistry Labs come in different levels of quality and limit the batch sizes of potions and must cover an area described in the table below.

Chemistry Lab Quality

Batch Size

Size Chemistry Lab Quality

Batch Size

Size

Level 1 10 1 sq. Foot Level 4 40 6 sq. Feet

Level 2 20 2 sq. Feet Level 5 50 8 sq. Feet

Level 3 30 4 sq. Feet

It takes 10 minutes to brew a batch of potions during a multi-day event, or 5 Minutes during a singled day Event. Chemists are permitted to write tags for potions they brew themselves and know the appropriate Effects to the ingredients being used, but must give the tags and a note as to what was made to Logistics as soon as possible.

The strength of the potion(s) brewed is dependent on the Chemistry level of the Chemist brewing the potion plus any bonuses from the Ingredients used. See the Chemistry Effects listings on the next page.

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If a potion is being brewed for the first time by a Chemist who found about new Chemistry Effects on Ingredients IG (another Chemist told him/her, found a chemistry book, etc.), the player must confirm the recipe with Logistics after brewing it. Experimentation

There are two methods of Experimentation: Experimental Potions and Ingredient Study. Ingredient Study

A Chemist can take 5 of any one Ingredient, and through 30 Minutes of Role-Playing during a multi-day Event or 15 Minutes during a single day Event, understand what one of the Chemistry Effects that Ingredient has. Use the Effect listed in the first column of an ingredient’s Chemistry Effects. Experimental Potions

Instead of making a potion a Chemist knows, they may make an Experimental potion. To make one, a Chemist brews a single potion using up to 3 Ingredients with Chemistry Effects unknown to them, as a normal potion would be made.

After 30 minutes during a multi-day event or 15 Minutes during a single-day Event, the Chemist who brewed the potion goes to Logistics with the Component tags used. If any two or more of the components used have Effects in common, the Chemist is given that knowledge. Also, if the Chemist is of high enough level it gets one Potion of the Effect discovered (lowest level if multiple Effects are discovered).

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Chemistry Effects

Below are the basic Chemistry Effects in the game. There are five different types of

potions: Instant, Short-Term, Long-Term, Static, and Special. While all potions are considered Poisons, some are also marked a Charm effects.

Instant effects take effect instantly and have no lasting effects. A new Instant Potion has a numerical effect equal to the Chemistry Level of the Chemist (Plus bonuses). Example: Heal Health Potions

Short effects have a single effect, often altering a target’s Role-Play. They last a number of minutes equal to the Chemistry Level of the Chemist (Plus Bonuses). Example: Weakness Potions

Long effects are similar to Short effects, but last much longer. They are based on the Chemistry Level of the Chemist (Plus Bonuses) and use the Long-Term Potion Length table to determine how long they last. Example: Truth Potions

Chemistry Level

Long-Term Potion Length

1 10 Minutes

2 20 Minutes

3 30 Minutes

4 45 Minutes

5 1 Hour

6 6 Hours

7 1 Day

8 2 Week

9 1 Month

10 3 Months

11 6 Months

12 1 Year

13 2 Years

14 3 Years

15 Permanent

Static effects have only one effect, with no change to its effect regardless of the level of

the Chemist.

Special effects have unique effects that have their own rules for determining their potency. See their entries to determine their strength. Example: Poison Potions

Healing Instant

This Effect heals the target for the amount of Health listed on the potion’s tag.

Restore Vitality Instant

This Effects removes Fatigue from a mage for the amount listed on the tag.

Antidote Static

An Antidote potion removes all current Chemistry Effects from a recipient.

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Poison Special

This Effect causes the target to enter their Bleed Count after X minutes. During that time,

the target feels increasingly sick until they fall over from the effect. The amount of time it takes for the Poison effect to take hold is determined by the following chart:

Chemistry Level Poison Countdown

1 60 Minutes

2 50 Minutes

3 45 Minutes

4 40 Minutes

5 35 Minutes

6 30 Minutes

7 25 Minutes

8 20 Minutes

9 15 Minutes

10 10 Minutes

11 5 Minutes

12 3 Minutes

13 2 Minutes

14 1 Minute

15 30 Seconds

Acid Damage Instant

This Effect does X Acid damage to the target on contact.

Gibberish Short-Term (Charm)

This Effect causes the target to only communicate nonsense for the allotted time,

including written and all forms of non-verbal communication.

