mystic realms item guide 2013-07-05

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Mystic Realms Item Guide 2013-07-05 Character Equipment & Weapons Created by Anton Kukal MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. is material is pro- tected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Mystic Realms, Ltd. is product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2014 Mystic Realms, Ltd. All rights reserved. Printed in the USA. Mystic Realms, Ltd.

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  • Mystic RealmsItem Guide

    2013-07-05

    Character Equipment & WeaponsCreated by Anton Kukal

    MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. This material is pro-tected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2014 Mystic Realms, Ltd. All rights reserved. Printed in the USA.

    Mystic Realms, Ltd.

  • ContEntsIntroduction .......................1Availability ..........................1Unavailable Items ....................1Worthless Items .......................1

    Magic or Science .................1Live-Action Hobby ..............1Crafting Themes ......................2Using Items ..............................2

    Entry Explanations ..............2

    Armor ...............................5Wearing ..................................5Appearance .............................5Damaging armor .....................5Damaged Armor ....................6Destroyed Armor ...................6Fashioning .............................6

    Armor Materials ......................6Ballistic Cloth ........................6Bark .......................................6Bone .......................................6Chitin .....................................6Leather ....................................7Metal ......................................7Plastic ....................................7Polymer Padding ...................8Quilted Fiber-Filled ................8Woven Cloth Clothing ............8

    Armor Items ............................8Armor Item, Arm (Left) .........8Armor Item, Arm (Right) ......8Armor Item, Back plate .........8Armor Item, Breastplate ........8Armor Item, Helmet .............8Armor Item, Leg (Left) ..........9Armor Item, Leg (Right) .......9

    Equipment ........................11Art Object ............................11

    Book ......................................11Obelisk, 3 feet ........................11Obelisk, 4 feet ........................11Obelisk, 5 feet ........................11Painting ..................................11Rod ........................................11Statue .....................................11Wand ......................................11

    Camping Equipment ............11Backpack ...............................11Fishing Tackle ........................12Fire Starting Kit .....................12Tent ........................................12Thick-wall Tent ......................12

    Climbing Equipment ...........12Rope .......................................12Rope, Sturdy ..........................12Rope, Unbreakable ................12Descender ..............................13Grappling Hook .....................13Piton .......................................13Ascender ................................13Rappel Harness ......................13

    Computers ...........................13Laptop Computer ...................14Tablet Computer ....................14

    Container .............................14Container, Normal .................14Container, Sturdy ...................14Container, Unbreakable .........14

    Doors ...................................14Door .......................................14Door, Sturdy ..........................14Door, Unbreakable .................15

    Explosives ...........................15Detonators ...............................15Fuse ........................................15Manual ...................................15Timer ......................................16

    Explosives ...............................16Depth Charge .........................16Focused Bomb .......................17Radius Bomb .........................17Suicide Bomb ........................18

    Fine Foodstuffs ....................18Aphrodisiac Foodstuff ...........18Intoxicating Foodstuff ...........18

    Locks ...................................19Lock Types ..............................19Keys .........................................19Picking Locks ..........................19Fashioning ...............................19Basic Lock .............................19Computer Lock ......................20Electronic Lock .....................20Mechanical Lock ...................20Occult Lock ...........................20

    Example Lock Cards ...............20Medical Equipment .............21

    Bandage .................................21Cane .......................................21Crutch ....................................21Poultice ..................................21Splint ......................................21Splint, Sturdy .........................22Syringe ...................................22

    Navigation Equipment .........22Compass ................................22Global Positioning System ....22Map ........................................22Sextant ...................................22

    Observation Equipment .......22Binocular ...............................22Candles ...................................22Camera ...................................23Detector ....................23Light Source ..........................23Motion Sensor .......................23Night Vision Goggle ..............24Spyglass .................................24Telescope, Mounted ...............24Time Piece .............................24

    Protective Gear ....................24Biohazard Wear .....................24Breathing Device ...................24Clothing ..................................25Exposure Wear .......................25Flotation Device ....................25Vacuum Membrane ................25

    Restraining Devices .............25Ball and Chain .......................26Control Collar or Cuff ...........26

    Gag ........................................26Manacle, Arm ........................26Manacle, Leg .........................26Rope .......................................26Rope, Sturdy ..........................27Rope, Unbreakable ................27Stockade ................................27Stun Collar or Cuff ................27Telepathic Muzzle ..................28

    Riding Equipment ................28Harness ..................................28Saddle ....................................28

    Tools .................................29Axe ........................................29Bar .........................................29Battering Ram ........................29Block and Tackle ...................29Broom ....................................29Chainsaw ...............................29Chisel .....................................30Crowbar .................................30Communicator .......................30Fire Extinguisher ...................30Hammer .................................31Handcart ................................31Hedge Clippers ......................31Ladder ....................................31Music Box .............................32Parachute ...............................32Scale ......................................32Shears ....................................32Shovel ....................................32Torch ......................................33Wrench ...................................33Writing Implement .................34

    Tool Kits ..............................34Construction Tools .................34Electricians Tools .................34Laboratory .............................34Lock Picking Tools ................34Mechanics Tools ...................34Occult Paraphernalia .............34Procedural Accouterments .....34Repair Tools ...........................35Surgical Tools ........................35Trap Tools ..............................35

    Weapons ...........................37Weapons, Melee ..................37Axes .........................................37Axe ........................................37Great Axe ...............................37Hand Axe ...............................37Small Axe ..............................37War Axe .................................37

    Axe-Blunts ...............................38Axe-Blunt ..............................38Great Axe-Blunt .....................38Hand Axe-Blunt .....................38Small Axe-Blunt ....................38War Axe-Blunt .......................38

    Brooms ....................................38Broom ....................................38Big Broom .............................39Great Broom ..........................39

    Hand Broom ..........................39Chainsaws ................................39Chainsaw ...............................39Great Chainsaw .....................39Short Chainsaw ......................39Long Chainsaw ......................40

    Clubs ........................................40Club .......................................40Great Club .............................40Hand Club ..............................40Small Club .............................40War Club ................................40

    Crowbars .................................40Crowbar .................................40Great Crowbar .......................41Short Crowbar .......................41Small Crowbar .......................41Long Crowbar ........................41

    Flexible Weapons ....................41Chain ......................................41Flail ........................................41Nunchaku ...............................41Three Section Staff ................42Whip ......................................42

    Hammers .................................42Hammer .................................42Great Hammer .......................42Hand Hammer .......................42Small Hammer .......................43War Hammer ..........................43

    Hedge Clippers ........................43Hedge Clipper ........................43Great Hedge Clipper ..............43Short Hedge Clippers ............43Long Hedge Clippers .............43

    Improvised Weapons ...............44Bottle, Broken ........................44Bottle, Unbroken ...................44Chair ......................................44

    Maces .......................................44Mace ......................................44Great Mace ............................44Hand Mace .............................44Small Mace ............................44War Mace ...............................45

    Poles ........................................45Bladed Staff ...........................45Bladed/Blunt Staff .................45Blunt Staff ..............................45Broom Staff ...........................45Chopping Polearm .................45Crushing Polearm ..................45Cutting Polearm .....................46Lance .....................................46Seizing Polearm .....................46Thrusting Spear .....................46Walking Staff .........................46

    Shovels ....................................46Shovel ....................................46Great Shovel ..........................47Long Shovel ...........................47Short Shovel ..........................47Small Shovel ..........................47

    Swords .....................................47Sword .....................................47Great Sword ...........................47Short Sword ...........................48

  • Small Sword ..........................48War Sword .............................48

    Torches ....................................48Torch ......................................48Great Torch ............................48Short Torch ............................48Long Torch .............................48

    Wrenches .................................49Wrench ...................................49Great Wrench .........................49Short Wrench .........................49Small Wrench ........................49Long Wrench .........................49

    Weapon, Shields ..................49Shield I, Non-Rnd, Held ........50Shield I, Rnd, Held ................50Shield II, Non-Rnd, Strap ......50Shield II, Rnd, Strap ..............50Shield II, Non-Rnd, Held .......50Shield II, Rnd, Held ...............51Shield III, Non-Rnd, Strap .....51Shield III, Rnd, Strap .............51

    Weapons, Ranged ................51Carrying Ammunition ..............51Quivers ...................................51Pouch ......................................51Canisters .................................51Box .........................................51

    Cost & Weight .........................51Applying Compounds ..............52Bows ........................................52Bow ........................................52Bow, Military ........................52Bow, Pulley ...........................52Bow, Short .............................53Crossbow ...............................53Crossbow, Hand .....................53Crossbow, Military ................53Crossbow, Pulley ..................53Crossbow, Repeater (1 H) ......54Crossbow, Repeater (2 H) .....54Sling Shot ..............................54Sling Shot, Military ..............54Sling Shot, Pulley .................54

