shadow realms live action role playing game player's manual

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Page 1: Shadow Realms Live Action Role Playing Game Player's Manual

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Shadow Realms Live Action Role Playing Game

Player’s Manual

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Table of Contents

Creating a Character 4

World History 6

Races of Dremlin 15

Deities of Dremlin 31

Combat Rules 36

Armour Rules 45

Production Skills 49

Skill Charts 65

Skill Descriptions 71

Magic Rules 94

Spell Lists 98

Spell Descriptions 100

Glossary & Miscellaneous Rules 113

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Before Playing

Disclaimer

This game is Fantasy. It is a work of fiction. Names, characters, places and incidents either are the product of the author’s imagination or are used fictitiously, and any resemblance to any actual persons, living or dead, events or locales is entirely coincidental. Events or actions described herein refer to fantasy characters interacting with fantasy characters. It’s a game. Although we encourage all manner of characters, players are expected to act in a mature and responsible manner.

All players must understand and sign our waiver before entering play. Players under legal age must have their parents understand and sign the waiver as well.

Hold

The most important rule in the game is the “Hold” rule.

If you hear someone say “Hold!” everyone should immediately stop what they are doing and drop to one knee.

The Hold Rule is there primarily for safety. If there is ever a situation where someone may be injured, or is about to be injured, you must call out “HOLD!”

Other uses for a Hold include when a trap is triggered. A Hold should be called to investigate the nature of the trap and determine the results.

Also a Plot Marshal may call a “Descriptive Hold” to explain what is going on around your character. During this time players may ask the Plot Marshal for details concerning their environment.

A Hold may also be called to clarify a barrage of attacks you have taken. Please keep in mind, there is a good chance that if you have been struck so many times you have lost count, your character is probably dropped.

During a Hold, the game is paused.

As a character you may not use this time to gather any in game information, speak to other characters or prepare in game actions.

Once the Hold has been resolved, the game may continue by means of a “Lay-On”.

A Lay-On is called by the person who called the hold in the first place, the person whose safety was in question, or a Plot Marshal. This is accomplished by calling in a loud, clear voice “3, 2, 1, LAY-ON!”

Finally, although frivolous Hold calls can be extremely frustrating, no player should hesitate to call a Hold if someone’s safety is in doubt.

How to (Role) Play

Shadow Realms is a game of epic fantasy. You help bring to life this story. As a Player Character you create a living personality within this world. The role you play is your choice. But remember; the actions you choose will shape your future.

Shadow Realms has an Honour Based

System. This means that a Game Judge (known as Plot Marshals) will not be required to approve all character actions. Since a Plot Marshal cannot always be present, each player will have a Shadow Realms Character Sheet. This sheet will list all the skills available to the player. Players should be especially familiar with all the skills that pertain to their character.

All players are expected to follow the

rules to the best of their abilities. Any form of intentional cheating is unacceptable and can result in Experience Point Reduction or Expulsion from the game.

Have fun! LARPing is a way to not just tell

a tale or read a fantastic novel or even immerse you in video game. LARPing is a way to live that tale.

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What to Expect

In the game world of Shadow Realms, you play a character in of epic legend. You may take on the roles of a hero or a villain, a soldier or a brigand, an assassin or a holy knight.

The choice depends on you.

Logistics

Logistics occurs at the beginning of each game. During this time, all players decide whether to be Player Characters or Non-Player Characters (PCs or NPCs).

NPCs report to a Plot Member who will explain the role they are to play.

A new Player Character begins play with 30 Experience Points to build a character of their choosing.

All Player Characters receive character sheets and can spend the build that they earned at the previous event at this time.

During this time a PC’s armour and weapons will be evaluated for safety and in-game statistics. New Player’s must also pass a Combat Safety Test before being permitted to enter any combat. Players will be issued any tags that their characters will need to represent in-game items and money. New players may begin with any reasonable starting equipment usable by their character as well as a small amount of gold and silver.

Players may also spend silver to use Production Skills at this time and will receive tags for items made.

Once a Player has completed Logistics, they may enter the gaming area.

Reset In Shadow Realms, day lasts from 6

am until 6 pm. Six o’clock a.m. is also known as Reset.

Once Reset occurs, the next time a player spends 10 minutes resting, they

regain all used once per day skills as well as all Magic and Faith Points.

Players do not regain any used items or heal any damage taken. It is simply a new day.

Creating a Character

Creating a character is really what this game is all about. You create a persona, an individual with unique ideas, skills, beliefs and flaws.

All of this character's motives, goals, beliefs and flaws depend on their Personality. This is all up to you.

Other factors which shape your character are their Skill Array, Race, Skills and Experience.

Your Skill Array represents areas in which your character is naturally inclined to learn. You may purchase Skills within your Skill Array using Experience Points.

Skill Array All characters may choose from a

selection of skill dots. Skill dots represent the areas that your character has been trained in, and the types of skills that they will be able to learn in the future. When you make a character, you are given 6 skill dots to place in any of the skill categories; Magic, Faith, General, Weapons, and Stealth. Each skill category can have up to 3 dots. All characters must place one dot in the “General” category. The placement of these skill dots determine what skills you may purchase, as well as how many Body Points (Health) your character has.

The only skills you are allowed to purchase are those skills that fall into the categories you have placed your skill dots into. So if I want to buy the skill “Weapon Master”, a skill that falls into the third tier of the weapon category, I first need to have placed three of my starting skill dots into the “Weapon” category. If I want to buy the skill “Alchemy”, a skill that is in the second tier of the “General” category, I first need to have placed two of my 6 skill dots into the “General” category. It is

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possible to purchase more dots with experience points later in the game.

Personality The first thing to do when creating a

character is to form a general idea of the character's personality; what is it you want to act like? Will you be smart or naïve? Are you curious or confident? What will motivate you? What do you despise? You decide how you interact with other players in the game. The goal is to know how your character will act. When you create a character that is vengeful and belligerent, you should not act timidly or be nervous. When you create your character, you create an alternate personality. This personality is your character, and you the person are the player.

Your character needs to have a past; you decide where they were born, what culture they grew up in, what resources they had available to them and in general what has occurred in their life up to the point that they enter the game. When you first make a character, you may submit a character history. This is essentially a letter to the plot members describing your characters life up to the moment the game begins. You can explain who your character is, what has happened to him/her so far in their life, their personality, their goals, and any other information about them that you want the plot members to know. Your character history should fit within the world, and should be reasonable based on your characters actual experience. Remember your character is just beginning his adventures; he has not slayed any dragons or carved out a nation with his sword just yet. If your character will have any type of Faith Skills it is important for you to have an understanding of the deity you have chosen as this will greatly impact your characters personality. Refer to “Deities of Dremlin” for more information.

One of the great things about having a character is watching them grow and develop. As you grow, so does your

character. The more games you play, the more scenarios your character encounters and the more challenges they will face. Just as in real life, it is overcoming problems that make you grow as a person. As your character settles into their environment, they will also start to settle in your mind as to what their stronger traits are. As they encounter more social situations, your character will develop their personality to a finer extent than they had before. These social situations are the cornerstone of role playing. When you are in character, your social interactions with other players are enacted through your character. This means that you have to become comfortable with your character, and that the more you role play, the more comfortable you will become with your character. You may find that the personality you had originally designed for your character doesn’t quite feel right, and that it is necessary to alter and develop it to fit into the social atmosphere you find yourself in.

Experience and Gaining Levels

Experience Points (XP) are a measure of your characters learning up to a particular point in their life. The more experience points a character has, the more skills they will have learned. Experience points are spent on skills, which allow your character to perform feats in game.

Every time you attend an event, you are given Experience Points. Starting characters get 30 experience points to spend on skills. Returning characters receive 3 Experience (XP). Once a character reaches 20th Level the maximum amount of XP received is reduced to 2 a 30th Level character receives a maximum of 1 XP per event.

Every 10 Experience Points your character has represents one level. This means that all players start at 3rd level, because they start the game with 30 experience points. Once a character has 40 experience points, they have reached 4th level, and when they attain 50 experience points they have reached 5th level, and so on.

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World History

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Before the Dawn of Time In the Beginning there was only

Mellina. She created the universe, but in so doing, also created Nothingness. From this Void, came Kagent. In the Universe, there was nothing but Mellina and Kagent. Mellina welcomed Kagent to her world and bid him his assistance in creating this fine new world.

Kagent looked out over the universe and sneered. The wondrous world Mellina created meant nothing to him. Instead he took his pleasure in Mellina. His only motivation was to unmake Mellina, to spread the Void of his being to every corner of her universe. But in his attempt he failed, for from his betrayal of Mellina, Mellina was able to take part of Kagent, and used it to create new life.

The first born was Kayleth, The

Redeemer of his father's cruel and unjust actions. Kayleth was born as a paladin in shining armour, wielding a sword of pure light and a brilliant mirrored shield. With his sword he was able to strike out his father's right eye, sending the eye bursting in flames, which he set in the sky as the sun, burning brightly as beacon of hope against the darkness of Kagent. The battle between the two fierce warriors continues, with Kagent fighting to punish his son, and Kayleth as a champion of justice and Light. After Kagent was driven back by his son, the other deities emerged. They declared loyalty to their Mother, and began to assist her in completing her world.

Mishra, Mellina’s second child,

poured himself throughout her world, learning each crevice and every secret, recording every truth in the Tome of Knowledge.

Rathelle, the third born, carried her Mothers spark of life to the world. The spark exploded upon the earth sending life to every corner. From this came the trees and

the animals. Necros made Night, and Sirethe the

ever-changing Moon. Last born, the twins, Gyellina and Bacchus, were struck with wonder and immediately set out to marvel at their siblings creations.

Then tragedy struck; Kagent

returned with a mighty blade of destruction. Mellina had created Life, so he would make Death. He sought to destroy all the deities, and saw the Silver Sirethe suspended above the world. As he struck, Sirethe changed, shifting herself away from destruction, but leaving her brother Night open to Kagent’s destructive blow. As Kagent’s blade clove through the Heart of Night, Necros died, and by dying, created the Realm of the Dead. From this land he arose as the Lord of Bones and forever seeks to turn the entire world into the Realm of the Dead so that he may have his Vengeance.