Amnesia Long-Term

This Effect causes the target to forget their entire history as well as who they are.

Truth Long-Term (Charm)

This Effect causes the target to only tell the truth. While the target doesn’t have to speak,

they must tell the truth without error.

Strength Short-Term

This effect gives the target Exceptional Strength for the duration of the potion.

Hate Short-Term (Charm)

This Effect causes the target to hate the first person they see, the equivalent to a Radical

Prejudice disadvantage, for the duration of the potion.

Threshold Special

This Effect gives the target a Threshold equal to the Chemistry Level of the Chemist who

created it for 1 Hour. This does not stack with ranks of Toughness the target possesses already. See the Game Effects and Other Notes section for how Thresholds work.

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Light Static

This potion creates a Glo-Stick, which must be set off immediately. It has no other effects.

If you are using an electrical Glo-Stick, it lasts for 8 Hours.

Slumber Long-Term

This Effect causes the target to enter a deep sleep for the duration of the potion. The

target is in a state of suspended animation while under this effect. They do not need to eat, drink, or exercise. They can still be injured or killed by outside forces, however.

Gunpowder Special

This is not a potion. Rather it’s a component for making Bullets for firearms by Engineers

and does not expire. It has a fixed special recipe. Chemists who also have a rank in Engineering know the recipe for this at character creation.

Fear Short-Term (Charm)

This Effect causes the target to flee the first person they see, giving them a Phobia of that

person for the duration of the potion.

Glue Static

When spread on a surface of 1 square meter or less, any contact with this gel will

become stuck to it.

Solvent Static

This liquid neutralizes all Contact Gels and Glue spread on a surface.

Weakness Special

This Effect causes the target to lose its strength, taking a penalty to all melee and thrown

attacks for 10 Minutes. In addition, they cannot pickup or drag others for the duration.

Paralysis Short-Term

This Effect causes the target to collapse. They cannot move, speak, or use skills, but are

still conscious.

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Scribe Scribing is the ability to create Scrolls of either Faith or Magic so that other characters can use them. Each Rank of Scribe allows the character to create a Scroll for a magic spell or miracle that costs 1 Fatigue or Faith Point. A character with Scribe 4, for example, can create a scroll that has a spell or miracle that costs 4 Fatigue or Faith Points, respectively. Faith Scrolls In order to make Faith Scrolls, the character must possess the Devout attribute or be an Elf and must be able to call the miracle he or she is creating the scroll for. It costs FP equal to the miracle being scribed per scroll in order to create a Faith Scroll. A Level 1 Ink must be used for Minor Miracle Scrolls, a Level 3 Ink must be used for Medium Miracle Scrolls, and a Level 5 Ink must be used for Major Miracle Scrolls.

Faith Point Cost Level of Ink Needed

Variable Cost Miracle FP needed to cast divided by 2, rounded down

Minor Miracle Level 1

Lesser Scroll Miracle Level 2

Medium Miracle Level 3

Greater Scroll Miracle Level 4

Major Miracle Level 5

A character may only use a Faith scroll if he/she has the same faith as the call on the scrolls. The only exception to this is scrolls that read, “By my own will, (miracle).” Anyone can use these scrolls. Faithful Scribes also get access to 2 Miracles only available through making Scrolls. Each Sphere of Power has two miracles that can only be accessed by Scribes, and if a Faithful has access to that Sphere, they can scribe scrolls of those Arcane Scrolls In order to make Arcane Scrolls, the character must possess the Arcane Affinity attribute, and be able to cast the spell being scribed. Each scroll scribed causes Fatigue equal to the spell being scribed. It causes the mage Fatigue equal to the Spell Effect being written. In addition, a unit of Ink equal to the Fatigue cost divided by 2, rounded off, must be used in the creation of an Arcane Scroll. Anyone with Arcane Affinity or has the Read Magic enchantment can use Arcane Scrolls. Characters must be literate to use or create scrolls. Scrolls cannot be encrypted. Characters must be literate to use or create scrolls.