    Bows (Mounted) ......................55Ballista, Heavy ......................55Ballista, Heavy, Repeater .......55Ballista, Light ........................55Ballista, Light, Repeater ........55Ballista, Medium ...................56Ballista, Medium, Repeater ...56Catapult ..................................56

    Guns .........................................56Automatic Gun ......................57Blow Gun ...............................57Burst Gun ...............................57Dart Gun, Two-Handed .........58Hand Gun ...............................58Military Gun ..........................58Multi-Barrel Gun, Heavy .......58Multi-Barrel Gun, Light ........58Multi-Barrel Gun, Medium ..58Rocket Gun, Heavy ...............59Rocket Gun, Light .................59Rocket Gun, Medium ...........59Sporting Gun .........................59Spray Gun (One handed) .......60Spray Gun (Two Handed) ......60Sniper Gun .............................60Sub-Automatic Gun ...............60

    Guns (Mounted) ......................60

    Cannon ...................................61Machine Gun, Heavy .............61Machine Gun, Medium ..........61Rocket Launcher ....................61Spray Gun ..............................62

    Thrown (Reusable) ..................62Balanced Thrown, Large .......62Balanced Thrown, Medium ...62Balanced Thrown, Small .......62Bola ........................................62Javelin, Large Shaft ...............63Javelin, Medium Shaft ...........63Javelin, Small Shaft ...............63Lasso ......................................63Net .........................................63Natural Thrown, Large ..........64Natural Thrown, Medium ......64Natural Thrown, Small ..........64Over-sized Object ..................64Spirit Tether ...........................64

    Thrown (One-Use) ..................64Dynamite ................................65Grenades .................................65

    Thrown Weapon Item ..............67Atlatl ......................................67Grenade Launcher ..................67Mounted Mortar .....................67Sling .......................................68

    Composite Weapons ..........69Automatic Gun Club ..............69Handgun Bal Throwing .........69Hand Gun Short Club ............69Hand Gun Short Sword .........69Military Gun War Club ..........70Military Gun Staff .................70Sling Staff ..............................70

    Weapon Modifications ......71Add-on Items ...........................71Carriage .................................71Mounted Wpn Cover Plate ....71Scope .....................................71Silencer ..................................71Pintle and Mount ...................71Turret .....................................71

    Upgrades ..................................72Buoyancy Compensator .........72Crit Dam Increaser (Melee) ...72Crit Dam Increaser (Ranged) .72Damage Dampener ................73Depletor .................................73Inertia Increaser (Melee) .......73Inertia Increaser (Ranged) .....73Powered Grip .........................73Surprise Dam Increaser .........73Unconscious Upgd (Melee) ...73Unconscious Upgd (Ranged) .74

    Meta Items ........................75Unbreakable Weapons ..............75Impervious Items ......................75Container, Impervious ...........75Door, Impervious ...................75Rope, Impervious ..................75

    Rending Weapons .....................75Strafing Weapons ......................75

    Artifact & Gadget Items ....77Skill Required ......................77

    Descriptions .........................77Making .................................78List of Items .........................78Ability Items ............................79Adhering Bands ....................79Bounding Bands ....................79Extender Stilts .......................79Flight Tubes ...........................79Hovering Bands .....................79Invul (Spec Dam) Disk ..........79Life Disk ................................79Liquid Tubes ..........................79Movement Bands ...................79Respiration Band ...................79Secrets Band ..........................79Strength Band ........................79Wound Block .........................79

    Feat Items ................................79Assassinating Wpn, Melee ....79Killing Wpn, Melee ...............79Killing Wpn, Ranged .............80Knocking Out Wpn, Melee ....80Knocking Out Wpn, Ranged .80Parry Disk ..............................80Dodge Disk ............................80Negate Disk ...........................80Phase Disk .............................80Shell Disk ..............................80Toughness Disk ......................80

    Knowledge Items ....................80Information ............................80Medical ..................................80Examination ...........................80Technical ................................80

    Power Items .............................81Beast Aversion .......................81Beast Dominion .....................81Conjuration Aversion .............81Conjuration Dominion ...........81Damage ..................................81Depletion ...............................81Health ....................................81Immobilization ......................81Injury .....................................81Item ........................................81Machine Aversion ..................82Machine Dominion ................82Mana ......................................82Mental Dominion ...................82Mental Manipulation .............82Mental Terror .........................82Spirit ......................................82Undeath Aversion ..................82Undeath Dominion ................82

    Artifact & Gadget Armor ..83Skill Required ......................83Materials ..............................83Making .................................83List of Armor Items .............83Arm Armor Items ....................83Back Armor Items ...................84Chest Armor Items ...................84Head Armor Items ...................84Leg Armor Items .....................84

    Computer Systems ............85Programs ..............................85Program Locks ....................86System Hardware ................86

    Access Point ..........................86Defensive Shielding ...............86Weapon System Turret ...........86Environmental Controls .........86Automatic Door Controls ......86

    Mounts and Vehicles .........89Operation .............................89Mount/Vehicle .....................89Body/Structure .....................90Combat With Pedestrians ....90Combat at Speed ..................90Vehicle Weapons .................91Mounts .................................91

    Ant .........................................92Bear ........................................92Boar .......................................92Goat .......................................92Fish ........................................92Horse ......................................92Lizard .....................................92Rhinoceros .............................92Snake .....................................92Scorpion .................................92Spider .....................................92Wolf .......................................92

    Personal Vehicles .................92Airboat ...................................93All Terrain Vehicle ..................93Automobile, Off-Road ...........93Automobile, Pick-up ..............93Automobile, Sedan ................94Automobile, Wagon ...............94Automobile, Van ....................94Balloon Basket ........................94Bicycle ...................................94Boat, Powered ........................95Boat, Row ...............................95Boat, Sail ................................95Broom ....................................95Canoe .....................................95Chariot ...................................96Dirt Bike .................................96Flying Carpet .........................96Flying Post .............................96Hang Glider ...........................96Helicopter ..............................97Jet Board ................................97Motorcycle (with Sidecar) ......97Personal Water Craft ..............97Propeller Tube .......................97Raft, Rubber ..........................98Raft, Wooden .........................98Scooter ...................................98Snowmobile ...........................98Space Craft ............................98Submersible ...........................99Wagon ....................................99

    Fortifications .....................101Fence ....................................101Battlement ............................101Gate House ..........................102Moat .....................................103Pitch Pot ..............................103Tower ...................................103Trench ..................................103

  • 1IntRoduCtIonThe many worlds and settings of Mystic Realms offer a broad selection of gear for equipping your character. The right items at the right time can provide your character the edge needed to achieve success in many situations.

    This book brings together, under one cover, the common items of character equipment found in the Mystic Realms multi-verse. Each entry provides the vital statistics and specific rules for using the item, as well as the standards for safely representing the item in live-action play.

    AvAILAbILIty Not all equipment is available to characters in every realm. Many items are inappropriate for certain settings and are thus unavailable in that setting. For example, futuristic-looking firearms would be inappropriate in worlds of low technology where characters are using primitive-looking bows and swords.

    The source materials for a setting provides a list of items available in that setting. If an item is not listed in the equipment list of the realm players are not permitted to bring that item into play. Thus, players should first consult the source materials, before deciding on equipment for their characters.

    unAvAILAbLE ItEMs Unavailable items are items that are not permitted in the realm of play. They are not listed as available to players in the realm.

    Unavailable items may be introduced by writers with the permission of the club producer for compelling story reasons. Unavailable items may never be brought out of the chronicle where they were introduced.

    Unavailable items are usually used by writers to showcase themes that are alien to the realm or experimental in nature. They are used in stories to enhance plot characters who use unexplainable forces or cutting edge theories and principles.

    Unavailable items will cease to function after the passage of a short period of time, because unavailable items require support (resources, knowledge, maintenance) beyond that of the realm.

    If an item appears in the realm that is not on that realms list of permitted items the characters from the realm will be unable to use the item even if they have a skill that would allow their use. For example, a machine gun could not be used by a character who uses flintlock rifles. Depending on the writing, player characters may use these items with additional in-game training or other requirements specified by the plots introducing the unavailable item.

    WoRthLEss ItEMs Worthless items have no value. Items can be worthless for many reasons. Perhaps the item was inadequately made, or

    maybe the item has been used so much that its worn out. Sometimes an item is worthless just because there are so many of the items around that no one needs to pay for it.

    Most weapons and gear found on the average person are not in the best of condition. They have been used, perhaps extensively, and have little resale value, and are prone to breaking. Characters gain nothing from gathering up these low quality and/or worn out items and weapons.