Then a titanic battle of the deities began as Kayleth and his siblings arrived. Mellina watched in horror as her children battled their father. The blood of the deities washed over the world, mountains levels and oceans shifted. The world crumbled under the feet of the duelling deities.

It appeared that Kagent would succeed, that all hope would be lost, and Sirethe changed her loyalties, driving a dagger of poison into the back of Kayleth.

Enraged at the betrayal, the other children directed their fury at Sirethe, who fled through the darkness, her siblings close behind.

Seeing his opportunity, Kagent approached the wounded Lord of Light, and lifted his sword of destruction high for a final blow. As he attacked, Mellina reached out to save her son, and was struck by the blade. Her blood flowed onto the world, melding with the essence of light amidst the destruction, and up sprang the goodly races, who watched in awe the titans before them.

Newly enraged at seeing his mother wounded, Kayleth struck with a mighty blow deep into Kagent’s breast. The dark deity’s

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blood fell like acid, creating bubbling craters upon the earth. From these craters arose hideous creatures, trolls, ogres and orcs.

Kayleth lifted his wounded Father and hurled him into the Void from which he came.

The other siblings returned, Sirethe having fled beyond their ability to find her.

Together, the deities wove a lock of magic, a thousand, thousand strings of energy that bound Kagent to the Void.

Dawn of the Age

One thousand years ago, the Mages Council found a series of magical portal stones. These portals exuded magical energy, and the Mages Council soon noticed that each portal stone gave off a different sort of energy, that every portal granted different powers to those who used it. There seemed to be a series of Ley Lines connecting the portal stones to each other. The Mages Council recognised the potential power of the Stones and the Ley Lines, and they mapped out the portals and the lines connecting them. The Council began to research the stones and discovered a way of accessing nearly unlimited magic energy from the Portals. The resulting backlash would near bring about the destruction of the world. The Portals indeed allowed direct access to the Ley Lines; the energy was too much for the mages to control and the untamed waves of magic flooded Dremlin.

Worse amongst the myriad disasters this unleashed, it allowed Kagent to send a mighty sword of War through one of the portals to the great tribe of Orcs who lived in the Northlands. This sword granted the Orc war general such power that the Orcs conquered all of the northlands. With the North under their control, they began their assault upon all other races, driven by the guidance of Kagent, driving all of the other races to the precipice of decision. The races

of Dremlin were forced to either unite for one last stand against the Champion of Destruction, or be destroyed forever. The humans and elves allied, the Drow fled underground while the dwarves were driven, battle after battle, deeper and deeper into their mountain homes. The Halflings found solace where they could, and helped where they were able. And so the War of Redemption began.

As Kagent and the Orc hordes rose to power, so Kayleth rose to meet him. The sword of Kayleth chose its own human champion to battle the Orc war general, Kraagg. Kayleth chose a young knight named Telmoor. Soon, the other deities entered the war, some seeking peace and balance, others vying for power and positioning. The War of Redemption was a war among the deities that was fought in the lands of Dremlin. The champions of the deities, their avatars, waged war in mortal bodies for divine wills. The avatars fought over a breaking world, and all was changed forever. Archives from ages gone were destroyed; records of history and politics were lost. The lands of Dremlin became separated from the rest of the world, if in fact it still existed.

In the aftermath of the War of Redemption, the mages council used the portal keys to seal the portals, in the hope that they could avert any future wars among the deities. This act drained much of the raw magical energy from the world, or perhaps the powers of magic weakened because of the horrible backlash from the War of Redemption. The mages Council fell into disrepute, blamed for starting the war, blamed for the weakening of magic, blamed for all of the plagues and brutality that followed in the years after the War ended. The Council separated the map into sections and scattered them to the corners of the earth. The Sword of Kagent was broken into no-one knows how many pieces, and the deity of War was again sealed in his own dimension. Kayleth won

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the war after great losses, and the other deities sought to restore some kind of balance to the ravaged world. The people lost trust in magic, in their faith, and began to depend upon steel. Banditry reigned, minor wars were fought everywhere in every land. The races withdrew into their own homes, and all records and memory of the times before the War of Redemption were lost.

Today

Over the last several hundred years, magic has slowly become less and less abhorred, and the Mages Council has grown in power once again. The races of Dremlin have established themselves in their new homes; new alliances have been formed, broken and made once more. Wars were fought, peace was established, faith and magic began seeping back into the world. The Waste, as the Northlands have come to be called, has begun to stir with Orcs and other, less pleasant things. And the people of Dremlin still remembered nothing of the War of Redemption.

The Nations

Deorn Population: Dwarf 95%, Other 5% Trade: Laythwren, Baronies Major Faiths: Kayleth, Mellina, Mishra. Minor Faiths: Bacchus, Gyellina Military: Strong, Legendary Defence Technology: Advanced Magic: Powerful clergy, little to no Secular Casters. The dwarves remain in their mountain home of Deorn, where they made their last stand during the War of Redemption. In the last

thousand years however, they have spread into the hills through the human lands. Deorn trades heavily with Laythwren through Baron Thorid. Besides Laythwren, trade tends to come more from individual Dwarves, and less as a nation. They are rather stand-offish, and some still resent the other races for not allying sooner against the Orcs. Dwarves often clash with Orcs along the footstep of Deorn, and these two races have a long and bloody history The Dwarven tunnels once reached those of the Drow, and there were been battles and even wars. 5oo years ago The War of the Deep bled both sides, Drow and Dwarf for generations, until both sides withdrew. Now they tunnel far from each other, and seldom meet under ground. Laythwren Population: Human 80%, Other 20% Trade: Deorn, Graendal, Johanna, Epertoch, Maitlyn Major Faiths: Kayleth, Mishra. Minor Faiths: Melina, Gyellina, Bacchus Military: Overwhelming Technology: Average Magic: Average, powerful clergy This country is populated mostly by humans, although there is a wide variety of other races that living there. Laythwren, the capital, is the city that the champion of Kayleth was born in, a thousand years ago. Within the walls of the capital lies the Grand Library of Mishra. In recent times, the faiths have taken a dramatic hold on the land; the temples whose members remembered the history of the War have become great powers in the land. The combined might of the Templars and the Academics, along with the sheer volume of Laythwren’s population, solidify the nation as a dominant power in the land. Before the War of Redemption, Laythwren was ruled by a King. Since that time, no king has sat the Throne of the Sun. The history is

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rife with tales of attempted succession, for the King of Laythwren would rule all the human nations. Laythwren trades with Epertoch and Maitlyn, as well as with all the Baronies. Laythwren holds ambassadors from Arborthost and Deorn as guests, and has ambassadors of its own in those nations. There are all sorts of trades taking place within Laythwren, as well as many libraries and centres of learning. As far as military might goes, Laythwren is the most powerful of all of the human Nations. Epertoch Races: Human 40%, Halfling 35%, Elf 20%, Other 5% Trade Partners: Laythwren, Maitlyn, Johanna Minor Faiths: Gyellina, Bacchus Minor Faiths: Mellina, Kayleth Military: Militia only Navy: Large Merchant Fleet, Strong Navy Technology: Low Magic: Average Epertoch is populated primarily by humans and Halflings, although there are a fair number of elves. There are quite a few Dwarves, Elves and also a high number of Fae. Halflings are originally from Epertoch, namely the capitol Suns Dale. There are not very many temples, universities or great centres of learning in Epertoch, although there are several temples to Gyellina and Bacchus, including the Grand Hall of Bacchus. Epertoch mainly trades with Laythwren and Maitlyn, although they do trade occasionally with the Baroness Johanna. They are fairly sheltered by Laythwren, and so have a very small army. They do, however, have a fairly large merchant fleet and their elf made ships are said to be the fasted in the world. Maitlyn

Races: Human 45%, Halfling 20%, Elf 15%, Other 20% Trade: Laythwren, Epertoch, Arborthost, Johanna, Luceas, Lands across the sea. Major Faiths: Bacchus, Rathelle, Other Minor Faiths: Gyellina, Other Military: Average Army, Strong Merchant Fleet, Strong Pirate presence. Technology: Average Magic: Average Maitlyn is the shipping nation. Their capitol is the massive port city Maylassa. Massive shipping networks shuttles goods to Laythwren, Epertoch, Arborthost as well as with Johanna and Luceas. Rumour has it that they also trade with the lands across the sea, although the existence of such lands has never been confirmed. They deal in exotic foods, spices, clothing and tapestries. Many rare and unusual items enter the rest of the lands through Maitlyn. This nation is populated mostly by humans, elves and Halflings. Other races live there as well, but find it difficult unless they have great skills in navigation, shipping or pirateering. Maitlyn has a great fleet of merchant ships as well as military ships. Despite their vast navy, Maitlyn is known as the Pirate Nation and many unprepared merchant ship fall prey to viscous rogues. Despite it unsavoury reputation, or perhaps because of it, Maitlyn is know for its tolerance and variety of inhabitants. Rumours of dark faiths being practiced in Maitlyn abound, but the nation appears unable or unwilling to put them to an end. Baron Luceas Race: Half-Elf Age: 350 Years Races: Human 50%, Elf 25%, Other 25% Trade: Maitlyn, Johanna, Gregorin Major Faiths: Kayleth, Rathelle Minor Faiths: Mellina, Mishra

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Military: Average Technology: Average Magic: Average Luceas is a half-elf of around 350 years. He has been baron for 80 years, and his father was baron before him. Very near the borders of Gregorin and Johanna lands lies a mithril mine which provides much of the wealth and influence of the Baron. The main inhabitants of Luceas lands are human. There are also Halflings, elves and the occasional Orc. Luceas trades primarily with Maitlyn, Baroness Johanna and Baron Gregorin. Baron Luceas frequently sends emissaries and trade goods to Arborthost, though rarely do elves call upon him. Baroness Johanna Race: Human Age: 34 Years Races: Human 70%, Elf 15%, Other 15% Trade: Baronies, Arborthost, Maitlyn Major Faiths: Kayleth, Melina, Mishra Minor Faiths: Gyellina, Bacchus, Rathelle. Military: Strong Technology: Advanced Magic: Advanced Baroness Johanna recently inherited the title after the mysterious death of her husband, Jonas, a human of around 45. He had inherited the title from his father and reigned for 20 years. Although by all accounts Jonas and Gregorin were staunch allies. Johanna has since marshalled her armies against Gregorin, seeking retribution for her husband’s murder. This was once perhaps the most prosperous of the Barons, for they trade with Maitlyn, Epertoch, Laythwren and all of the other barons. Most of the inhabitants of his lands are farmers or merchants dealing in imported wares. Humans, Elves and Halflings comprise the majority of the population. Baron Gregorin