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Medicine When no magical, spiritual, or alchemical remedy is available, good old-fashioned medicine takes over. This is the ability to heal wounds through mundane means. Healing Wounds Patching up a wounded character takes time. For every rank of Medicine, a character possesses, the character can heal that many wounds on another character every 5 Minutes. The target must not be in their Bleed Time, or have their Bleed Time paused. The Medic must also have supplies necessary to close up and treat injuries, such as: Needle and Thread Gauze Pure water and/or alcohol (not real alcohol) Splints These supplies do not require tags. Removing Poisons Using leeches, one alchemical substance still circulating in a character's body can be removed. It takes 10 minutes for every chemistry effect still in a target's body. Diagnosing and Treating Diseases Characters can be infected by different plagues and contagions, some supernatural, some mundane. A character with Medicine can attempt to Diagnose an illness that someone has. To do so, after 5 Minutes of role-playing checking the patient’s condition, state your level of Medicine followed by “Diagnose.” If the subject has a disease that is low enough in level for the Medic to diagnose, they will show them a tag with all of the details as to how to treat or cure the disease, along with all of the effects and duration of the disease. A Medic may need materials from the Cultivation Secondary Life Skill to treat diseases. Other Effects At certain ranks of Medicine, a character can perform certain abilities. Medicine 1: Can use a bandage to stabilize a fallen character, pausing its bleed time for up to 1 hour. After the hour, the character is at 1 hit point and can move around normally. Medicine 2: While bandaged and accompanied by Medic with Medicine 2, a character becomes conscious and can talk, but cannot move or use skills. Medicine 3: Can restore Broken Limbs with 10 minutes of work. Medicine 6: The Medic can reattach lost appendages, provided the severed appendage can be recovered. It takes 10 minutes to surgically reattach a lost appendage. The severed appendage must be found within an hour of being lost or the surgery cannot take place. Medicine 8: Provided with a magical, chemical, or spiritual effect can preserve the life of the target, the Medic can perform other major surgeries, such as replacing organs. It takes 1 hour to successfully perform such a surgery.

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Jeweler

Creating jewelry out of precious minerals and gemstones is a very lucrative and profitable business. Doing it well is difficult, however. Jewelers have three major purposes: to create jewelry from materials, to cut gemstones in order to improve them, and to integrate precious materials into other items. Jewelry: Jewelers can create works of jewelry from scratch, each requiring a number of Metal Nuggets to make. The chart below explains the amount of Metal Nuggets needed for each type of piece:

Jewelery Piece Nuggets Needed Jewelry Quality Value Multiplier

Armband 4 Crude 1

Bracelet 5 Poor 2

Brooch 3 Normal 4

Earrings 1 Exceptional 7

Locket 8 Perfect 10

Necklace 2

Pendant 4

Ring 1

Torc 4

All pieces of jewelry are ranked in one of five quality categories. They are, from worst to best: Crude, Poor, Normal, Exceptional, and Perfect. Gems are also categorized in this way. Each level of Quality multiplies the Crown value of a piece of Jewelry, as state in the chart above. At Rank 1, you can create crude pieces of jewelry. Every 2 ranks above the first, you may begin making the next level up quality of jewelry. Gemstones may also be placed into a piece of Jewelry, giving it a flat increase in its value in Crowns. It takes 5 Minutes during a single-day event, or 10 Minutes for longer events, to create a single piece of jewelry. Gem-cutting: Gemstones can be cut to increase its Quality. Starting at Rank 2 of Jeweler, a character can upgrade a Crude Gemstone to a Poor one. At Rank 4, they can upgrade a Poor-Quality Gemstone to a Normal one. This continues up to Rank 10, where a Jeweler can upgrade an Exceptional Gemstone into a Perfect one. Gemstones can only be upgraded once, however, and must be marked as Cut once upgraded. It takes 5 Minutes during a single-day event, or 10 Minutes for longer events, to upgrade a single gemstone. Fanciful Upgrading: Jewelers can take a produced item, such as a sword or gun, and integrate precious metals and gemstones into them, thus increasing their value. Up to 10 Nuggets can be used in upgrading an item this way, with no limit on Gemstones. It takes 5 Minutes during a single-day event, or 10 Minutes for longer events, to upgrade an items value in this way. Jewelers that also possess the Prospecting Secondary Life Skill can use Production Points from Prospecting to acquire the following metals as if they have the Mining Secondary Life Skill: Copper, Silver, Gold, Platinum, Mythril.