    LIVE-ACTION! All cast items (equipment, tools, weapons, etc) are assumed to be worthless, unless specifically excluded by value tags. Characters may use cast items in the scene that they appear in, but may not remove them from the location. If players are permitted to move the cast item, the item will be tagged as such.

    MAGIC oR sCIEnCE Items in the Mystic Realms multi-verse can find their basis in science or magic depending on the theme of the realm. Having a solid theme is important to giving different world settings a unique feel, and the theories underlying the operation of items contribute heavily to that theme.

    Magical items work and look very differently from scientific items. Oftentimes, a primitive world will have the same items as a technological world, but these items are vastly different in appearance and operation even though they have the same rules govern their use. By embracing these differences the setting becomes more real.

    A good example of this thematic difference is found in the flashlight. Its a common item found in every realm. In fact all live-action players are required to have a small flashlight to light their way in dark areas where footing may not be secure. In the modern world everyone knows the flashlight works on electrical batteries, but in other worlds players would have a different explanation. In a future-world players could explain the workings of their flashlight by batteries, nuclear fission or even anti-matter. Whereas, in a primitive world the operation of the flashlight could be the result of mana energy, herbal processes, or even captured lightning bugs.

    Another great example of thematic difference is the computer. In primitive, low-tech or steampunk settings the computer is a mostly mechanical device whose computing power comes from the turning of gears and moving of levers. Its a clunky, noisy machine full of brass work and glass. Whereas technological computers have the look of science-fiction with screens, key boards and molded cases.

    LIvE-ACtIon hobby The crafting of items is an exciting part of the hobby of live-action roleplaying, which is sometimes overlooked in the excitement of creating characters and making costumes.

  • 2While the costume is of paramount importance in capturing the image of a character, the items the character uses are just as important.

    Swords with beautifully crafted hilts and items of armor polished to a brilliant sheen are the obvious things to make and use, but other items should not be overlooked. A characters look can really be enhanced by simple things like a coil of rope over their shoulder, a crowbar on their belt, a pouch with a compass and maps. These characters look and feel real, because they carry things that would be carried if the world was real.

    CRAftInG thEMEs Crafting nice-looking items for a character is fun to do and adds so much to the theatric environment. Every world has a theme and live-action players should craft their items to enhance that theme.

    To illustrate theme, the flash light can again be used as worthwhile example. A flash light in the modern world would be left pretty much as it is, but if the flashlight was going to be used in another setting appropriately decorating the item would enhance the experience for everyone at the event. In a futuristic world, the player could paint the flight light with chrome paint and glue a few old computer chips to the outside. Similarly, a flash light used in a magic driven fantasy world could be enhanced by painting it copper and covering it with fake gems and painted magical symbols.

    The computer is another fine example of how to capture themes. An old fashioned typewriter makes a exciting keypad for a steampunk world, whereas any old laptop could be used in a contemporary earth setting. The modern laptop can be turned futuristic with a coat of chrome paint.

    usInG ItEMs When playing live, in addition to their game function, items serve another very important function. They become props allowing greater theatrics. Players all have weapons because they are necessary for combat interactions, but there is so much more fun to be had when a player embraces the use of items in non-combat interactions.

    For example, taking the time to create a personalized tool kits will allow a character to roleplay their environmental interactions with a much greater flair. Picking a sign lock becomes so much more enjoyable when the required time is spent opening a pouch, removing tools, and fiddling with the lock in a way that emulates picking.

    Making compounds is much more fun when a player really has a laboratory with liquids or fine sands to mix in test tubes and beakers. Performing rituals by laying out a mat with symbols, turning on a few LED candles and waving a finely crafted time reducing device is so much more exciting than simply saying words and watching the clock.

    During live play items become theatric props that allow players to have a greater connection to the setting and this makes becoming the character easier for the player.

    EntRy ExpLAnAtIons Every item has a series of entries that define the item; only the pertinent entries are listed beneath each item.

    Skills: A list of the skills required to use the item. If this entry is not listed the item is a general item that requires no specific skills for its use.

    Structure: The amount of damage the item can take before it breaks. When the structure is reduced to zero the item will not function.

    Weight: The weight of an item is given in pounds. If there is no weight listed the item does not count towards encumbrance of a character. The weight listed for items does not include accessories or ammunition. For example, a loaded heavy machine gun would weigh 75 pounds (25 for the 20 shots and 50 for the machine gun itself)

    Fabrication: A list of the skills required to create an item.

    Hands: The number of hands required to use the item.

    Mana: The amount of mana or power level of the mana substances needed to fashion the item.

    Damage: The amount of generic damage the item causes.

    Type: This states the type of weapon which is important for determining which feats can be used with the weapon. Melee weapons are divided into body, chopping, crushing, cutting, seizing and rending. Ranged weapons are divided into projecting, piercing, shooting, throwing, tangling and strafing.

    Modifier: The damage modifier caused by the ammunition of the weapon. Break will damage sturdy, Burst causes an area effect. Impact causes the damage to bypass shields. Breach will bypass shields, concealment and light cover. Anytime a modifier is used in live-action the aim count of the weapon is increase by three.

    Effect: Any additional effects caused by the items use. For example, some weapons can cause move or stun effects.

    Aiming: Aiming is the base count for the damage that must be spent preparing between each shot of a ranged weapon. The user may make a lower damage snap-shot by completing the lower aim count and calling the appropriate damage. The same amount of ammo is used, but the shot does less damage.

    Shots: Shots are the maximum number of times a ranged weapon can be aimed and fired between reloads. A shot represents a single damage causing attack and does not reflect differences in weapon design and function. Some weapons shoot many individual rounds as one attack, while others fire one large slug, but both cause the same amount of damage in the shot.

  • 3Ammo: Ammo states the general type of ammunition that is required to shoot the ranged weapon. For example, bows shoot arrows, crossbows shoot bolts, guns shoot bullets and beam weapons shoot beams. Both bullets and beams are stored in small cartridges that are loaded into the weapon in a similar manner. Types of weapon ammunition are not interchangeable. For example, bullets, arrows or bolts cannot be shot out of a beam gun.

    Reload: The minimum time it takes to reload the weapon after it runs out of shots. Characters may load multi-shot weapons and keep them loaded indefinitely. One shot guns may be stored loaded, but one shot bows must be loaded immediately before firing. Unless otherwise noted, the reload is equal to the damage caused by the weapon.

    Range: This is the maximum effective range for a weapon. Range is not the maximum distance the weapon can shoot, instead range represents the distance where hits in combat are very likely.

    DICE-PLAY! The range increment determines the modifiers when using a ranged weapon.

    LIVE-ACTION! Ranges of 1 to 5 have a vertical effective distance of 50 feet. Ranges from 6 and greater have a vertical distance of 100 feet, provided the weapon is stationary and supported. When using non-mounted weapons the character must be stationary and the weapon must be held on or against a firm and stable support such as a tree, fence or wall. Mounted weapons that are properly mounted are considered stable. A character cannot gain vertical increased range if he or she is not stationary. The benefit is lost if the character is walking, running, riding on a vehicle, hovering or flying.

    Mounting: The time in minutes required to secure and prepare a mounted weapon before it can be fired. Characters can work together to reduce the mounting time. Each additional character will reduce the time needed by one minute; the time cannot be reduced below one minute. Dismounting a mounted weapon can be accomplished in ten seconds.

    Function: Describes what the item does during play.

  • 4

  • 5ARMoR Armor is worn to protect a character from damage and injury. Armor protects body locations. There are seven body locations that can be covered with armor: head, front torso, rear torso, left arm, right arm, left leg and right leg. The armor item covering each body location is an individual item and functions to protect only that area.

    Many different materials and designs have been used to create armor, and all of these have different strengths and weaknesses. Basic armor items have non-sturdy armor structure. Armors that are heavy and cumbersome will also have sturdy structure representing its greater durability.

    WEARInG Characters cannot wear more body covering armor items than they have skill to wear. If they cover more body sections with armor items than they have skill to wear then they cannot use skills. Example: A character with armor I-III cannot wear more than three items of armor covering three body sections. A character with armor VII can cover all sections of their body.

    LIVE-ACTION! Players are not allowed to wear stiff armor or armor like materials covering their hands as their hands could accidentally strike others causing serious injury. No armor item may have any spikes, sharp edges or other dangerous protrusions.

    AppEARAnCEArmor items must be appropriate for the setting and/or for the character or they may not be worn. Armor items must be have the look and feel of real armor. Clothing items cannot be armor. For example, a thin leather vest or a fur tabard will not grant armor points, nor will a corset with boning as both are merely articles of clothing and would have no real world armor protection.