Race: Human Age: 50 Years Races: Human 50%, Other 50% Trade: All Barons, Laythwren Major Faiths: Kayleth, Mishra, Melina. Minor Faiths: Gyellina, Rathelle, Bacchus. Military: Overwhelming Technology: Average Magic: Advanced Gregorin is an elderly man in his 50’s, and his family has owned these lands for many generations. He is the most well-established of all the barons, for his ancestral claim to the land is informally recognized by the throne of Laythwren. Despite this, Gregorin has never claimed any right to the throne of Laythwren. He trades with Thorid and the other barons, as well as Laythwren. With the exception of Thorid, Gregorin has terse relations with the other Barons, who refuse to acknowledge is ancestry, many going as far to deny him even his title of Baron. Gregorin’s strongest claim to the land lies in his massive military and own tactical knowledge. Decades ago, he and the then Lord Jonas, carved the swathes of the northern lands away from many of the foul creatures which inhabited it. Gregorin’s people are mostly farmers, the sons of many who grow to maturity, feasting on tales of valour in Gregorin’s military. The population is mainly human. There are also Dwarves, Elves, half-breeds and Halflings as well as small populations of many other races. Gregorin holds the greatest amount of diversity of race and racial acceptance in his lands. Baron Thorid Race: Dwarf Age: 300 Years Races: Human 45%, Dwarf 45%, Other 10% Trade: Gregorin, Deorn Major Faiths: Religion: Kayleth, Mellina Minor Faiths: Rathelle

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Military: Strong Technology: Advanced Magic: Low Little is known of this baron save by those who live there. Rumour has it that Thorid has ties to the throne of Deorn. Thorid is a 300 year old dwarf who has been baron for about 200 years, and it is rumoured that his father fought in the War of the Deep. Thorid trades with Gregorin and occasionally Deorn. Most of his people are dwarves or humans, although there are several groups of Halflings and elves. Thorid is fairly self-sufficient, and deals mostly in metals and minerals. Arborthost Race: Elf 96%, Halfling 2%, Other 2%, Trade: Maitlyn rarely Major Faiths: Melina, Kayleth, Gyellina. Minor Faiths: Rathelle, Mishra. Military: Advanced Technology: Advanced Magic: Legendary The Elven nation is a forested island. Despite being visible from Maitlyn, it is very rare for any trade or diplomatic vessel to enter or leave the land. It is widely regarded that the finest bows and arrows are crafted in Arborthost. The cities themselves, as described by those fortunate enough to have viewed them, are said to be jewels of the forest. Arborthost has no established trade with any nation, though many of the mithril weapons and armour found in the mainland originated here. Arborthost has a deep respect for Deorn, and regard the Halflings and Fae as cousins. They view their Wild brothers in the Laythwren woods as savages, and despise their black-skinned brethren.

The Waste Lands Races: Orcs 50%, Other 50% Trade: Unknown Major Faiths: Kagent Other Faiths: Necros, Unknown Military: Overwhelming Technology: Low Magic: Low The lands north of the Baronies are the homeland of the Orcs and also referred to as the Dying Grounds. The land itself is a barren waste, crawling with giant scorpions and even deadlier creatures. Little is known about these lands and the denizens who dwell there. Travellers venturing into the Barrens are almost certain to be attacked by Orc raiders in search of slaves and plunder. Orcs commonly raid the Baronies; in fact, war is the only major export from the Waste Lands. The Orc themselves produce no goods; however they are as many slave races living in the Barrens. These slave races do everything from herd feed animals to forging weapons and armour to outfit the vast Orcan Horde. It is said that the Waste contain Orcs beyond counting, and if they were ever to unite under a single leader, their numbers would blacken all the lands. Fortunately, Orc tribes war amongst themselves at a fevered pace, and are in a constant struggle for dominance.

The Ice Seas Races: Barbarians 95% Trade: Unknown Major Faiths: Kayleth, Rathelle, Bacchus, Minor Faiths: Gyellina, Kagent, Necros Military: Advanced Technology: Average Magic: Low The Barbarian homeland lays deep to the south, in the land of permanent cold. The Barbarians dwell mainly in villages along the coast of the Sea, while the Wolven tribes

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reside within the valleys of the mountains beyond the Ice. The navy of Maitlyn has been known to encounter the warrior race of Barbarians, who navigate large war ships they call drahkars. Many pirates tell horror stories of assaulting such ships, only to have their own vessel torn asunder by the ferocity of the Barbarian reprisal.

The Razor’s Valleys Races: Wolven 80% Trade: Barbarians, Unknown Major Faiths: Rathelle, Gyellina, Bacchus Minor Faiths: Kayleth, Mishra, Kagent Military: Advanced Technology: Low Magic: Advanced Even less is known regarding the nation of Wolven. Travellers have reported tribes living in verdant valleys surrounded by razor backed mountains of ice. Wolven defend the secrecy of their lands to the death. Only those who have proven themselves friends have been permitted to leave the valleys alive.

The Labyrinth Races: Drow 50%, Other 50% Trade: Barren Lands, Unknown Major Faiths: Sirethe Other Faiths: Kagent, Necros Military: Advanced Technology: Advanced Magic: Advanced Little is known about the dark and mysteries homeland of the Dark Elves. Miles below the surface it lays. It is a land of winding black passages, and soaring caverns. It is generally accepted that the Drow rule the twisting tunnels and caves which comprise the Labyrinth. Few if any surface dwellers are able to find their way to a Drow city, fewer still find their way back to tell the tale. The tales that do reach the surface however, are invariably terrifying. Most

frightening of all, is that perhaps the Drow are not the darkest evil within this land. Little if any trade occurs from these lands. The Waste Lands and perhaps Deorn are the nations most likely to be dealing with the Labyrinth. It is known that five hundred years prior, Dwarves and Drow fought the War of the Deep, and that bloody time is vividly remembered by both races. If contact has since occurred, the two nations likely have another bloody battle to recount to their kin.

The Fae Isles Races: Dark Fae, Unknown Trade: Unknown Major Faiths: Unknown Other Faiths: Unknown Military: Unknown Technology: Unknown Magic: Unknown Next to nothing is known about the Fae Isles. Indeed, the nation is oft believed to be nothing but a mariner’s wild tale. It is certain that far from the continent lays a mountain island of black volcanic rock. Giant clouds of black ash are suspended over the land, and the seas themselves are treacherous and violent.

Arxvarir'arrasla Vymlzeaus Races: All Fae, Unknown Trade: Unknown Major Faiths: Unknown Other Faiths: Unknown Military: Unknown Technology: Unknown Magic: Legendary Also called the Enchanted Forest, primarily because few are even aware it has another name. This seemingly idyllic wood borders the lands of Baron Gregorin, Baroness Johanna and the Waste. Few if any being dare enter this land. The Fae protect their own kind, and the ruler of the Wood can

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seemingly rally the forces of nature herself to repel intruders. The Enchanted Forest is said to be the one land the Orcs fear to tread. For to make war upon the Forest, is to fight the land itself. Many Fae creatures have been known to emerge from the Forest and journey to nearby villages and towns. Chief among these travellers are Wood Fae, Darklings and Gnomes. No land has ever officially contacted the ruler of the Forest, if such a being even exists. Ambassadors from other lands journeying to the Forest have had varied responses. Some have encountered beings of Fire and Water which mercilessly devour their party; others have had the Forest itself grow to bar their way.

Jungle of Laythwren Races: Wild Elves, Rekesh Trade: Laythwren Major Faiths: Rathelle Other Faiths: Unknown Military: Unknown Technology: Unknown Magic: Unknown The lands of east Laythwren teem with rivers and ancient forest. Amongst this teaming mass of vegetation lay some of the most ancient and mysterious cultures in Dremlin. Rekesh and Wild Elves have occupied these lands since before human history. Throughout the ages there have been times of peace and times of war, the result of which has been a strong alliance. Although they have considerable disagreements, both Rekesh and Wild Elves wish to keep their homeland strong against any who would despoil it. The jungle itself is perhaps the strongest deterrent for any invading force. Teeming with swamps, poisonous serpents and deadly plants, any attackers must battle the jungle as well as its defenders. No real trade emerges from the jungle, although occasionally adventurous Rekesh or Wild Elves emerge to travel the lands,

bringing with them exotic weapons and armour. Rekesh villages along the jungles edge are frequently the target of raiders, who value the Rekesh for their pelts and as exotic slaves.

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Races of Dremlin

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There are many different races available to play in Shadow Realms. Each race has its own racial characteristics, abilities and history. Racial Characteristics: These are physical characteristics that help to distinguish one race from another. They must be represented through make-up or prosthetics. If a player fails to represent their Racial Characteristics, they are denied their Racial Abilities but continue to suffer their Racial Disadvantages. Racial Abilities: These are skills that are available only to members of that specific race, or are skills that members of that race are especially adept at learning. Racial Abilities in italics are optional purchases. All other Racial Abilities must be purchased at character creation. A racial Strength Bonus which costs 16 Experience Points also requires the character to have 3 Dots in the Weapon Skill category. Racial Disadvantages: These are restrictions or disadvantages that members of that race suffer from. All racial disadvantages are effective at character creation and may not be circumvented by natural means. Required Skills: Some races have one skill group that they must place one of their skill dots in during character creation. Life Expectancy: This range represents the average life-span of members of that race.