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Clothier Clothiers make clothing and other products that are higher quality than the average article. At Rank 1, a Clothier can make Good Quality articles of clothing. Each article requires one Bolt of Good Quality Cloth per Armour location. A Clothier can also make other objects such as bags for the same amount of cloth. It takes 10 Minutes to make a single tag item at Rank 1 during a multi-day Event, and 5 Minutes during a single day Event. Every additional rank of Clothier after the first allows the Clothier to create an additional article of Good Quality clothing at the same time, to a maximum of 5 items at once. At Rank 5, a Clothier can make Exceptional Quality articles of clothing and other items. Each Exceptional article requires 1 Bolts of Exceptional Cloth per Armour Location to create and takes 10 Minutes to create a single tag item during a multi-day Event, or 5 Minutes during a single day Event. Every additional rank of Clothier after the first allows the Clothier to create an additional article of Exceptional Quality clothing at the same time, to a maximum of 5 items at once. At Rank 10, a Clothier can create Exquisite Quality articles of clothing. Each item of this level of quality takes 10 minutes to create during a multi-day Event, or 5 Minutes during a single day Event. Masterwork cloth materials must be found to create Exquisite Quality articles. What these pieces of clothing do depend on the Masterwork materials they are made of… Note that there is also Standard Quality clothing which all characters start with. These articles are so inexpensive that it is assumed that they are easy to obtain, their cost is negligible, and do not require tags to have. Clothiers can also create and repair Leather Armour at the same rate and quality levels as a Blacksmith of equal rank.

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Talents For every 50 XP a character has on their character sheet, he or she acquires a Talent. Talents are powerful abilities that can help a character improve their skills or perform feats normal people in the world couldn't perform. A character must take a Talent for every 50 XP they have. Unless stated otherwise in a Talent's description, you may only have each Talent once.

Talent Descriptions Divine Grace This Talent gives you a second Primary Sphere of Power. Select a second Sphere of Power that belongs to your deity. Elves may select any Sphere as a new Primary Sphere. This Talent can be taken twice. Prerequisites: Devout or be an Elf. True Devotion A Faithful with this Talent can have an additional Timed Miracle in existence. This Talent can be taken three times. Prerequisites: Devout or be an Elf. Arcane Expertise This Talent gives you a second Primary School of Magic. Select a second School of Magic. This Talent can be taken multiple times. Prerequisites: Arcane Affinity Concentration A mage with this can have an additional Timed Spell in existence. This Talent can be taken multiple times. Prerequisites: Arcane Vitality Conditioning This Talent allows the character to use an additional 5 Armour Points without penalty to any other abilities, such as a Wraithling’s Phase ability. This Talent can be taken multiple times. In addition, the first purchase of this Talent allows the character to use Tower Shields if they have the Large Shields skill. Prerequisites: None Mortal Strike This Talent allows you to, once per day, strike for Body damage with one single swing. You may use Combat Maneuvers with Mortal Strike. Prerequisites: Any Basic Weapon Group Cling to Life This Talent doubles your Death Count to 20 minutes. In addition, you can crawl around slowly for the first 10 minutes of your Death Count, but you still cannot use any skills. Prerequisites: None

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Fast Healer This Talent doubles any and all healing effects the character receives. Prerequisites: None Toughness This talent raises the limit on the amount of Extra Health that can be purchased with XP by 20 points. This Talent can be taken multiple times. Prerequisites: None Heavy Weapons

An Engineer with this Talent can use Heavy Weapons, powerful weapons made by Engineers. Heavy Weapons cannot be enhanced by WSRs; their base damage always stays the same. Prerequisite: Firearms Basic Weapon Group Heavy Armour Training

A person with this talent can use Steam Armour. Those that wear Steam Armour without this talent cannot utilize any of the Engineering qualities a set of Steam Armour has. Prerequisite: None Dodge A character with this Talent can call “Dodge” to any attack except for Massive an AoE attacks. The character must not be wearing more than 20 Armour Points in order to use this Talent. This Talent can be taken multiple times. Prerequisite: None Master Designer

An engineer with this Talent effectively increases a Field of Expertise by 1 when creating Experimental Schematics. This does not affect the build times or minimum Field of Expertise rank for actually building something from any schematic. This Talent can be taken up to 4 times, each time after the first increasing the multiplier by 1. Prerequisite: 1 Rank in any Engineering Field of Expertise Rapid Repair

The character can repair items in half the time it normally takes. Prerequisite: 1 Rank in any Primary Life Skill that allows the repair of items or Basic Engineering Theoretical Chemistry

A Chemist with this talent can use a 4th ingredient in Experimental Potions. Prerequisite: Chemistry 1 Battlefield Medicine

The amount of time it takes to heal a person using the Medicine skill is cut in half to 2 1/2 minutes. Prerequisite: Medicine 1