    LIVE-ACTION! Armor that does not contribute to the role playing environment must not be allowed by club administrators. For example, items of a modern design or appearance may not be worn in a fantasy setting. Similarly, players should not simply use their fantasy armor in a sci-fi setting to get the protections.

    dAMAGInG ARMoRThe non-study armor structure is the armors ability to cushion attacks against the wearer by subtracting the armor items current structure from damage caused to the wearer through the armor. Non-sturdy armor will absorb damage up to its maximum structure. When an attack lands on the armor item the armors current structure reduced. This reduction is subtracted from the attack, and the remainder (if any) passes through to the target. Armor reduced to zero structure no longer absorbs damage allowing damage to pass through and wound the wearers body.

    The sturdy armor structure represents the integrity of the armor that allows the item to prevent serious harms to the wearer. Only armor items made with bulky, dense, or heavy armor materials have sturdy structure. Sturdy armor structure will cancel damage, injuries, unconsciousness, and death caused by melee, ranged or surprise feats so long as the melee, ranged or surprise feat hits the armor item and armor sturdy structure remains.

    Hits causing break or fragment damage will damage the non-sturdy armor structure first (if undamaged) and then the remainder will damage the sturdy structure with extra passing through to wound the characters body.

    DICE-PLAY! In order to provide protections the character makes a STA check to counter the attack. The test is a free activity. Success indicates that the damage of a normal strike is absorbed by the armor or feat damage, injury or unconsciousness is canceled by the armor. Failure causes the character to suffer the effects the attack.

    LIVE-ACTION! In order to absorb the damage of a normal strike or cancel feats the attack must strike the armor item. Since the head is not a valid target, head armor items are damaged if the torso is struck and there is no armor protection on the torso (chest or back) that is able to be damaged. The head and torso protect against different feat effects, so although all live-action hits are delivered to the torso the different feats effects are blocked by their respective armor items.

    Injected Compound Protections: Armor that has non-sturdy or sturdy structure remaining will block injected compound attacks. If the armor has neither non-sturdy or sturdy structure when the attack is made, then the armor does not stop the compound. If the compound strikes a part of the body not protected by armor then the character is not protected.

    Undetermined Location: When damage is caused to a target and the body location is not readily apparent (for example, impacting on a shield, breaching on a shield or concealment, explosion, falling, trap damage, or a burst effect) the armor item closest to the source will take the damage first, then the front/back torso armor, then the head armor, and then body wound will occur.

    Damage always flows logically through the armor sections that could be hit. In cases where the upper body is more of the target than the legs will likely be unaffected. Similar, if the attack is oriented from the front, the back armor will be unaffected. Its the targets call which extremities are affected and how the damage flows inward. Characters suffering falling or exposure damage will take damage on all armor items spreading damage to all armored body locations before suffering wounds to body.

    For example, a character struck with impacting damage on a shield causes the damage to flow to the arm (subtracting armor) to the front torso (subtracting armor), possibly to the

  • 6head armor (subtracting armor) and then the remainder of the damage is applied to the body. Similarly stepping on a pressure plate trap applies damage to the legs, then front and back torso, and then body. In this case, the head and arms would not be affected.

    dAMAGEd ARMoR When non-sturdy armor structure is reduced to zero the armor item is considered broken and must be repaired before it can absorb more damage.

    When armor sturdy structure is reduced to zero the armor item will no longer cancel damage, injuries, unconsciousness, and death caused by melee, ranged or surprise feats.

    Armor structure (non-sturdy and sturdy) can be repaired by using the repair skill. Each armor item is individually repaired. A character may repair armor while wearing the item if all parts of the item can be easily reached and examined. Thus, a helmet and back plate will generally need to be removed to be repaired by the wearer, while leg, arm and breast armor can generally be repaired while worn. Of course another character could repair the helmet or back plate without removal.

    These field repairs represent a quick fix such as quickly tying together tears with cord or even bending closed holes in plate using pliers.

    dEstRoyEd ARMoR Individual armor items can be destroyed by certain skills. Destroyed armor items cannot be repaired and will not contribute to the characters armor.

    LIVE-ACTION! Destroyed items must be removed from the character at the earliest convenient time as they cannot be worn.

    fAshIonInG The structure of an armor item is determined when it is created and will never change through the life of the armor item. The structure of the armor item and the skills needed to fashion is determined by the armor material.

    LIVE-ACTION! The physical representation must be an item of armor and cannot be simply an article of clothing, unless the armor material woven synthetic is permitted in the realm.

    ARMoR MAtERIALs Armor items can be made from various materials. All the materials listed below can be used to make armor, but only when the materials meet a specific standard of integrity will the materials provide study structure.

    bALLIstIC CLoth Fabrication: chemistry, fashioning IIPhysical Representation: armor item in the form of a Kevlar ballistic vest or similar modern protective material.

    Ballistic cloth armors are made from woven, quilted, or layers of a special heavy-duty cloth. Ballistic cloth armors of sufficient thickness (1/4 inch or thicker) grant sturdy structure.

    LIVE-ACTION! Paintball clothing with little pads could be used to get non-sturdy armor structure, but sturdy structure requires the wearing of actual ballistic vests composed of thick kevlar or other material with real world stopping power.

    bARK Fabrication: survival, fashioning IPhysical Representation: armor item made of bark

    Bark is a thick fibrous covering found on plants and trees. Bark armor is made by using plates of bark that are tightly laced together or overlapped. Solid, heavy bark of sufficient thickness (1/4 inch or thicker) grants sturdy structure.

    LIVE-ACTION! Bark armor can be made from actual wood. Bark can also be made from plastic and will grant sturdy structure if the armor items meet the thickness requirement listed under the plastic armors. Bark facsimile armor must be painted or otherwise decorated to have a bark-like appearance.

    bonE Fabrication: survival, fashioning IPhysical Representation: armor item made of bone

    Bone armor is made from the bones of the beasts or beings. Bone armor is made from lacing bones together in a tight fashion.

    Bone Bead: Bone bead armor consisted of hollowed out pieces of bone laced into rows or arranged in tight patterns that cover a body section. The lacing can be of cloth, leather, or plastic cord or metal rings. Sturdy bone bead armor of sufficient thickness (3/8 inch or thicker) with a tight pattern has sufficient density to provide sturdy structure.

    Bone Lamellar: Bone lamellar armor consists of small rectangular plates which are pierced in various locations and laced together into rows. The lacing can be of cloth, leather, or plastic cord or metal rings. Sturdy bone lamellar armor made of hard bone pieces (3/16 inch or thicker) has sufficient density to provide sturdy structure.

    Bone Plate: Bone plate armor encases the body in bobey protection. The joints are generally articulated. Plates made of hard bone (3/16 inch or thicker) has sufficient density to provide sturdy structure.

    LIVE-ACTION! Thin or soft facsimile bone costume pieces will provide basic armor, but no additional benefit. Bone armor can also be modeled by using plastics or metal and will grant sturdy structure if the armor items meet the thickness requirements under the appropriate armor listing. Bone-like materials must be painted or otherwise decorated to have a bone-like appearance.

    ChItIn Fabrication: mechanics, fashioning III

  • 7Physical Representation: armor item made of plastic lamellae

    Chitin is a tough, fibrous substance that is the principal component of shells and exoskeletons. Solid, heavy pieces of chiton (the equivalnet of metal of plastic) grant sturdy structure.

    Chiton Lamellar: Chiton lamellar armor consists of small rectangular plates which are pierced in various locations and laced together into rows. The lacing can be of cloth, leather, or plastic cord or metal rings. Sturdy chiton lamellar armor made of hard bone pieces (3/16 inch or thicker) has sufficient density to provide sturdy structure.

    Chiton Plate: Chiton plate armor encases the body in boby protection. The joints are generally articulated. Plates made of hard chiton (3/16 inch or thicker) has sufficient density to provide sturdy structure.

    LIVE-ACTION! Thin or soft facsimile chiton costume pieces will provide basic armor, but no additional benefit. Chiton armor can be modeled using metal or plastic and will grant sturdy structure if the armor items meet the thickness requirements under the appropriate armor listing. Chiton-like materials should be painted or otherwise decorated to clearly look chitinous in appearance.

    LEAthERFabrication: mechanics, fashioning IIIPhysical Representation: armor item made of leather lamellae

    Leather armor is made from the treated hide of an animal that is made more durable by the manufacturing process. This category includes facsimile leathers, such as vinyl imitations and faux fur.

    Leather Lamellar: Leather lamellar armor consists of small rectangular leather plates which are pierced in various locations and laced together into rows. The lacing can be of cloth or leather cord or metal rings. Leather (12 ounce, 3/16 inch) has sufficient density to provide sturdy structure.

    Leather Plate: Leather plate armor may be laced onto the body or may consist of articulated pieces. Leather jackets and vests may provide non-sturdy armor. Leather armor of sufficient thickness (10 ounce / 5/32 inch or thicker) has sufficient density to provide sturdy structure.