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Barbarians Barbarians refer to themselves as the Drakkar, but their appearance and ferocity has named them Barbarians throughout Dremlin. Barbarian tribes hail from the frigid southlands. Although they can be mistaken for large humans, Barbarians are a race unto themselves. Bred in the harsh extremes of the frozen tundra, Barbarians learn at an early age that to survive, they must fight. A Barbarian who refuses a challenge deemed to be honourable and fair is often disowned by their tribe. It is also considered extremely rude for a Barbarian to refuse an intoxicating drink from an ally. Such a refusal indicates that the one offering the drink has no honour and may immediately end an alliance. Barbarians have an unnatural fear of fog. They immediately distrust any who emerge from a fog, until the Barbarian can determine whether or not the person is truly real. Actually being within a fog causes a Barbarian extreme paranoia and they will begin to hallucinate. The thicker the fog, the worse the Barbarian’s symptoms become. Barbarians have an intricate culture based on individual honour; their greatest reward is to die in glorious battle. Despite the stereotype of an unthinking bloodthirsty brute, Barbarians are masters of survival and can be as intelligent as any human. They will not hesitate to retreat or employ battle tactics to best serve their cause. Although few Barbarians practice magic, those who do are feared and respected. The Barbarian written language is comprised only of basic runic elements. As such, common languages tend to be difficult for them to learn and magical scribing is beyond them. Although they can appear as savages, Barbarians are extremely accomplished sailors and one of the few peoples capable of navigating the treacherous Ice Seas. Starting Body: 5 Racial Characteristics: Must dress in furs. Braided hair. Racial Abilities: Strength Bonus +1 (12 with 3 Dots in Weapon), Body Bonus

(3), Cold Tolerance (5), Enrage (3) Racial Disadvantages: Challenge Acceptance, Drink Acceptance, Fear of Fog,

Read and Write (4), May not purchase Scribe. Required Skills: 1 General, 2 Weapon Life Expectancy: 50-80

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Darkling

There is a subspecies of Dark Fae referred to as Carnal Fae or Darklings. Rarely seen during the night and even more rarely during the day, a Darkling is most comfortable in a place where the sun never touches. They appear otherworldly, creatures formed from darkness and magic. Darklings are inherently magical creatures, and as such have a large resistance to magic. The touch of direct sunlight causes the skin of a Darkling to bubble and dissolve and may eventually kill the Darkling altogether. Even a close proximity with direct sunlight with weakens a Darkling’s connection to the mortal plane to the extent that they are unable to be Magically Healed. Alchemical curatives will have a normal effect. Darklings are often sly and mischievous, and can be extremely unpredictable. Often mistaken for Dark Elves, Darklings frequently receive a violent reaction from civilized society. The Dark Fae homeland is rumoured to be located amongst a group of volcanic formations known as the Fae Isles. No known trade goes to or from the Fae Isles, and the mere existence of such a location is a matter of debate. All Fae are discomforted by even the slightest touch of iron. If a Fae touches iron they will experience anything from a mild allergic reaction to an intense burning sensation. There is no damage taken and the effect of merely touching iron varies between Fae. However if the character takes Damage to Body or Armour from an iron weapon, they will always take x2 damage from it. This extra damage is always in effect whether the damage is being taken to armour or body. Starting Body: 4 Racial Characteristics: Black skinned with gold or yellow veins. Racial Abilities: Globe of Darkness (1), Resist Magic (2), Shadow Walk (3) Racial Disadvantages: Blinded for 60 seconds by a Light Spell. Receive double damage

from Iron based attacks. Cannot be Magically Healed during the day, unless an hour is spent away from any daylight. Direct sunlight deals 1 Body to a Darkling every 10 minutes. May not purchase Strength Bonus +1.

Required Skills: 1 General, 1 Magic Life Expectancy: 2000-4000

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Drow

Drow or Dark Elves, live under the earth’s surface in a warren of twisting tunnels known as the Labyrinth. They shun the light and rarely venture from their realm of darkness. When they do, they are usually treated as an enemy by all of the other races at best they are warily tolerated. They thrive on family politics, and there are many inter-family wars in Drow society. They were at war with the dwarves 500 years ago in the War of the Deep. Both sides withdrew, but the Drow still harbour racial hatreds. The Drow trade with none of the other races, they are independent just as the elves are. They are experts at magic, and have a Mages Council of their own. Although little is known about the Drow by the other races, the Drow have been spying on the surface world for centuries. Drow society is run by the females, who seem to be the stronger of the sexes in Drow culture. Males are regarded as weaker beings or even slaves.

Drow are a race long ago outcast from normal Elven society. Now they survive beneath the earth’s surface through magic and treachery. Years underground have made them intolerant of bright light, especially sunlight. Drow have a natural resistance to magic, and as such have developed an arrogance that spans virtually the entire race. They, like all elves, are expert archers. They make excellent thieves, for they have, after centuries of subterranean life, learned to hide themselves in virtually any shadows they find. As such, the other races tend to be wary and distrustful of them, and rightly so. Starting Body: 3 Racial Characteristics: Pointed Ears, Black Skin Racial Abilities: Archery (1), Shadow walk (3), Resist Magic (4), Globe of

Darkness (1). Racial Disadvantages: -1 Body each level, minimum of 1 Body each level, blinded

by a “light” spell for 1 minute. are reduced to Half Maximum Body Points during the day. May not purchase Strength Bonus +1.

Required Skills: 1 Magic, 1 General Life Expectancy: 1000-2000

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Dwarves

The dwarves remain in their mountain home of Deorn, where they made their last stand during the War of Redemption. In the last 1000 years, however, they have spread into the hills and now trade with the other races. They are rather stand-offish, and some still resent the other races for not allying sooner to help them battle the Orcs. They deal mostly in metals, especially interested in steel and gold. They have made a name for themselves as metal smiths and jewellers. They trade primarily with the humans, although they are rather indifferent to elves and Halflings. They hate Orcs and despise the Drow. Dwarves have an inherent distrust of secular magic and lack the talents to pursue such studies. The dwarves are most strongly allied with Laythwren. Despite this alliance, the dwarves rarely give any sort of aid to the humans; they simply trade more with them than any other nation.

The ancient Dwarven tunnels sometimes reach those of the Drow, and there have been battles and even wars. 5oo years ago The War of the Deep bled both sides, Drow and Dwarf for generations, until both sides withdrew. Now they tunnel far from each other, and seldom meet under ground.

Dwarves are usually shorter than the average human. Most of them have broad shoulders and flowing beards. Young dwarves and females have wispy whiskers that may or may not form complete beards. Considered to be hard workers and strong fighters, Dwarves generally shun play in favour of labour. Dwarves are generally as dependable as the rock they carve and loyal as the steel they forge. Dwarves live in mountain fortresses or in hill forts near mountain ranges. They are not a subterranean race, although they are at home around caves, rock and soaring mountain ranges. Dwarves are sturdy folk who have natural resistance to poisons. Dwarves love to build things, to work with their hands, and as such must spend a portion of their time learning to make things. They distrust magic and will never try to learn it. Starting Body: 6 Racial Characteristics: Full Beard for males. Wispy half beard for youths and females. Racial Advantages: Body Bonus: 3, Smithing: 3, Resist Toxin: 3, Strength Bonus +1 (16) Racial Disadvantages: Dwarves may not purchase Read Magic. Required Skills: 1 General, Dwarves must spend 1/10 of all Experience Points to

purchase Production Skills, and must buy “Smithing” at 3rd level. Life Expectancy: 240-440

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Elves

Elves, the mystical folk who claim to be the first race created, have retained their ancestral home in the forest city of Arborthost, where they lived even during the War of Redemption. Some say the elves have lived there for Millennia, and that Arborthost is the only remaining relic of the past ages. As elves live for thousands of years, this is quite possible. They are a slightly arrogant race, believing that they are the firstborn children, and that as such they remain somehow divine.

Elves are a wholly independent race; they make their own goods, and need no trade with other races. They do send emissaries to all of the other nations, and they are aware of the worldly affairs that go on around their cities, although they do not involve themselves with the affairs of men. They sometimes trade in bows and mithril weapons, but hardly rely on this trade for well being. They have remnants of the great library from the mages council of a thousand years ago. Many members of the mages council today are elves. They feel that they are separate from the troubles of the world, and that they can take care of themselves as they have always done. Most elves today feel that Men are too out of touch with nature and the magic’s of the world. They dislike or hate Drow, and respect the dwarves in their desire to withdraw from the world. They see Halflings as stalwart young cousins who always wear smiles despite the troubles of the world.

Elves are generally tall, lithe creatures, with a mystical elegance. They have fair skin and pointed ears. They are excellent hunters, as they usually learn archery at a young age, and seem to have an almost magical ability to disappear in any wooded area. They form cities in woodland areas, though they are comfortable anywhere. Many elves are quite adept at magic and are some of the best sorcerers in the realms. Elves also have a natural resistance to mind affecting spells and all types of charm. They are renowned archers and at home in a wooded environment. There strong sense of self makes them naturally resistant to mind affecting magics and alchemies. They are of a weaker stature than humans and don’t gain as many body points per level as a human of the same skill array would. Starting Body: 3 Racial Characteristics: Pointed Ears Racial Abilities: Archery(1), Resist Charm (2), Forest-walk (4) Racial Disadvantages: -1 Body each level, minimum of 1 Body each level. May not

Purchase Strength Bonus +1. Required Skills: 1 General, 1 Magic Life Expectancy: 1500-2500

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Gnomes

Gnomes are a race of Fae which live in small settlements in and around the mountain regions in the East and Northern realms of Dremlin. They are often shorter than humans, with shocking heads of multicolour hair. Gnome’s colonies are usually more technologically advanced than most and have a small population in Dremlin. They are very involved in their crafts, and sometimes trade these items for various goods that they need. Gnomes excel at making all things and are constantly trying to “improve” current technologies, though they tend to be disorganised and absent minded. Gnomes are famed as Alchemists, and for their desire to create, which sometimes runs beyond common sense.