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Multi-Tasking (Crafting)

This Talent allows any character to create two items or batches of items of the same Crafting field at the same time. Each time this Talent it purchased, it is for a specific Primary Life Skill or for Engineering, and can only be purchased Twice for each of these. Purchasing this talent for Engineering affects all Fields of Expertise. You cannot make Experimental items while taking advantage of this Talent. Prerequisites: 1 Rank in any PSL, or Basic Engineering Artisan

This talent allows the character to create any objects they know how to make using Engineering or Primary Life Skills in half the time. This Talent can never reduce crafting times lower than 5 Minutes during a multi-day Event, or 2.5 Minutes during a single day Event. Prerequisites: 1 Rank in any PSL, or Basic Engineering

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Game Effects and Other Notes

Damage Types Normal: Steel, stone, wood, and natural attacks like claws and fists all fall under the Normal category. Acid: Chemical damage, or from other sources like poisoned barbs. Body: Body damage bypasses normal Armour and shields, and takes away Health. Magic: Enchanted weapons can bypass the many defenses powerful enemies may have. Permanent Magic weapons are Blue in colour. Fire/Frost/Lightning/Earth: Attacks imbued with a type of elemental power. Acts as Magic damage, unless a target has defenses or vulnerabilities against the elemental type used. Holy: Demons and evil creatures are vulnerable to these sanctified weapons. Permanent Holy weapons are White in colour. Evil: The opposite of Holy, good creatures such as Angels are weak against this type of unholy damage. Permanent Evil weapons are Red in colour. Massive: Reserved for powerful attacks such as high-powered explosions, natural disasters such as a volcanic eruption or an earthquake, or very powerful creatures, Massive damage goes straight to Health and cannot be avoided in any way, even if you’re in an OOP state.

Adders Some abilities and enhancements in the game allow creatures to swing for specific effects that mimic spells, chemistry, miracles, and other effects in addition to the damage they normally do. These are called Adders, and are always added to the end of a damage call. For example, a poisonous snake might strike for “5 Normal Slow Poison.” If you have an appropriate defense for avoiding the Adder’s effect but not the damage, you may use it to defend yourself from the Adder, but you still take the damage from the normal attack as usual.

Reactionary Calls Reactionary Calls are used in response to an attack or effect that alters the effect in some way. Dodge and Parry are examples of a Reactionary Call, and have their own descriptions in the Combat section. No Effect: The target is unaffected by the effect of an attack. Heal From: The target gains Health back from the attack. Minimal: The target takes only 1 damage from the attack. Ricochet: You take an effect from the person being hit by a specific attack. When said alone, you take the effect that would have affected the target. If a damage call or effect is said before Ricochet, you take that effect instead. Double From: The target takes double the amount of damage. Phase: Similar to Dodge, it can avoid any attack except for Massive Damage.

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Subtypes All creatures and characters start with no subtype, but throughout the game can become or encounter creatures with a Subtype. A Subtype is a special mechanic that gives benefits and drawbacks to a creature, similar to your character's Species Traits. Some Subtypes include: Animal: Have spells and effects that only affect them Plant: Plants are immune to certain effects, usually all Chemistry effects. Lesser Elemental (Earth, Air, Fire, and Water): Take no damage from elemental effects of the same type, but take double damage from sources of the opposite element. Earth and Air are opposites, as are Fire and Water. Greater Elemental (Earth, Air, Fire, and Water): Heal from elemental effects of the say type, but take double damage from sources of the opposing element, and cannot avoid them with game effects. Earth opposes Air, and Fire opposes Water. Celestial/Infernal: Holy and Unholy subtypes, respectively. This damage type acts like the Elemental subtype but in regards to Holy and Evil effects. Magical: Innately magical, and has an Arcane Vitality rating without having the Arcane Affinity attribute. Undead: The walking dead have many traits, such as immunity to most chemistry, but are also mindless and completely under the control of those that created them.

Thresholds Thresholds allow a character to all but ignore low levels of damage. If hit with a damage effect that is equal to or lower than your Threshold number, you call “Minimal.” Some Thresholds can be penetrated by certain effects or damage calls, which will be displayed in brackets beside your threshold.

Exceptional Strength A character with this ability has the strength of 2 average humans. Therefore, they can lift a lot of things and do more damage than the average being. Someone with Exceptional Strength gains a damage bonus of +2 to all melee and thrown attacks. They can also lift two people up at a time with a described action, or run while carrying one person.