    Leather Scale: Leather scale armor is armor in which the individual scales of leather are sewn or laced to a backing by one or more edges and arranged in overlapping rows resembling the scales of a fish or reptile. Scale armor made of leather (12 ounce, 3/16 inch) scales on a leather or heavy cloth backing has sufficient density to provide sturdy structure.

    LIVE-ACTION! Leather armors must represent actual armor. Leather pants and leather vests would not count as armor as they are thin leather being little more than clothing. A leather motor cycle jack and leather duster would provide armor as both have a lining as well as leather protection. Motorcycle

    riding chaps would also be armor as they are designed to be worn over clothing and do provide protection.

    Facsimile leathers may be used as cheap alternative to real armor but they must be made to look like armor. Simple tabards of vinyl or fur will not suffice to provide. They must have additional modeling such as metal studs or some kind of sewn backing which provides durability.

    MEtAL Fabrication: mechanics, fashioning IIIPhysical Representation: armor item made metal

    Steel, iron, copper, bronze, tin, or aluminum chain may be used in the making of metal armor.

    Metal Mail: Metal mail armor is made of interwoven metal chains. Metal mail armor made of steel, copper or bronze (14 gauge or thicker steel links no larger than inch inside diameter, 12 gauge or thicker copper or bronze links no large than inch inside diameter) has sufficient density to provide sturdy structure.

    Metal Lamellar: Metal lamellar armor consists of small rectangular plates which are pierced in various locations and laced together into rows. The lacing can be of cloth, leather, or plastic cord or metal rings. Metal lamellar armor made of steel (16 gauge or thicker) or copper/ bronze (14 gauge or thicker) has sufficient density to provide sturdy structure.

    Metal Plate: Metal plate armor encases the body in form fitting metal plates. The joints are generally articulated. Metal plates made of steel (16 gauge or thicker) or copper/ bronze (14 gauge or thicker) have sufficient density to provide sturdy structure.

    Metal Scale: Metal scale armor is armor in which the individual scales are sewn or laced to a backing by one or more edges and arranged in overlapping rows resembling the scales of a fish or reptile. Scale armor made of steel, copper or bronze (18 gauge or thicker) with leather or heavy cloth backing has sufficient density to provide sturdy structure.

    LIVE-ACTION! Thin and light metals are able to provide non-sturdy armor structure, but only the heavier more durable metals will provide sturdy armor structure. Metal armor can be modeled using plastics and will grant sturdy structure if the armor items meet the thickness requirements under the appropriate armor listing. Metal facsimile armor must be painted or otherwise decorated to have a lacquered painted look or metal-like appearance. Metal armor cannot be modeled using tin-foil over

    pLAstIC Fabrication: mechanics, fashioning IIIPhysical Representation: armor item made of plastic lamellae

    Plastic is a synthetic materials made from organic polymers that can be molded into shape when soft and then set into a rigid or slightly elastic form. The category of plastic material includes fiberglass and resin materials.

  • 8Plastic Lamellar: Plastic lamellar armor consists of small rectangular plastic plates which are pierced in various locations and laced together into rows. The lacing can be of cloth, leather, or plastic cord or metal rings. Sturdy plastic lamellar armor made of hard plastic (3/16 inch or thicker) has sufficient density to provide sturdy structure.

    Plastic Plate: Plastic plate armor encases the body in form fitting high strength plastic armor items. The joints are generally articulated. Plates made of hard plastic (3/16 inch or thicker) has sufficient density to provide sturdy structure.

    Plastic Scale: Plastic scale armor is armor in which the individual scales are sewn or laced to a backing by one or more edges and arranged in overlapping rows resembling the scales of a fish or reptile. Scale armor made of hard plastic (3/16 inch or thicker) with leather or heavy cloth backing has sufficient density to provide sturdy structure.

    LIVE-ACTION! Thin or soft plastic costume pieces will provide basic armor, but no additional benefit.

    poLyMER pAddInG Fabrication: chemistry, fashioning IIPhysical Representation: armor items made from sculpted foam pads such as sports equipment

    Polymer armors are flexible, compressive materials that resist impacts by cushioning the shock. They are generally molded to the body. Polymer armors of sufficient thickness (3/8 inch or thicker) has sufficient density to provide sturdy structure.

    LIVE-ACTION! Polymer pad armors are most often represented by modern sporting equipment. Polymers are not used in fantasy settings as its so indistinguishably modern looking, but in post apocalyptic worlds old sporting equipment gives just the right look for many character types. Sporting equipment is also useful to represent polymer armors in sci-fi settings with a little decoration and brand name removal.

    QuILtEd fIbER-fILLEdFabrication: fashioning IIPhysical Representation: quilted fiber-filled armor item.

    Quilted armors are made from layered cloth that is quilted and filled with fibrous materials. Quilted fiber-filled armors of sufficient thickness (3/8 inch or thicker) grant sturdy structure.

    LIVE-ACTION! Quilted armor must be a fitted arming jacket, gambeson, or other heavily padded armor article.

    WovEn CLoth CLothInGFabrication: chemistry, fashioning IPhysical Representation: flight suits and clothing made of futuristic looking reflective materials

    Woven cloth is a lightweight durable material that appears to be very much like normal cloth and is used to encourage certain types of clothing appropriate for realms. Woven cloth clothing is limited to types of clothing that have a work function, such as combat suits, flight suits, hazard suits, bib

    overalls, aprons, and other special purpose clothing. Woven cloth armor does not grant additional benefits.

    LIVE-ACTION! High tech settings make use of this armor to encourage the use of flight suits, jump suits and reflective futuristic looking clothes. In post-apocalyptic setting thick cloth (denim or canvas) over wear ( bib coveralls or aprons) will count as woven cloth if extra layers of material is added to the base layer a bulky look.

    ARMoR ItEMs The body is protected by armor items. There are seven types of armor items and each are made individually. The non-sturdy structure of the item is listed first and if the item qualifies the sturdy structure is listed. Under weight, the first number is the weight of the non-sturdy item, while the second number is the items weight if it qualifies as having sturdy structure.

    ARMoR ItEM, ARM (LEft) Skills: ArmorMana: 1Structure: 1 and 1 sturdyWeight: 1 / 2.5

    This armor item provides 1 structure on the left arm. Sturdy armor items will cancel damage and limb injuries, caused by melee, ranged or surprise feats.

    ARMoR ItEM, ARM (RIGht) Skills: ArmorMana: 1Structure: 1 and 1 sturdyWeight: 1 / 2.5

    This armor item provides 1 structure on the right arm. Sturdy armor items will cancel damage and limb injuries, caused by melee, ranged or surprise feats.

    ARMoR ItEM, bACK pLAtE Skills: ArmorMana: 2Structure: 1 and 1 sturdyWeight: 2 / 5

    The back plate covers the rear torso and has 1 structure. Sturdy armor items will cancel damage, vital injuries, and death caused by melee, ranged or surprise feats.

    ARMoR ItEM, bREAstpLAtE Skills: ArmorMana: 2Structure: 1 and 1 sturdyWeight: 2/ 5

    The breastplate covers the front torso and has 1 structure. Sturdy armor items will cancel damage, vital injuries, and death caused by melee, ranged or surprise feats.

    ARMoR ItEM, hELMEt Skills: ArmorMana: 1

  • 9Structure: 1 and 1 sturdyWeight: 2 / 5

    A helmet has 1 structure. Sturdy armor items will cancel damage, eye injuries, vocal injuries, and unconsciousness caused by melee, ranged or surprise feats. A helmet that covers the front, back, sides and top of the head (as in an army helmet) will provide full protection a face covering is not required.

    ARMoR ItEM, LEG (LEft) Skills: ArmorMana: 1Structure: 1 and 1 sturdyWeight: 1 / 2.5

    This armor item provides 1 armor on the left leg. Sturdy armor items will cancel damage and limb injuries, caused by melee, ranged or surprise feats.

    ARMoR ItEM, LEG (RIGht) Skills: ArmorMana: 1Structure: 1 and 1 sturdyWeight: 1 / 2.5

    This armor item provides 1 armor on the right leg. Sturdy armor items will cancel damage and limb injuries, caused by melee, ranged or surprise feats.

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    EQuIpMEnt The following is a list of common items available to characters in the worlds of Mystic Realms. Each source book will contain a complete list of items permitted in that realm as well as description of additional items.