They may purchase Advanced Production multiple times for different production skills. All Fae are discomforted by even the slightest touch of iron. If a Fae touches iron they will experience anything from a mild allergic reaction to an intense burning sensation. There is no damage taken and the effect of merely touching iron varies between Fae. However if the character takes Damage to Body or Armour from an iron weapon, they will always take x2 damage from it. This extra damage is always in effect whether the damage is being taken to armour or body. Starting Body : 3 Racial Characteristics : Multi-coloured hair, males have multi-coloured goatees Racial Abilities : Resist Toxin (3), Advanced Production (3), Magic Invisibility

(Self Only) (3) Racial Disadvantages : No heavy weapon skills. Must purchase a Production Skill at

character creation. Take double damage from Iron. May not purchase Strength Bonus +1.

Required Skills : 1 General Life Expectancy : 1500-1800

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Halflings

Halflings colonies have become scattered and disorganised. They exist in small villages throughout the human countries and baronies. They enjoy the warmer climates of Epertoch, and the majority of the Halfling population lives there. They are used by several human settlements as scouts and spies due to their natural ability to be overlooked. They have no particular home of their own, and as such they are very adaptable. Some live in cities, some are political figures in human towns, others are travellers and tinkers. Few of them are mages or merchants. They are relatively unaware of their involvement in the War of Redemption, and they have no central military or political organisation. They are an amiable folk, who try to make friends with any who will let them. They range from Maitlyn to the barrens to the Dwarven mountains, though they are not really at home anywhere. Halflings, despite their name, are generally only slightly shorter than a short human. The vast majority of Halflings are civilized and cultured. Because of their nimble fingers and agile feet, they are usually pictured as consummate thieves. Halflings are adept at all walks of life, though they tend away from being warriors. Most Halflings are unassuming folk whose quick feet and powerful immune systems keep them out of the trouble that their wits get them into. They usually have a very positive outlook on life and have trouble realising that trouble can actually reach them. Starting Body: 3 Racial Characteristics: Furred tops of feet. Full sideburns for males, wispy ones for youths

and females Racial Abilities: Resist Fear: 1, Resist Toxins: 3, Dodge: 4. Racial Disadvantages: -1 Melee Weapon Damage (minimum of 1). Cannot purchase

Scribe or Heavy Weapon Skills. May not Purchase Strength Bonus +1. Required Skills: 1 Stealth, 1 General Life Expectancy: 120-180

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Humans

Humans primarily live in the southern hemisphere of the world, settling many cities and countries. They are the most widespread of all the races; they can live anywhere, and have settled by far the greatest amount of territory. Since the War of Redemption, they have forgotten much of their history, but still hold on to the belief that they saved the world once, and as such see themselves as the greatest of all of the races. Many humans hold that the world revolves around them, that the other, less populous races don’t really matter all that much. They trade among themselves, on land as well as by way of the sea. Much of the mages council are humans, for humans are adept at all walks of life. Humans, with the possible exception of Halflings, are perhaps the least xenophobic of any race. Humans are found in nearly every land, and many different races dwell within human settlements and cities. They frequently embrace trade and alliances and have seemingly an insatiable desire to expand.

Despite these generalities as a race, humans are known for the range of personalities that the race exhibits. Other races frequently are suspicious of humans for they are known to be everything from murderous rogues to noble knights. The majority of humans fall somewhere in between and are often farmers, hunters or craftsmen.

Starting Body: 5 Racial Characteristics: None Racial Abilities: Strength Bonus +1 (16) Racial Disadvantages: None Required Skills: 1 General. Life Expectancy: 50-90

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Orcs

Other “civilized” races shun these savage breeds as they generally act in a chaotic and unpredictable manner. Orcs are rarely trusted and are generally regarded as a threat.

Orcs generally stand well over the average human and are exceptionally strong. Orcs seen in human lands are usually forced to work as pit fighters, mercenaries or even slaves. They suffer many of the same prejudice as Drow, because they tend towards chaotic, selfish behaviour. Orcs can live anywhere, although wherever they go, prejudice seems to follow. They also have a natural inclination towards chaotic faiths.

Although stereotyped as brutes and barbarians, Orcs are cunning and resourceful creatures, especially in the arts of war. Orc lands produce no goods and trade only in plunder and slaves. Starting Body: 6 Racial Characteristics: Green skin, fangs or large incisors. Racial Abilities: Strength Bonus +1 costs 8, Strength Bonus +2 Costs 16, Body

Bonus: 3, Basic Weapons costs 2, Enrage costs 3 Racial Disadvantages: All General Skills Cost x2 Required Skills: 1 General, 2 dots in Weapon. Life Expectancy: 40-50

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Rekesh

Rekesh is the name given to the various races of cat people that inhabit Dremlin. There are several races of Rekesh, each with varying clans and cultures. It is not unheard of to see a Rekesh walking in the Baronies, although the majority of Rekesh reside in jungles and savannahs. There are several areas in Laythwren where they are said to have colonies within human cities.

There are all forms of cat people, those that resemble tigers, lions, cheetahs, and other cat species. Rekesh tend to be somewhat primal in their culture, though some prefer to think of them as exotic.

Rekesh are often hunted for their pelts, which can fetch high prices. Most civilized races would frown on this practice, but given the rarity of Rekesh, the actual laws tend to be lax. The exotic and graceful Rekesh as are also valued slaves, especially the young. Starting Body : 5 Racial Characteristics: Feline features, require feline mask or make-up. Racial Abilities : Scent (2), Body Weaponry (4), Dexterity Armour (4), Forest

Walk (4), Strength Bonus +1 (16) Racial Disadvantages : Only edged or ranged weapons. May not purchase Shield.

Alchemical Hallucinogen, Intoxicant, Euphoria and all Enchantment Magic lasts double the duration. Alchemical Nausea also acts a Silence.

Required Skills : 1 General, 1 Stealth. Life Expectancy: 50 - 70

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Romani While all Romani are gypsies, not all Gypsies are Romani. Although physically they appear human, the Romani are a race unto themselves, tied more closely to their ancestors and honour than anything. It is said, a streak of old magic runs through their veins, giving the Romani the power to see into the future, and to call upon their ancestors in times of need. The Romani themselves believe this to be because they are descended from the blood of a once-god, cast out from the heavens who took the Rom under his wing when they were first exiled from their long lost homeland. They believe he taught them the ways of the road, and worked his divine blood into their line. There is no evidence to back this up, save for the strange abilities and longevity of the Romani, but they believe it all the same, and it is best not to challenge this belief to their face. The Romani, and their Gypsy cousins alike, are met with scorn across the land. However they mind not, seeing themselves to be above the mortals whom would cast them from their villages, these Gaje know not what it is to truly live and see. A Romani can’t refuse any fair offer for a trade on any item not of sentimental value or required for personal use. If a Romani intentionally breaks a promise, they suffer the effects of nausea for ten minutes, followed by 48 hours of weakness (-2 Strength/Damage), after which a black slash appears across the Romani’s cheek, marking him/her as a vow-breaker until he/she has been forgiven, or has fulfilled the promise. Romani are incredibly loyal to one another, and known to be very superstitious. Starting Body: 5 Racial Characteristics: Unnaturally coloured streaks in the hair, flamboyant dress,

accent (any other than Canadian/American) Racial Abilities: Strength Bonus +1 (16), Fortune Telling (2), Appraise (1),

Blood Curse (3) Racial Disadvantages: Fair Trade, Honour Bound, Blood Ties, Superstitious Required Skills: 1 General, 1 Stealth Life Expectancy: 55-95

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Wild Elves

Wild elves live off the land, and feel that they are one with nature. They hate the idea of plundering the earth in order to profit from natural resources, and as such they have problems with the lifestyle of most humans and other races. They prefer a wild, nomadic existence, living under the stars rather than in polluted cities or confining buildings. Wild elves are so bothered by buildings and being confined that when they are completely immobile, such as a Web, Paralyse or being tied up with rope, they often to go nearly mad with fear. Even being in a building makes wild elves very uneasy.

These elves despise any sort of industry, instead choosing to live of the land. So at home are they in the wilderness, that each purchase of the skill Tracking, grants double uses for Wild Elves. Wild elves hate the idea of plundering the earth so greatly; they cannot make or use any item that is primarily made of metal, except for mithril items. Wild elves may not use coins, armour with any metal in it, metal shields or metal weapons. Starting Body: 4 Racial Characteristics: Pointed ears, facial and body tattoos. Racial Abilities: Body Bonus (3), Resist charm (2), Forest Walk (3), Tracking

(double uses), Herbalism costs 6, Archery costs 1, Strength Bonus +1 (16)

Racial Disadvantages: -1 body per level, minimum of 1 per level, Read & Write costs4, Scribe costs 5, Read Magic costs 6. Fear of confinement. Cannot use any items which are primarily metal, except mithril items.

Required Skills: 1 General, 1 Stealth. Life Expectancy: 1000 – 2000

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Wolven

Wolven are the lupine children of Rathelle. They resemble a cross between a man and a wolf. Wolven are rare, having very few actual known settlements. These wolf-like humanoids are very nomadic, and hence have little to no trade. They tend to make a living from the land or by working as mercenaries or strong arms. Wolven stand taller and more powerfully built than most humans, and they tend to have a great amount of fortitude. Their animalistic nature allows them to be more in tune with other animals and living things than humans are. Wolven travel Dremlin in pack-like groups with clearly identified leaders and followers. Wolven have an irrational fear of fire. Although, as a race, they have tamed and mastered natural fires, alchemical and magical fires still insight a blind fear within them. If successfully attacked (take Damage to Armour or Body), by any sort of Magical Fire or Alchemical Fire effect, the Wolven must flee as per the “Fear” spell. They may not purchase any Fire Magic Skill or craft any Alchemical Gas Globe dealing Alchemical Fire damage. Finally, they may not wittingly activate or otherwise use any item capable of Alchemical or Magic Fire Damage. Starting Body: 6 Racial Characteristics: Wolfish features require a wolf mask or make-up.

A wolf-like tail. Racial Abilities: Strength Bonus +1 (8), Strength Bonus +2 (16), Body Bonus

(3), Scent (2), Body Weaponry (4). Racial Disadvantages: Fear of Magic and Alchemical Fire.