Breath Attack When this attack is called after an ability, the user can use the same ability repeatedly and as fast as they want, without having to restate the ability. This is the only time the Calling Damage Once Per Second rule can be broken legally, and is generally only used with auto-fire NERF weapons.

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Regeneration Some abilities allow characters to regenerate Health without the need of spells, miracles, or any sort of medical attention. Some regenerate very slowly, while others can heal so rapidly you can watch the wounds close in seconds! Regeneration comes in three types: Minor, Medium, and Major. These represent how fast a creature regenerates. Regeneration also has a number attached to it representing how much Health is gained back. Minor Regeneration: Occurs once every 10 minutes. Does not occur while in Bleed Time. Medium Regeneration: Occurs once every 5 minutes. Does not occur while in Bleed Time. Major Regeneration: Occurs once every minute. Occurs during Bleed Time.

Wards There are certain game effects, usually through rituals, which affect entire buildings. These effects are collectively called Wards. A ward is shown to exist on a building with a large “W” on every entrance of the building. Beside the main entrance of the building will be an OOG envelope with the details of the Ward. If you ever cast a ward of any type, be sure to put a “W” on every possible entrance, and stick an envelope, marked as OOG, beside the main entrance. Place a note inside the envelope with all the details of the ward.

Curses

Curses are effects which are mystical in nature, rather than magical. Most Curses mimic many of the Resurrection Flaws in the game, but are temporary and can be removed with a Remove Curse effect. All the curses below last until removed.

To use a Curse, a being with the capability to do so will say “Curse of <Name of Curse>” and throw a white effect packet at the target, or touch the target with a foam fist.

Stupidity – The target becomes remarkably dumb, and cannot read, use spells, or create any items. They must role-play being a simple-minded imbecile.

Arcane Susceptibility - A character with this Curse is very susceptible to magical

effects. All harmful spells and effects, including Magic and Elemental damage types, are double the damage and/or duration.

Chemical Susceptibility - A character with this Disadvantage is very susceptible to

alchemical effects. The character takes double effect from Acid damage, and the damage and duration of all chemistry effects are doubled, with the exception of Healing, Mana, Strength, and Toughen effects.

Diseases and Infect The Infect Adder is an effect in which the target is affected by a disease. If you are successfully hit with an Infect Effect, you must report this to a Plot Marshal immediately.

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Diseases vary in potency and duration. Some are temporary and are considered inconveniences, while others can be permanent, fatal, or both. Once you have informed Plot, they will give you the information on what Disease you have, including how it is diagnosed and cured. This is considered OOG information, so your character may not have knowledge of what disease it is exactly.

Special Combat Abilities Some creatures in the world of Steam Legends have abilities not normally available to characters. These abilities are explained below. Sever Limb This ability acts similarly to the Break Limb Combat Maneuver, except the limb is completely removed from the character. It can only be regrown via rituals or replaced with a Mechanical Limb by a surgeon. It can be Parried like other physical attacks. Natural Armour The creature has Armour Points which act exactly like normal Armour Points. Resting for 10 minutes restores these Armour Points assuming the creature has full Health Points. It can be Hardened, depending on the creature. Natural Weapons The creature has claws that, in terms of game mechanics, function like weapons. They can block other weapons just as any other weapon, but they cannot be disarmed. The boffer weapons that represent Natural Weapons are Black in colour. Spell/Miracle Mimicry Some creatures have abilities that mimic spells and miracles. They do not use any prefixes for the incantations. Instead, they simply say the effect. These are often limited to uses per day or encounter. Power Word Similar to Spell/Miracle Mimicry, Power Words are magical effects that some powerful magical creatures use to cast spells. They still have a vocal component to them like standard spells do, but do not have a Fatigue cost and often times are more powerful than a standard spell can be. Most mortal species do not have the capacity to understand Power Words, but have been known to understand them, though for a brief time, via powerful Magical Rituals. Shatter <Item> Shatter effects are similar to Break Limb/Weapon/Shield, but it completely destroys the item beyond repair. They can be parried if delivered by a boffer weapon. Stun Stun is similar to Knockout in every way, except it can be done in front of a target.

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Buildings and Town Management

The life of an adventurer often means sleeping in inns or making camps in the wilderness, wandering between towns. But because the game of Steam Legends often takes place in one location with more than just adventurers within the area, many will want to settle down and create a home for themselves or open up a shop to sell their wares.