    ARt objECt The expression of art is central to a civilized society and beautiful created objects have a power of their own. An art object is made by an artist and its value is determined by its aesthetic appeal.

    booK Skills: GeneralStructure: 1Weight: 1Fabrication: fine artsPhysical Representation: elegant book

    An elegantly written and illustrated book is a work of art into unto itself.

    obELIsK, 3 fEEt Skills: GeneralStructure: 3Weight: 30 Mana: 1Fabrication: fashioning IPhysical Representation: obelisk

    An obelisk is a pillar having a square or rectangular cross section tapering toward a pyramidal top.

    obELIsK, 4 fEEt Skills: GeneralStructure: 4Weight: 40Mana: 2Fabrication: fashioning IPhysical Representation: obelisk

    An obelisk is a pillar having a square or rectangular cross section tapering toward a pyramidal top.

    obELIsK, 5 fEEt Skills: GeneralStructure: 5Weight: 50Mana: 3Fabrication: fashioning IPhysical Representation: obelisk

    An obelisk is a pillar having a square or rectangular cross section tapering toward a pyramidal top.

    pAIntInG Skills: GeneralStructure: 1

    Weight: 1Mana: variesFabrication: fine artsPhysical Representation: painting

    A painting is an artistic composition made by applying paint to a surface.

    Rod Skills: GeneralStructure: 1Weight: 1Mana: 1Fabrication: fine artsPhysical Representation: rod greater than 35 inches

    A rod is a length of bone, metal, wood or similar material etched with arcane or technological symbols, set with jewels or otherwise decorated in the traditional fashion of a magical (ritual) or technological (procedure) instrument.

    stAtuE Skills: GeneralStructure: 1Weight: 1Mana: variesFabrication: fine artsPhysical Representation: statue

    A statue is a three dimensional work of art, usually sculpted from stone, clay or other workable material.

    WAnd Skills: GeneralStructure: 1Weight: 1Mana: 1Fabrication: fine artsPhysical Representation: wand 15-25 inches

    A wand is a length of bone, metal, wood or similar material etched with arcane or technological symbols, set with jewels or otherwise decorated in the traditional fashion of a magical (ritual) or technological (procedure) instrument.

    CAMpInG EQuIpMEnt This equipment is useful when traveling in the wilderness.

    bACKpACK Skills: generalStructure: 1Mana: 1Fabrication: fashioning IPhysical Representation: backpack

    A backpack is a waterproof multi compartment storage sack usually made of cloth and attached to a frame.

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    fIshInG tACKLE Skills: survivalStructure: 1Mana: 1Fabrication: fashioning I, survivalPhysical Representation: pole, rope and baited hook

    Fishing tackle allows the character to fish by using a baited hook. If any character voluntarily bites the hook the character is restrained by the baited hook and line provided the fisher has equal or greater strength. Removing a hook is a full concentration activity that requires two hands and taking five seconds. A baited hook that has been bitten is treated as a restraining effect. A hooked character can remove a hook from their own mouth in one minute is the line is left unattended.

    fIRE stARtInG KIt Skills: survivalStructure: 1Mana: 1Fabrication: fashioning I, survivalPhysical Representation: Dry container with fire starting supplies

    A fire starting kit enables a skilled character to start fires. Starting a fire is a full concentration activity requiring two hands, but taking only a moment, if the object to be set on fire is highly flammable, otherwise the time to create the fire depends the objects susceptibility to the fire starting method.

    tEnt Skills: generalStructure: 5Weight: 5Mana: 1Fabrication: fashioning I, survival

    Tents provide shelter from inclement weather. They provide very little protection from actual attacks.

    thICK-WALL tEnt Skills: generalStructure: 5 sturdyWeight: 50Mana: 2Fabrication: fashioning II, survival

    Thick-wall tents are constructed by weaving resilient fibers into tent walls and strengthening the tent supports and poles.

    CLIMbInG EQuIpMEnt This equipment is useful when climbing vertical surfaces.

    RopE Skills: bindings to tie and untie knots, climb to moveStructure: 1Mana: 1 per 30Fabrication: bindings, fashioning I

    Physical Representation: Must be at least 1/4 inch in thickness to be considered a rope for in-game use.

    A rope can be used for climbing treacherous vertical terrains and bypassing terrains on or below the level of the ground. Ropes cannot be used to bypass impassible terrains. (A rope can also be used to restrain (see restraining devices).)

    Bindings is a specialized skill that allows characters to tie effective knots for climbing (see bindings knowledge). Climbing is a skill that allows characters to move vertically on a anchored rope and horizontally on a rope that is strung between two secure points (see climbing knowledge).

    Reducing a ropes structure to zero separates the rope into two pieces at the location where the damage contacted the rope. Repairing the rope splices the rope back into one length. Destroying the ropes structure will destroy a full length equal to the amount of structure destroyed.

    DICE-PLAY! The placement of the rope is represented on the stage. Rope is cut by making an attack against the rope to cause damage.

    LIVE-ACTION! When attaching a rope to another participant the rope is never tied in a knot. For safety reasons, participants may only loop the rope around themselves. Ropes tied to inanimate objects should always be tied with a slip knot.

    When using a rope to move horizontally in an effort avoid in-game obstacles (such as cleft terrains, water or mud) the rope should be strung at chest height over the tarp representing the obstacle in such a manner as to allow a character to hold onto the rope and roleplaying hanging from the rope above the obstacle they are bypassing. Players do not actually hang on the rope, but walk across the tarp while roleplaying arm movements along the rope.

    When using a rope to move vertically the rope must be physically long enough to reach the entire in-game distance (to the bottom of the pit or cliff face). Players may must place one hand on the rope at all times and then roleplay climbing.

    Ropes can never be left strung horizontally across as some one may run into them causing injury to themselves or damage to their vehicle. Players using ropes must take them down before leaving the vicinity.

    RopE, stuRdy Skills: bindings to tie and climb to moveStructure: 1 sturdyWeight: 1 Mana: 1 per 15Fabrication: bindings, fashioning IPhysical Representation: Must be at least 3/8 inch in thickness to be considered a study rope for in-game use.

    All rules of normal rope apply; sturdy rope cannot be broke with strength or damaged with normal damage.

    RopE, unbREAKAbLE Skills: bindings to tie and climb to moveStructure: 1 unbreakableWeight: 1

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    Mana: 2 per 15Fabrication: bindings, fashioning IPhysical Representation: Must be at least 1/2 inch in thickness to be considered an unbreakable rope for in-game use.

    All rules of normal rope apply; unbreakable rope cannot be broke with strength or damaged with normal or break damage.

    dEsCEndER Skills: bindings, climb IStructure: 1 sturdyMana: 1Fabrication: fashioning II, mechanicsPhysical Representation: small device six inches long and wider than the rope to be descended

    The descender allows a character to climb down an anchored climbing rope at a fast move using one hand to move.

    GRAppLInG hooK Skills: bindings, throw IStructure: 1 sturdyWeight: 3Mana: 1Fabrication: climb I, fashioning IIPhysical Representation: Foam hook

    A grappling hook can be used to fasten a rope securely to an out-of-reach position that is within distance. The character must remain stationary and use 2 hands. The maximum vertical range of a thrown grapple is 30 feet. The character must throw the hook at a stationary target (tree, rock ledge, railing, etc) that could support the weight of a climbing character. Once attached the rope is firmly anchored until the character releases the rope by shaking the hook free. A grappling hook is a balanced throwing weapon, but cannot be used as a weapon if a rope is attached.

    DICE-PLAY! Attaching a hook requires one act. The range increment is 2. The difficulty can be increased if the target is very small (narrow ledge, small branch, etc.) A successful PER test results in the hook being firmly affixed to the target. The hook can be removed with a simple general PER test. Removing also requires one act. The character must remain stationary and use 2 hands.

    LIVE-ACTION! The character is required to throw the hook so that it catches on a target that could support the weight. Characters should pull gently on the grappling hook to ensure that it is attached, but real weight may never be placed on a grappling hook. Characters must free the hook by shaking the line or pulling the hook free.

    pIton Skills: climb IStructure: 1 sturdyWeight: 1Mana: 1Fabrication: fashioning II

    Physical Representation: Dull spikes. A sturdy piton is represented by a approved combat facsimile.

    Pitons are a small spike with an eye for attaching a rope. Pitons can be driven into a solid surface with a hammer or other solid object in five seconds. The character must remain stationary and use 2 hands. The piton forms a firm anchor point on which a rope can be attached. The piton will support as much weight as the rope. Pitons cannot be placed into unclimbable surfaces. Sturdy pitons can be used as a balanced thrown weapon and follow all the rules for ranged weapons.

    DICE-PLAY! Driving a piton requires one act. A successful simple DEX test results in the piton being firmly attached. The difficulty of the test can be increased if the substance is extremely hard or had no cracks in which to place the piton. The piton can be pried lose with a simple general DEX test. Removing also requires one act. The character must remain stationary and use 2 hands.

    LIVE-ACTION! The character must roleplay the driving and removing of the spike.