Read & Write (4) Required Skills: 1 General, 1 Weapon, 1 Faith Life Expectancy: 40-60

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Wood Fae

There is a common type of Light Fae known as Wood Fae. They very closely resemble Elves with one noticeable exception: Wood Fae all have horns growing out of their foreheads. These horns vary in shape and size with each Wood Fae, but all have them. Like most Fae, they enjoy frolicking in the woods and other natural places. They especially enjoy games, though the games are not always fun for the non-Fae. Wood Fae are similar to their pure Fae brethren, but have left the normal Fae realm to live amidst the other races. They do still have their uncanny connection with Nature and all things natural as well as their aversion to iron. This iron aversion has lessened along with the rest of the major Fae characteristics, but still harms Wood Fae much more than any other substance. Wood Fae live a free spirited and carefree existence and can never stand anything that would take away that life from them or others. As such, they have developed an incredibly tolerance to charms and an innate ability to remove mind effects from those around them. All Wood Fae abhor all forms of mind-altering effects as they are listed in the Resist Charm description. A character with this flaw can never willingly be charmed or witness any other person being effected so. In the eyes of this character, death is often a better option that remaining charmed, though this is a last resort. Such is their aversion to anything that could derive a creature of their free will that forcing an Intoxicant, Hallucinogen, Euphoria and similar alchemies on another is seen as tantamount to attempted murder. All Fae are discomforted by even the slightest touch of iron. If a Fae touches iron they will experience anything from a mild allergic reaction to an intense burning sensation. There is no damage taken and the effect of merely touching iron varies between Fae. However if the character takes Damage to Body or Armour from an iron weapon, they will always take x2 damage from it. This extra damage is always in effect whether the damage is being taken to armour or body. Starting Body: 4 Racial Characteristics: Elf ears and horns Racial Abilities: Resist Charm (2), Charm Break (2), One with Nature (1),

Forest Walk (4) Racial Disadvantages: May not purchase Enchantment Spell List. Double damage from

Iron based attacks. May not purchase Strength Bonus +1. Required Skills: 1 Magic, 1 General Life Expectancy: 2000-4000 years

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Deities of Dremlin

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Pantheon of Deities There are three Alignments that the Deities fall into, those being Good, Neutral and Evil. Each race has their own interpretation of each Deity and may have different names, histories and symbols. Despite this, the message and character of each Deity is apparent irregardless of race.

Good Deities Gyellina: The Idealist. Deity of Providence, Travel and Wonder. The Dream. Allowed Schools: Alteration, Enchantment, Protection, Elemental Air, Elemental Water, Life, Order, Nature Weapons Allowed: Basic Weapons, Light Hafted, Archery Minor Blessing: Dexterity Armour (5 Points per 20 FP’s) Major Blessing: Luck (Dodge) (1/day per 40 Faith Points) Required Skills: “Gather Information” must be purchased prior to Novice Faith. Gyellina’s followers place a large emphasis on individual freedoms. They are natural explorers and inventors. Although they are not known to be warlike, they will not hesitate to defend those they perceive as innocents. They would prefer to see the best in people and trust that the good in everyone will eventually win out. They are captivated by the wonder of the world, and delight in travelling to far off places to enjoy the beauty and entertainment that the world contains. They spend much of their time fantasizing and daydreaming about all of the wonderful adventures they have had, and that they will have. Kayleth: The Redeemer, The Sun. Deity of Justice, Mercy and Righteous Warfare. Allowed Schools: Augmentation, Confining, Destruction, Protection, Elemental Fire, Elemental Air, Life, and Order

Weapons Allowed: All. Minor Blessing: Resist Chaos (1/day per 20 FP’s) Major Blessing: Order Blade (1/day per 40 FP’s) Required Skills: “Light Blades” or “Light Hafted” must be purchased prior to Novice Faith.

Kayleth (and his priests) are noble, just, honest and loyal. He stands up for what is right,

and is willing to fight for it if necessary. He does not seek combat, but realises that in order to establish Good as the predominant world power, there will have to be bloodshed. He believes in forgiveness and mercy, but he will not hesitate to smash those who will not abandon their evil ways. He will give his life for his cause, and will stand up to overwhelming odds if he deems it necessary. Mellina: The Creator of All, The Earth. Deity of Healing, Life and Creation.

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Allowed Schools: Alteration, Augmentation, Confining, Enchantment, Protection, Elemental Earth, Life, and Order Weapons Allowed: Basic Weapons, Light Hafted Minor Blessing: Shield Other (1/day per 20 FP’s) Major Blessing: Aid (1/day per 40 FP’s). Required Skills: “Advanced Medical Arts” must be purchased prior to Novice Faith.

Mellina (and her priestesses) are vivacious, open minded people who are interested in curing the wounds of the world. They want to spread life and growth, and they do so by healing and helping those who need it. They hate sickness and disease, and as such many of them work in churches healing those who are brought to them. They tend to be very expressive, creative people with great respect for the gift that is life.

Neutral Deities Bacchus: The Hedonist, The Wind. Deity of Music, Wine and Pleasure. Allowed Schools: Alteration, Confining, Elemental Air, Enchantment, Protection, Chaos, Life, and Nature

Weapons Allowed: Basic Weapons, Light Hafted, Light Swords, Archery. Minor Blessing: Resist Toxin (1/day per 20 Faith Points) Major Blessing: Magic Euphoria (1/day per 40 FP’s) Required Skills: Must select at least one vice which may include food, intoxicants, euphoria, hallucinogens, music or other Plot approved vice. A cleric of Bacchus must indulge in their vice once per day, or lose access to their Blessings the following day.

Bacchus and his priests are happy, carefree people. They care less about responsibilities than about having a good time. Hedonists are full of passion, and wish to experience all of the pleasures that life can offer. They seek out “The Good Life”, some through fame and fortune, others through thrills or games of chance. A Hedonist is one who prefers to have a good time than to try to resolve any serious issues. Mishra: The Book of Knowledge, The Stars. Deity of Magic, Knowledge and Wisdom. Allowed Schools: Alteration, Confining, Enchantment, Protection, Life, Order, and Two Schools of Choice.

Weapons Allowed: All.

Minor Blessing: Secular Knowledge: Priests of Mishra with the skill Read Magic may cast Secular Magic Scrolls as a mage with the same spells. They may also use the skill Identify (Each 1/day per 20 FP’s)

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Major Blessing: Higher Knowledge (1/day per 40 FP’s). Required Skills: Minimum of 1 Dot in Magic. “Sense Magic” must be purchased prior to Novice Faith.

Mishra and his priests are very intelligent, enlightened people. They are among the great

learners of the world; many of them run libraries and antiquity outlets. They seek to store knowledge, and are more interested in this than in any worldly affairs. They hold themselves above the concerns of the world, and regard themselves as the keepers of knowledge and ancient secrets. Rathelle: The Hunter, The Flame. Deity of Nature, Conflict and Evolution. Allowed Schools: Augmentation, Protection, Elemental Earth, Elemental Air, Elemental Fire, Elemental Water, Life and Nature

Weapons Allowed: All. Minor Blessing: Scent (1/day per 20 FP’s) Major Blessing: Forest Meld (1/day per 40 faith points) Required Skills: Any weapon skill must be purchased prior to Novice Faith.

Rathelle and her priestesses is among the few who are truly open to any experience, be it pleasant or painful. They are at one with nature, and as such understand that death, sickness and decay are a part of life. They aren’t afraid to cut away the weak so the core becomes stronger, for they see life as a great struggle to test one’s strength against the strength of others. Conflict shows who the strong are, and evolution demands that the weak fall by the wayside as the strong advance.

Evil Deities

Kagent: The Destroyer, The Void. Deity of War, Destruction and Chaos. Allowed Schools: Augmentation, Destruction, Protection, Elemental Fire, Elemental Water, Chaos, Life, Necromancy

Weapons Allowed: All. Minor Blessing: Resist Order (1/day per 20 FP’s) Major Blessing: Chaos Blade (1/day per 40 FP’s). Required Skills: “Light Blades” or “Light Hafted” must be purchased prior to Novice Faith.

Kagent (and his priests) are wild, angry beings who thrive on pillaging, razing and annihilating all things. They seek never-ending battle and are extremely war like. They want nothing but to smash all things to dust, to bring down anything which represents order, peace or well-being. They cannot be reasoned with, they are driven by their most basic desires; to kill and destroy.

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Necros: The Dead Deity, The Night. Deity of Death, Decay and Necromancy. Allowed Schools: Augmentation, Confining, Protection, Elemental Earth, Elemental Water, Chaos, Life, and Necromancy Weapons Allowed: All. Minor Blessing: Unholy Fortitude. (Permanent) Major Blessing: Unholy Strength. (Permanent) Required Skills: Necromantic Arts must be purchased prior to Novice Faith.

Necros (and his priests) live in a reality permeated by darkness, death and the

underworld. Communication with the dead, and indeed the living dead are commonplace for them. They separate themselves from the living world, relying upon their undead servants to carry out their bidding. They live more in the world of the dead than in the world of the living, and many of them go on to become undead. Sirethe: The Betrayer, The Moon. Deity of Treachery, Deceit and Betrayal. Allowed Schools: Alteration, Confining, Enchantment, Protection, Elemental Air, Chaos, Life, and Necromancy

Weapons Allowed: Basic Weapons, Light Swords, Light hafted, Archery Minor Blessing: Serpent’s Tongue. (Skill) Major Blessing: Shadow Meld (1/day per 40 FP’s) Required Skills: Minimum of 1 Dot in Stealth

Sirethe’s followers are devious, subtle and conniving. They prefer trickery and subterfuge

to open violence or confrontations. They often befriend their enemies to keep them close at hand, under surveillance and within easy reach. They excel at lying and politics, as they are often very charismatic. If violence is required, they strike from the shadows or from a poisoned goblet. Priests of Sirethe have come from all walks of life, indeed that is their strength, nearly anyone could be a follower of the Deity of Treachery.