This section is optional for players to utilize. Homes do not have a direct impact on a

player, and businesses have a global effect that may affect everyone as they contribute to the local economy.

Players can build their own buildings if they have Blacksmith 1 or Basic Engineering out

of some of the Commodities found in the Crafting section of this book. It takes 10 Units of Large Lumber, Clay Bricks, or Quarried Stone, to build a 10 foot by 10-foot square surface. These surfaces are for walls, ceilings, and floors. In addition, every 10-foot square surface requires one unit of Base Metal, representing nails, brass fittings, etc.

It takes 3 Between-Game actions to build a building. These can be spread across

multiple games, or other players can add their Between-Game actions to the building effort. NPCs can also be hired to build the building. How many Between-Game actions they will use, and the cost, will need to be negotiated.

Once a building has been built, it can be added to and improved over time. Again, it takes

3 Between-Game actions to add or replace parts of a building.

Homes

Players can build homes for themselves if they so desire. They may need a permit from the municipal government to do so, depending on the situation IG. Regardless, once built they have a place to live within the area. Businesses A player can build a shop or space to work or sell their wares or can set up a plot of land with which to harvest natural resources. Again, a permit may be required for the business. Businesses do add to the economy, represented by the Economy Score, which can be a small or large increase depending on the size and success of the operation. Municipal Buildings The town’s local government has more building options which have a greater effect on the Economy Score than those of individual businesses. Only the elected officials of the Municipal Government have access to building these buildings and the tax revenue to build them. However, other characters may be hired to help operate them. Economy Score Every event of Steam Legends has an Economic Score, which represents the current economic situation within the game. This can go up and down depending on both the actions of the players and the situations the Plot Marshal creates and is expressed as a percentage. The Economic Score decreases the cost of Commodities if it’s in the positive or increases their costs if it is negative.

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Buildings

Each building type has an initial cost in Building Materials. 10% of the materials used must be Base Metals. Buildings, aside from Homes, have both an upkeep cost in Crowns that must be paid at the end of each Event the owner attends, or paid for by the Municipal Government if it is a publicly owned building.

Districts

The Governor or Mayor can decide to create a special district for a particular type of

building. Buildings within that category have their upkeep costs reduced by 30% regardless of who owns a particular building. It does not reduce the labour required to maintain a building, however. The number of Districts a town can have is determined by the level of the Town Hall the town has.

District Types

Industrial Market Religious Entertainment Security Education

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Buildings List The following is a list of buildings which can be built by anyone with the skills and resources. Municipal Governments have access to other building types which are considered to be publicly owned. Personal Commodity Building (Industrial) This building represents a building or area that is used to gather Commodities of a certain type. It could be a greenhouse for Cultivation, or a woodcutter’s hut for Lumber. It reduces the cost of Commodities in a single category for the owner when purchasing Commodities with Production Points.

- Level 1

Effect: Decreases Costs for a Commodity type by 5% Cost: 2500 Upkeep: 125 Labour: 1 General

- Level 2

Effect: Decreases Costs for a Commodity type by 10% Cost: 7500 Upkeep: 375 Labour: 3 General

- Level 3

Effect: Decreases Costs for a Commodity type by 15% Cost: 15,000 Upkeep: 750 Labour: 5 General

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Hostel/Hotel (General) Hostels and Hotels give visitors, often times merchants, a place to stay while they are in your town.

- Level 1

Effect: Slightly increases the amount of Crowns visiting merchants have. Cost: 2000 Upkeep: 100 Labour: 1 General

- Level 2

Effect: Increases the amount of Crowns visiting merchants have. Cost: 7500 Upkeep: 375 Labour: 4 General, 1 Academic

- Level 3

Effect: Greatly increases the amount of Crowns visiting merchants have. Cost: 15,000 Upkeep: 750 Labour: 10 General, 1 Academic, 1 Skilled

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Hospital (General) Hospitals help the local populace recover from disease

- Level 1

Effect: Treatment of Level 1 Diseases cost on resources Cost: 2500 Upkeep: 125 Labour: 1 Skilled

- Level 2

Effect: Treatment of Level 3 and lower Diseases cost on resources Cost: 7500 Upkeep: 375 Labour: 5 Skilled

- Level 3

Effect: Treatment of Level 5 and lower Diseases cost on resources Cost: 15,000 Upkeep: 750 Labour: 10 Skilled

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Walls/Fortifications (Security) These walls will grant protection for up to 4 buildings at once.