    AsCEndER Skills: bindings, climb IStructure: 1 sturdyMana: 1Fabrication: fashioning II, mechanics,Physical Representation: small device six inches long and wider than the rope to be ascended

    The power ascender allows a character to climb up an anchored climbing rope at a fast move using one hand to move.

    RAppEL hARnEss Skills: bindings, climb IStructure: 1Mana: 1Fabrication: bindings, fashioning IIPhysical Representation: harness and carabineer

    A rappel harness allows a character to remain at a fixed position on a rope and use both hands for other purposes when not moving up or down. The initial clipping into the harness takes five seconds.

    CoMputERs This entry is for small portable computers. Larger computer systems have their own entry later in this book. Portable computers are versatile devices and depending on the technological sophistication of the realm they can be used for making calculations, information processing, data storing, control of systems, hacking other computer systems, and so forth.

    Mechanical computers were known to people of low technology levels, while realms with sophisticated technology use computers built of electronic or optical circuitry. Magipunk worlds may have computers running on magical

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    energies, while steampunk setting may have steam operated computing devices with belching smoke and clattering gears.

    LAptop CoMputER Skills: computers IStructure: 2Weight: 5Mana: 1Fabrication: computers II, electronics II, fashioning IIPhysical Representation: laptop computer

    A laptop computer is a portable computer with a screen, keyboard and various input and output jacks, as well as wireless connectivity.

    tAbLEt CoMputER Skills: computers IStructure: 1Weight: 3Mana: 1Fabrication: computers II, electronics II, fashioning IIPhysical Representation: tablet computer

    A tablet computer is highly portable. The screen is used to access the computer. There are input and output jacks, as well as wireless connectivity.

    ContAInER Containers are used to store things. They can be bottles, buckets, cans, or boxes. Containers may have locks that are part of the container and cost extra (see locks). The maximum size of a container is five cubic feet. Containers can be made with less structure than listed, containers with more structure, or those larger or heavier cannot be made using fashioning.

    When the structure of a container is reduce to zero the lid can be opened. Traps within the container may still be triggered. Just about anything can be placed in a container. When the lid is opened the contents can be removed.

    Containers may be permanently attached to the floor or ground. Permanently placed containers are not movable, unless bolts (or other temporary fasteners) are used to attach the container and then these can be moved when the lid is open to provide access to the bolts.

    LIVE-ACTION! The lids of containers used in live play cannot be sealed, because the container must be able to be opened if destroyed. If real locks are used to seal the containers these locks are attached to the physical representation in a manner that does not seal the container.

    The contents of a container are represented by a physical representation. For example, compounds are represented in a bottle by the compound card. Liquid in a bucket would be represented by a cloth of the appropriate color and if the liquid had special properties those properties would be noted on a card. Gasoline in a gas can be represented by a red cloth so that when its dumped out and lighted it becomes fire.

    ContAInER, noRMAL Skills: generalStructure: 5Weight: 5Mana: 1Fabrication: fashioning I

    Normal containers are used for storage.

    ContAInER, stuRdy Skills: generalStructure: 5sturdyWeight: 10Mana: 2Fabrication: fashioning II

    A sturdy container is a not affected by normal damage.

    ContAInER, unbREAKAbLE Skills: generalStructure: 5 unbreakableWeight: 20Mana: 3Fabrication: fashioning III

    An unbreakable container is not affected by normal unmodified damage or breaking damage.

    dooRs A door blocks movement through a door ways. Doors can be locked, trapped with the proper skills and controlled remotely. A door may have a lock that is part of the door. The cost for the lock is extra (see locks). The lock may be a key lock with a bolt, or it can be as simple as a bar placed behind the door. Doors can be made with less structure than listed, doors with more structure cannot be made with fashioning.

    LIVE-ACTION! Doors in live play cannot be locked for safety reasons and to admit game administrators.

    If real locks are used to seal the doors these locks are attached to the door (hung on the handle) in a manner that does not lock the door. These locks can then be opened to gain access past the door.

    Remote doors are opened and closed by an out-of-game operator who represents the operating mechanism. The operating mechanism will have a strength rating that can be resisted by character propping open the door.

    dooR Skills: generalStructure: 10Weight: 10Mana: 1Fabrication: fashioning I

    Normal doors are used mainly for privacy.

    dooR, stuRdy Skills: General

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    Structure: 10 sturdyWeight: 20Mana: 2Fabrication: fashioning II

    Sturdy doors are not affected by normal damage. Sturdy doors seal more tightly than normal doors and prevent entry by skills (such as transpose) and the use of spying devices to look through the door.

    dooR, unbREAKAbLE Skills: GeneralStructure: 10 unbreakableWeight: 40Mana: 3Fabrication: fashioning III

    Unbreakable doors are not affected by normal unmodified damage and break modified damage. Unbreakable doors seal more tightly than normal doors and prevent entry by skills (such as transpose) and the use of spying devices to look through the door.

    ExpLosIvEs Explosives are used to blow things up. They consist of a detonator and an explosive charge. The detonator must be installed into the explosive charge to enable the explosion.

    dEtonAtoRs Each detonator (fuse, manual trigger and timer) has their own method of detonating the explosives as discussed below.

    fusE Skill: explosives IStructure: 1Mana: 1 per 5Fabrication: explosives I, fashioning IPhysical Representation: sign stating fuse on manual timer with a bell that is connected to placed charge by a length of fuse

    A fuse is a length of treated cord or wick that will burn down and ignite the explosive.

    A fuse needs to be set into the explosive charge before it can be detonated. Installing a fuse requires the character to remain stationary for 60 seconds and uses 2 hands. The character setting the fuse states the length of the fuse in 10 second increments. (The initial fuse must be at least 10 seconds). An explosive can be carried around with a set fuse.

    Lighting a fuse requires five seconds and 1 hand holding a source of ignition. A fuse can be pulled out of an explosive charge at any time prior to detonation.

    DICE-PLAY! Setting the fuse is a long activity (continuous). The activity can be hurried by making a DEX test against time. At the conclusion of the time the fuse is set into the charge and may be lit.

    Lighting a fuse requires one act. Each turn on the characters initiative the fuse burns down 10 more seconds. The explosive will detonate on the characters initiative in which the time lapses.

    Pulling a fuse out of an explosive does not require an act. Any character with explosives who is in the same space as the fuse with an open hand can declare that he is disabling the explosive by pulling out the fuse.

    LIVE-ACTION! The character must roleplay setting the fuse into an explosive charge for one minute. After the fuse is placed any character with an ignition source can light the fuse by counting lighting fuse 1, lighting fuse 2 . . . lighting fuse 5 to represent holding the ignition source to the fuse.

    The length of the fuse can be represented by a timer. During the lighting of the fuse the character must set the timer to at least 10 seconds. After the fuse is ignited, the character must announce: fuse ignited!. The explosive will go off when the timer rings.

    A character simulates pulling out the fuse, but resetting the timer to zero and shouting, Stopping Fuse!.

    MAnuAL Skill: explosives IIStructure: 1Mana: 1Fabrication: explosives I, fabrication II Physical Representation: sign stating manual detonator on placed charge, button or lever device connected to the placed charge by a length of wire or a wireless remote

    A manual detonator is a button or lever used to ignite the explosive. The detonator can be connected to the charge with a wire (wired) or by using radio frequencies (wireless).

    A manual detonator needs to be connected to the explosive before it can be detonated. Installing the detonator requires the character to remain stationary for 60 seconds and uses 2 hands. A wired manual detonator has a cord that runs from the explosive to the switch. A wireless manual detonator just has the switch. An explosive can be moved with a manual detonator installed.

    Activating a manual detonator requires 1 hand to be holding the detonator. A wired manual detonator can be cut. A wireless manual detonator can be jammed by radio frequency jamming.

    DICE-PLAY! The manual detonator needs to be set into the explosive before it can be detonated. The installation requires the character to remain stationary for 60 seconds and uses 2 hands. An explosive can be moved with detonators ready.

    Triggering the explosive with a manual detonator requires an act. The explosive detonates on that act.

    Wired manual detonators can be disabled by physically cutting the wire connecting the detonator to the device. Characters in

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    the same space as the cord can cut the wire in one act if they have 1 hand holding a bladed item. Cutting the wire is non-difficult.

    LIVE-ACTION! The character must roleplay setting the manual detonator into an explosive charge for one minute. After the detonator is connected any character with explosives can press the button or move the lever on the detonator to trigger the explosives. They immediately announce Manual detonation of explosive! and pointing at the explosive while stating the effect.

    Wired manual detonators can be disabled by physically cutting the wire connecting the detonator to the device. The disabling character must shout, Cutting wire!.

    tIMER Skill: explosives IIStructure: 1Mana: 1 for 5Fabrication: explosives I, fashioning IIIPhysical Representation: sign stating timed detonator on manual timer with a bell

    A timed detonator is a device that triggers the explosive after a stated period of time.