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Combat Rules

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Safety

Weapons used in Shadow Realms must meet or exceed our Safety Test. For more information, refer to Weapon and Armour Construction. Player also must make certain they do not put themselves, or their fellow players, in danger. Therefore, any blow that strikes a hand, head, throat or groin has no in game effect. Any player that receives a strike here should be given a moment to collect themselves and declare themselves uninjured. If this will take longer than a moment, a HOLD should be called and if necessary the player escorted towards medical attention. Anyone caught intentionally striking illegal targets will be immediately dealt with either by a plot marshal up to and including ejection from the gaming property. Now, grab your weapon and let’s go over how to use it. Body Contact The body contact rule at Shadow Realms is very simple. THERE IS NO AGGRESSIVE BODY CONTACT!! This means you cannot grab someone you are fighting, you cannot tackle someone, body-check, push, shove, or in any way have physical contact with someone in a combative manner.

You are allowed to try to take someone’s weapon from them IF you have Strength Bonus. To do this, you must be able to physically grab the weapon. Then you would state “With +1 (or your appropriate Strength Bonus) I take your weapon.” DO NOT actually yank on the weapon, or try to rip it from their grasp. Once you have declared that you are using a strength bonus to take it, you must give them a moment to reply. They can resist the attempt if they have an equal or greater Strength Bonus, in which case they would state “Resist” and you would either let go of their weapon or they are allowed to call their regular attacks against you. If they do not have an equal or greater Strength Bonus, then they will let go of the weapon.

"Touch casting" is allowed for spells and to "push" or “restrain” with Strength. Obviously, you can still shake hands and have non-aggressive body contact with other players. The Fight

You're walking through the forest and a goblin jumps out at you, cackling and waving a sword menacingly. Wouldn't it be great if you could fight?

The following chapter can seem overwhelming to a new player, however combat can

be easily summarized. An attacking player Calls damage as they swing their weapon. A struck player subtracts the damage called from their Armour and Body points. When you run out of Body, you fall down.

There are a lot of rules that deal with combat, because there are many effects that deal

with combat situations. Let’s face it, a big part of the game, and a large thrill of the game, deals with the combat scenarios that occur during play. During the course of the game, it is inevitable that at some point, all players will find themselves in a combat situation. Because of this, every one should do their best to learn and understand the rules of combat. This means that it is a good idea for a player to learn as many of the spells, skill strikes and alchemy effects that they can before they begin to play the game. There are two main aspects of combat; Forms of

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Attack, and Forms of Defence.

Forms of Attack

The first aspect of combat is forms of attack. There are three forms of attack; those being Packet Delivered, Touch Cast and Physical Attacks.

Magical Attacks

A magical attack is any attack that is mystical in nature, including any spells cast at the player, or any attack starting with the pre-fix “magic-”. A Magical Attack may be delivered by a Spell Packet, Touch Attack, Spell Strike, Command Word or Power Word. Spell Strike, Command Word and Power Word are special abilities not normally available to Player Characters.

Physical Attacks

Physical attacks include weapon attacks, most Traps and Alchemy, and any attack starting with the prefix “physical –“. ALL physical attacks are stopped by “Magic Armour”, “Advanced Magic Armour”, “Dodge”, “Phase” and “Parry”. Weapons and shields can also be used to effectively block an opponent’s physical attacks with the exception of Alchemical Gas Globes.

Packet Delivered

A Packet Delivered attack is a ranged attack commonly used to represent spell casting, throwing alchemical gas globes, throwing rocks and using ranged special abilities. In all cases, if a character is able to avoid the Packet, they avoid the attack. The attacking character first states the incantation for the Magical Attack, for example “I weave Water to Slow.” Any Packet Delivered attack striking a player’s weapon, shield or costume affects the player as though they were struck by the spell. Other attacks which are commonly Packet Delivered include Thrown Rocks and Alchemical Gas Globes. These are both Physical Attacks with the difference that a thrown rock may be blocked normally with a weapon or shield and an Alchemical Gas Globe may not be blocked with a weapon or shield. Since the player throwing the Packet has the best view, he has the final call on whether or not the packet made contact.

Touch Cast

A Touch Cast attack involves a character physically touching their target with their hand. As the name implies a casting character may touch any part of the target and incant their spell or spell-like ability. No alchemy or weapon attacks may be Touch Cast. Unless otherwise stated, all spells may be Touch Cast. A Body Weaponry phys-rep may not be used to deliver a Touch Cast attack. Any Touch Cast attack striking a player’s weapon, shield or costume affects the player as though they were struck by the spell. A Touch Cast attack may be defended as a Physical attack (which will defend against the Touch), or a Magical Defence (which will defend against the actual spell). Since the player using the Touch Cast attack, must physically touch their target, he has the final call on whether or not the Touch Cast attack is successful.

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Weapon Attacks The most common type of Physical Attack, is used with a boffer weapon. Anyone can

charge forward and whip their sword wildly around. However, this is Boffer Combat, for safety and aesthetics; a certain amount of skill is required. LARPing is about acting and character. This doesn't stop when the action starts. If you are preparing to deliver a mighty blow, don’t poke your opponent. If you're opponent strikes you, react! Even if your reaction is to say "ouch". If your opponent’s sword is able to harm your character, act like it. Do not disregard their weapon and begin swinging wildly. This goes for all attacks, if a fireball blasts into you, act like it!

I hope you're holding your weapon. Now relax your grip. You don't need to cleave

through the person, just make contact. Your sword should be travelling in the direction of your arm, not your wrist. The minimum arc of an arm swing is 45 degrees. Anything less than this can be considered "machine gunning" and successive strikes will be ignored. Also, striking the same target in succession, even with a swing of 45 degrees, is considered "machine gunning".

The maximum arc of a legal swing is 90 degrees. Anything more than this is considered "base-balling" No "Baseball" swings will be counted.

Keep your head up and know where your weapon is at all times. It is very important to keep your weapon under control. This is especially important if a single opponent is surrounded by foes or when striking at a player who cannot see you.

As you swing you will Call Damage. This allows your target to know the effect of your weapon striking them. Your Damage Call is based on several factors, mainly; the type of weapon you are using, your skill with that weapon, your strength, and any magical or alchemical effects on you or your weapon. An example of a beginning character’s Damage Call is “2 Normal!” This means that your weapon is of a normal type (i.e. steel or wood) and inflicts 2 points of Damage.

The target of a Weapon attack has the final call on if the attack was successful.

Damage Types

There are also some special forms of attack that you will face in your adventures at Shadow Realms. Weapon attacks will come with a variety of effects. These effects are represented and described by the suffix attached to the numerical damage call. When a weapon attack is called, it will come in the form of “(number) [suffix]”, for example “5 Normal”, or “8 Magic”. The basic suffixes for weapon damage calls are “Normal” and “Magic”. All of these attacks (“Normal and “Magic”) have the same effect and unless specified otherwise, are treated as normal physical attacks in that they can all be stopped by “Parry”, “Magic Armour”, “Advanced Magic Armour”, “Dodge” and “Phase” and they can be blocked by weapons and shields.

Normal Damage: These attacks represents damage inflicted by weapons made of

wood, steel, iron, rock, and various other common materials. A character may choose to call “5 Normal” or the material of the weapon, “5 Rock”. Normal Damage will often not harm magical creatures.

Magic Damage: These attacks represent damage inflicted by weapons made of

physical magic, and have the ability to harm magical creatures. These damage types include Alchemical Fire and Alchemical Acid, Mithril, Lightning, Ice, Earth, Fire and Magic.

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There are, however, several other suffixes on damage calls that are treated differently.

These suffixes are listed below. Body: This suffix indicates that the damage dealt by the weapon attack does not affect

armour, so the damage passes straight to body. This damage must be taken from Body points or Dexterity Armour points. This is a physical attack and may be stopped by “Parry”, “Magic Armour”, “Advanced Magic Armour”, “Dodge” and “Phase” and they can be blocked by weapons and shields. Order and Chaos: These attacks are identical to each other in their effect and register as “magic-body”. This means that the attack will break a Magic Threshold, and the damage goes straight to Body. This damage must be taken from Body points or Dexterity Armour points. This is a magical and physical attack and may be defended with Parry, Magic Armour, Resist Magic, Shield Magic, et al. Acid: This Alchemical attack will affect creatures with a Magic Threshold and additionally, with ignore armour. This damage must be taken from Body points or Dexterity Armour points.

Carrier Attacks A carrier attack is any physical attack which, in addition to the physical damage involved in the attack, inflicts a magical or an alchemical effect. An ordinary physical attack would be “5 Normal.” This attack inflicts 5 Damage. A Carrier Attack would be “5 Alchemical Poison.”, or “5 Magic Poison.” These carrier attacks inflict 5 Damage, but may also inflict the target with Alchemical Poison or Magical Poison. In either case, the entire attack can be stopped as a physical attack. If the entire attack is not stopped by any of these means, then the target suffers 5 damage and risks being affected by either an Alchemical Poison or by Magical Poison. In either case, the Poison will only affect the target if at least 1 of the Damage inflicted on the target, damages their Body Points. When the carrier attack is delivered, the target suffers the effect of Poison. Once the target is struck by the Poison effect, the target may defend against the Poison effect normally, such as with a Resist Toxin. Any spell or alchemical effect can be used as a carrier attack, for example “5 Alchemical Paralyse”, “4 Magic Fear”, “8 Magic Wither Limb”. In each case, the attack acts exactly as described above.

Forms of Defence

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Body Points Body Points are a numerical representation of your character’s physical health, how much damage they can take as well as how close they are to dying. If you have a lot of body points, you are a healthy, sturdy individual. If you have very few body points, you are a weak, fragile individual. When in combat, you want to protect your body points, because when you run out of them, you start down the road to death. For more on death, dying and the exact states you enter at 0 body points and below, see “Death and Dying”

Your Maximum Body = Level x Body per Level + Racial Starting Body Category / Body Points Weapon: 2 Stealth: 1 General: 1 Magic: 0 Faith: 0

To determine your Body per Level,

find your two highest Skill Categories on the left table. If a character has a tie for his two highest categories (i.e. has 2 dots in general, magic and weapons) then he uses the two that are most to his advantage.

Certain Races may add 1 additional point from the Racial Skill Body Bonus. For more on choosing skill dots during character creation, see “Skill Array”.