- Level 1

Effect: Protects 4 Buildings with wooden walls Cost: 5000 Upkeep: 50 Labour: None

- Level 2

Effect: Protects 4 Buildings with stone walls Cost: 10,000 Upkeep: 100 Labour: None

- Level 3

Effect: Protects 4 Buildings with reinforced stone walls Cost: 20,000 Upkeep: 200 Labour: 1 Skilled

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Religious Building (Temple) Gives the local populace a place to worship. This has a lesser effect if built for a deity

which is not one the majority of the town’s population worships.

- Level 1

Effect: Slightly increases Happiness in the municipality Cost: 2500 Upkeep: 125 Labour: 1 General

- Level 2

Effect: Increases Happiness in the municipality Cost: 7500 Upkeep: 375 Labour: 2 General

- Level 3

Effect: Greatly increases Happiness in the municipality Cost: 15,000 Upkeep: 750 Labour: 4 General, 1 Academic

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Shop (Marketplace) This building is mainly for a PC to set up a shop in town. It only does something if owned

by an NPC.

- Level 1

Effect: You can purchase goods from a Rank 1 Craftsperson Cost: 2500 Upkeep: 125 Labour: 1 Skilled

- Level 2

Effect: you can purchase goods from a Rank 5 Craftsperson Cost: 5000 Upkeep: 250 Labour: 2 Skilled

- Level 3

Effect: You can purchase goods from a Rank 10 Craftsperson Cost: 10,000 Upkeep: 500 Labour: 3 Skilled

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Public Attraction (Entertainment) These are places for the populace to gather for a leisurely time. A small attraction could

be a small pub or an outdoor garden, while a larger one could be a zoo or stadium.

- Level 1

Effect: Slightly increases Happiness in the municipality Cost: 1000 Upkeep: 50 Labour: 1

- Level 2

Effect: Increases Happiness in the municipality Cost: 5000 Upkeep: 250 Labour: 3 General

- Level 3

Effect: Greatly increases Happiness in the municipality Cost: 15,000 Upkeep: 750 Labour: 7 General

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School (Educational) This building exists to educate young minds. This only provides a basic education, but it

does increase the Happiness in the municipality.

- Level 1

Effect: Slightly increases Happiness in the municipality Cost: 2500 Upkeep: 125 Labour: 1 Academic

- Level 2

Effect: Increases Happiness in the municipality Cost: 5000 Upkeep: 250 Labour: 3 Academic

- Level 3

Effect: Greatly increases Happiness in the municipality Cost: 15,000 Upkeep: 750 Labour: 5 Academic

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Complete Skill List Name Teacher Prerequisite Cost

Combat Skills

Basic Weapon Group T None 5

Weapon Skill Rank D Base Weapon Skill 5 per Rank

Dual Wield T Any Weapon Skill 5

Extra Health O Previous Rank 2 per Point

Weapon Master T Base Melee Weapon Skill 10

Marksmanship T Base Ranged Weapon Skill 10

Small Shields T None 5

Large Shields D Small Shields 5

Magic Skills

Arcane Affinity N None 5

Arcane Vitality O Arcane Affinity 2 per Point

Encrypt D Arcane Affinity 6 per Rank

Decrypt D Arcane Affinity 8 per Rank

Faith Skills

Devout N None 5

Faith Points O Devout or Elf 2 per Point

Engineering Skills

Basic Engineering T Must be literate 5

Engineering Expertise D Basic Engineering or Previous Rank 5 per Rank

Skill Teacher Prerequisite Cost

First Primary Life Skill T None 5 per Rank

Second Primary Life Skill D Previous Rank 6 per Rank

Third Primary Life Skill D Previous Rank 7 per Rank

Etc. D Previous Rank 12

Secondary Life Skill Ranks O None 2 per Rank

Lores N None (max 5 per lore type at creation) 2 per Rank

Lock pick 1 T None 2

Lock pick 2-5 D Previous Rank 2 per Rank

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Steam Legends - Character Sheet

Player Name: Player Number: Character Name: Creation Date: Event Date: Total XP: Unspent XP: Species: Deity: Health: Faith Points: Vitality: Primary Spheres/Schools: Income for Current Event

Abilities Name Date Learned Taught By Cost

Enhancements/Notes:

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Name Type Date Learned Taught By (Initials) Cost

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