    A timed detonator needs to be connected to the explosive before it can be detonated. Installing the detonator requires the character to remain stationary for 60 seconds and uses 2 hands. After a timed detonator is connected to the explosive the countdown may be started.

    Starting the countdown required the character to flip a switch, press a button or even input a code. When the countdown reaches zero the detonator triggers the explosive and detonation results.

    Timed detonators have a complexity which determines how long it takes to disable the timer and stop the bomb from exploding. A character needs explosives and the corresponding skill (electronics or mechanics) to attempt to disable a timed detonator. The complexity is the number of minutes required to disable the timer.

    A timer has a base complexity of zero to five, but this can be increased by using bases in the creation of the detonator. Each additional base will increase the complexity by five minutes.

    DICE-PLAY! Installing the timer into the explosive is a long activity (continuous). The activity can be hurried by making a DEX test against time. At the conclusion of the time the detonator is set into the charge and may be started.

    Starting the time requires one act. Each turn the timer counts down 10 more seconds. The explosive will detonate on the characters turn in which the time lapses.

    Disabling the timer is a long activity (continuous). The activity can be hurried by making a DEX test against time. At the conclusion of the time the detonator is removed from the explosive and the countdown is stopped. If the countdown

    reaches zero before the timer is disabled the explosive detonates.

    LIVE-ACTION! The character must roleplay setting the timed detonator into an explosive charge for one minute. After the detonator is connected a character with explosives I can start the count down by announcing set count down 1, set count down 2 . . . set count down 5 to represent pressing the buttons or move the levers on the timed detonator to start the count down.

    The count down can be represented by a timer. The character must set the timer to at least 10 seconds. After the timer is started, the character must announce: count down started! The explosive will go off when the timer rings.

    A character must roleplay the disabling of the detonator for a period of time equal to the complexity. After the period is complete, the character will reset the timer to zero and shout, Count down stopped!. If the countdown reaches zero before the timer is disabled the explosive detonates.

    ExpLosIvEs An explosive causes damage to nearby people, items and structures. In non magical worlds the earliest explosives contained gun powder, but technological civilizations may have various types of explosives. In magical worlds mana may be harnessed to create explosions.

    If explosives are ignited together only one the most powerful will function. All other explosives in the explosion radius of an exploding explosive are destroyed. Thus, it is not possible to stack explosives together to increase effects.

    The damage caused by and the explosion radius an explosive is determined by its design: 5 damage, 30 inch explosion radius; 4 damage, 5 feet; 3 damage, 7.5 feet; 2 damage 10 feet, 1 12.5 feet.

    The feat evade may be used to avoid the explosion radius of a an explosive.

    Larger, more damaging explosives with a greater explosion radius are possible, but they are not made with fashioning.

    LIVE-ACTION! All explosives must have a sign stating the damage caused and the explosion radius.

    dEpth ChARGE Skill: explosives IIDamage: 1-5 generic with explosion radiusDamage Type: Structure: 1Weight: 10Mana: 3Fabrication: chemistry, explosives, fashioning IVPhysical Representation: A facsimile of a bomb that is at least 100 cubic inches per damage with sign marked depth charge detailing the depth at which the charge will explode.

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    Depth charges are explosives that explode at the announced depth and all at that depth who are within the explosion radius will take the effect. All depth charges cause damage and have a explosion radius measured from the center point of the explosive charge.

    DICE-PLAY! The explosion radius is determined from the point of explosion and all characters in a space within the explosion radius are affected. Characters in spaces that are half covered by the explosion radius have a fifty-fifty chance of being hit.

    The explosion radius of an explosion is determined from the point of the explosion both horizontally and vertically. Every five feet is equal to one space. Five damage effects have a 50-50 chance of affecting characters in the adjacent space, while one damage effects characters two spaces away and has 50-50 chance of affect characters three spaces away.

    LIVE-ACTION! The depth charge is dropped into the water and sinks immediately to its detonation depth. The dropping character must announce, Depth Charge! [depth], break [damage], explosion radius [feet]. Where the physical representation initially lands forms the center point of the explosion. The explosions force will not go outside of the water.

    The explosion radius of an explosion is determined from the point of the explosion both horizontally and vertically. Every five feet is equal to two paces so characters must quickly estimate their distance. For example, a 5 damage blast bomb effects anyone within one pace of the bomb, while a 1 damage blast bomb effects all within 5 paces. (See movement rules 1 pace equals 30 inches, two paces equals 60 inches which is 5 feet.)

    Characters who believe they are outside the radius can avoid the damage by announcing outside radius. Clarifies may not be called to dispute a explosion radius. The character placing the bomb must rely on the perceptions of the targets which will always be conservative.

    foCusEd boMb Skill: explosives IDamage: 10 fragmentDamage Type: Structure: 1Weight 5Mana: 2Fabrication: chemistry, explosives, fashioning IVPhysical Representation: A facsimile of a bomb that is at least 100 cubic inches per damage with sign marked explosive detailing the effect and detonator device.

    The focused bomb is placed in a location and detonated while stationary. The focused charge does not cause a explosion radius, but directly damages the structure on which the explosive is placed.

    A focused bomb must have a detonation device that controls how and when the explosive detonates. Each detonation

    device has its own way to set off the explosive and its own way to be stopped (see detonation devices).

    When the focused bomb explodes fragment 10 damage is caused to any non-moving object or structure in contact with the bomb. The damage can be generic or any type of specific damage allowed by the game realm.

    DICE-PLAY! The object or structure is damaged when the focused bomb goes off.

    LIVE-ACTION! When the detonation occurs the detonating character must announce, Focused Bomb! Fragment [damage] to [object or structure]. to inform all characters of the explosions detonation.

    RAdIus boMb Skill: explosives IIDamage: 1-5 generic with explosion radiusDamage Type: Structure: 1Weight: 10Mana: 3Fabrication: chemistry, explosives, fashioning IVPhysical Representation: A facsimile of a bomb that is at least 100 cubic inches per damage with sign marked explosive detailing the effect and detonator device.

    A radius bomb must have a detonation device that controls how and when the explosive detonates. Each detonation device has its own way to set off the explosive and its own way to be stopped (see detonation devices).

    A radius bomb will cause 1-5 points of damage which can be generic or any type of specific damage allowed by the game realm. The radius bomb is placed in a location and detonated while stationary

    The damage caused by and the explosion radius of the bomb is determined by its design: 5 damage, 30 inch explosion radius; 4 damage, 5 feet; 3 damage, 7.5 feet; 2 damage 10 feet, 1 12.5 feet.

    DICE-PLAY! The explosion radius is determined from the point of explosion and all characters in a space within the explosion radius are affected. Character in spaces that are half covered by the explosion radius have a fifty-fifty chance of being hit.

    The explosion radius of an explosion is determined from the point of the explosion both horizontally and vertically. Every five feet is equal to one space. Five damage effects have a 50-50 chance of affecting characters in the adjacent space, while one damage effects characters two spaces away and has 50-50 chance of affect characters three spaces away.

    LIVE-ACTION! When the detonation occurs the detonating character must announce, Explosive Blast! [damage], explosion radius [feet] to inform affected characters of the explosives damage and its radius.

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    The explosion radius of an explosion is determined from the point of the explosion both horizontally and vertically. Every five feet is equal to two paces so characters must quickly estimate their distance. For example, a 5 damage blast bomb effects anyone within on step of the bomb, while a 1 damage blast bomb effects all within 5 steps. (See movement rules 1 pace equals 30 inches, two paces equals 60 inches which is 5 feet.)

    Characters who believe they are outside the radius can avoid the damage by announcing outside radius. Clarifies may not be called to dispute a explosion radius. The character placing the bomb must rely on the perceptions of the targets which will always be conservative.

    suICIdE boMb Skill: explosives IDamage: burst 1-5 genericDamage Type: Structure: 1Mana: 1Fabrication: chemistry, explosives, fashioning IVPhysical Representation: A facsimile of a bomb attached to a person that is at least 50 cubic inches per damage with sign marked explosive detailing the effect and detonator device.

    The suicide bomber carries a bomb on their person (or places the bomb on the person of a hapless other) and detonates the bomb with the intent of harming those in the burst effect (as described under the damage modifier).

    The suicide bomb will cause 1-5 points of damage which can be generic or any type of specific damage allowed by the game realm. The character placing the explosives with the detonator on the carrier decides how much damage the charge can be rigged to cause.

    To detonate the bomb the carrying character (or another character with the wireless) must trigger the detonator. The act of carrying the detonating bomb will kill the suicide bomber when the bomb explodes. Death cannot be avoided by skills that would normally counter death.

    A suicide bomb can be rigged to detonate on the death of the carrier. This requires a manual detonator which can be rigged to explode at the m