Example: Your Human character has a Skill Array of Stealth (2) General (2) and Magic (2). You have a three way tie for your two highest, but Stealth and General are the most beneficial. Your Body per Level is two. Multiply your Body per Level by your Level. (New Players begin with 30 Experience Points and are 3rd Level). Add this total to your Racial Starting Body. Following the above example, a new character would have 2(Body per Level) x 3(Level) + 5(Human Starting Body) = 11 Body Points. Armour points Armour Points are a numerical representation of the amount of protection that your armour grants you. In other words, armour points represent the durability and completeness of your suit of armour. Armour points protect you from inflicted damage that would otherwise damage your body points. If you are wearing armour and you are struck by an attack causing damage, the damage from the attack generally affects your armour points before it affects your body points. For more information, refer to the Armour Rules.

Spell Protections Throughout the course of the game, most players will receive some types of spell protections. The player might cast them on himself, or he might make friends with a mage, or even purchase spell protections. Some spells grant more body points, others grant the wearer the ability to stop certain types of attacks. When entering the game, and specifically combat,

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the player must be aware of which spell protections they have active on them, and what the exact effect of these spell protections are. Special Abilities: Some players will find that they have some special abilities that they will be able to use in a defensive manner. There are racial abilities, such as “forest-walk”, or “dodge” that can be used for defensive purposes. Other players might have skills that can be used for defence, such as the “parry” skill or “dexterity armour”. Again, it is up to the player to know which special abilities they are able to use, and what the exact effect of them is. The exact nature of such skills can be found in the section “Skill Descriptions”. Dexterity Armour Dexterity Armour (Dex. Armour) represents a character's innate ability to evade attacks. Dex Armour may be used to avoid attacks that target Body or Armour. If Dexterity Armour is used to avoid a carrier attack, "Dex Armour" must be called. Refer to the Skill Description for more detail. Thresholds Represent an innate toughness or damage immunity. A creature can have almost any conceivable threshold type. Damage inflicted must exceed the threshold to inflict itself on the character. A higher level threshold grants immunity to lesser damage types. A creature may have multiple Thresholds. For example a Death Knight may have a Threshold of 10 Normal and of 1 Magic. If the Death Knight had only the Magic Threshold, he would be completely immune to all Normal attacks. Since he also has a Normal Threshold of 10, any attack dealing 11 Normal or higher, would also affect him. Normal Threshold 0 (Base) - Represents a normal toughness. Normal Threshold 1+ - An Ogre (a thick-skinned humanoid) Magic Threshold 1+ - A Werewolf (a supernatural creature immune to normal weapons) Magic Threshold 10+ -Lich (a powerful undead spell caster) Order 1+ - Greater Demon (a lieutenant in the armies of the Evil Deities) Chaos 10+ - Celestial Herald (a general in the armies of the Good Deities) Physical Defences Body Points – Represents a characters ability to soak damage. Armour Points – Represents the strength of a suit of armour. Parry - Represents a physical deflection. Magic Armour - Represents an instantaneous physical barrier Magical Defences

Shield Magic - Represents an instantaneous magical barrier. Resist Magic - Represents an innate resistance to magical attacks. Resist (Type) - Will grant resistance to the Damage Type. Universal Defences Some area of effect attacks and all Power Word attacks cannot be avoided through these defences.

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Dodge - Represents a lightning quick evasion. Phase - The character near instantaneously disappears and re-appears, avoiding the attack. Alchemical Defences Resist Toxin

Parry Dodge Magic Armour

Other defences exist, i.e. Advanced Magic Armour, Phase, and Cloak. Individual skill and spell descriptions will specify which skill they act as.

Taking Damage

When a player is struck by any attack causing damage, be it a trap, a weapon attack, alchemy or even a spell, the player must take damage points from one of several possible areas. The player can lose points from their Armour Points, their Body Points, or their Dexterity Armour. Some attacks dictate which area the player must lose points from. For example, if a player is struck by a weapon attack ending with the suffix “-body”, then they must take the damage from their Body Points or from their Dexterity Armour. Most other attacks allow the player to take the damage points from any of the three areas, those being Body Points, Armour Points and Dexterity Armour.

So, let’s try an example. I have a fighter who has 10 body points, 10 points of dexterity

armour and 10 armour points. I am struck for 12 points of normal physical damage. These points of damage could have been inflicted by a spell, a weapon, or an alchemical attack; it makes no difference once the attack has successfully struck me. My body points are the most important, so I want to save as many of those as possible. I judge my armour to be the most expendable, so I appoint 10 points of the 12 damage to my armour. That is the most damage I can appoint to my armour because I only have 10 armour points. I still have 2 points of damage that has affected me which I must now appoint to my body points or to my dexterity armour. As I said before, I judge my body points to be the most important, so I appoint the other 2 points of damage to my dexterity armour. This brings my current dexterity armour total down to 8. So after taking those 12 points of damage I have 0 armour points left, 8 points of dexterity armour left, and I still have all 10 of my body points. Death and Dying

Sooner or later, everyone enters combat. When you do so, you will need to know what how to react if you are defeated in a battle. Body points represent your character’s physical health, and when you run out of body points, your character suffers. This list shows what state your character will be in when you are at low levels of body points. 1 Body and above: Able to do all skills, fully conscious. 0 Body: “Unconscious”. Characters in this state are unable to use any skill, or perform any action. They are unconscious; they cannot sense anything going on around them. When a character is at zero body points, they remain unconscious for 5 minutes, after which time they gain one body point and regain consciousness at 1 body point. Unconscious characters can be healed, but cannot be shaken awake.

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-1 Body or less: “Dying Count”. When a character reaches -1 body points, they are said to be dying. During this time, the character is near death and has no awareness of the waking world. This state lasts for 5 minutes, during which time the character can be healed. If these 5 minutes pass without the character receiving any healing, they die, and begin what is known as the “Fatal Count”. Fatal Count: Characters in this state are dead. They have 5 minutes before their spirit leaves their body and they take a death. However, a dead character can still be healed. The only healing that affects a dead character is the spell “Life”. If the 5 minute Fatal Count passes without the character being healed, then the character has “taken a death”. Taking a Death: If a character remains in their Fatal Count for 5 minutes they die. Once this happens, the character must leave all of their in-game possessions (i.e. money, scrolls, weapons etc) at the place of their death. At this point the player loses all spells active on them, be they protective spells, augmentation spells, and so forth. They must then go “out of game” and find a plot member who shall guide them through the resurrection process. Each character can take 3 deaths and still be resurrected. After taking 3 deaths, the character flips a coin each time they take a death. If it comes up heads, they are able to be resurrected. If it comes up tails, they take their final death and must talk to a plot member about rebuilding their character. When building a new character, the new character will have 50% of the Experience Points that the old character had, and will progress as any other character does. The exact formula to determine a new characters starting Experience Points it to take the old characters XP total (for example: 90) and subtract 30 (60). Now divide that total by 2 (30). Now add 30 back to your total (60). Note that once this happens, the old character is lost forever.

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Armour Rules

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Armour Rules

Armour is a great costume aid, and it adds a military feel to the game that is essential for a medieval fantasy atmosphere. When a player enters the game, their costume and armour will be judged and appointed a number. This number will represent the number of points of damage that the suit of armour can sustain before it stops protecting the wearer. This number tells how many “armour points” that suit of armour is worth. At the start of the game, the player will be given a logistics tag stating the number of armour points that their character has. The number of armour points the character is granted are based on the effectiveness of the real suit of armour that they are wearing.

Armour Tags

Each player has a suit of armour, which is the real suit that he is wearing, and the player also has an “armour tag” stating the number of points of armour that the suit is worth. For example, if my character is wearing a chain mail vest which is worth 15 armour points, then I would have an armour tag stating my suit is worth 15 armour points. Armour is used in game to protect the wearer from taking damage. The number of armour points the suit is worth determines the number of damage points the suit will protect the wearer from.

Breached Armour

Armour is not permanent, it wears away with use. When a suit of armour has taken enough damage to reduce it to 0 armour points, it is said to have been “breached”. The breached suit loses 5 points permanently from its original total; these points can never be repaired or regained. So if I have a chain mail vest, worth 15 armour points, which becomes breached, then the suit is now worth only 10 armour points. This is because when a suit of armour is breached, it permanently loses 5 points from its total.

When a suit of armour gets breached, the player wearing the armour must call out “Breach!” to show that the armour has taken serious damage. A Breached suit may be re-crafted for 1 Smithing Production Point per Armour Point.

Repairing Armour

Suits of armour can be repaired, so that they regain their point value (except for the 5 that are permanently lost if the suit is breached). To repair armour one must have the skill Smithing. So when my 15 point suit of armour gets breached, I decide to leave combat and repair it. Before I repair my armour, the suit is worth 0 armour points, because it has been reduced to 0 points of armour during combat. Currently, this suit offers me no protection. However, if I have the Smithing skill, I can repair it. When I do this, the suit regains its value. Originally the suit was worth 15 points of armour, but since it was breached, it is now only worth 10 armour points after it has been repaired.

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Wearing Armour As with all in-game items, armour must have a Tag to be considered legitimate. However, a character cannot make full use of an armour tag without a physical representation of armour with the same value. A player may use any number of armour tags up to the total amount of armour they are able to physically represent. With an armour tag but without a physical representation of armour, a player may only use up to 10 points of armour at one time. For example, if a player has a 30 Point Armour Tag, and no physical representation, the player may only use 10 Points of that armour. If the Armour is 10 points below its maximum, it is of no use to a character with a lesser phys-rep.

Armour Areas The following diagram shows the areas on the body that are worth armour points when they are protected. In order to get armour points for any specific area that area must be at least covered 75% by armour. Different materials may be cumulatively applied to the same Armour Location. For example you may wear a Breast Plate over a Chain Shirt over a Leather Vest. When you have counted up the number of areas on your person that are covered with armour, multiply that number by the value corresponding to the type of armour covering that area. Armour Type Armour Points per Location Soft Leather Armour 0.5 Hardened Leather Armour 1 Studded Leather 1 (Studs greater than 1" apart) or 1.5 (1" or closer studs) Chain Mail or Scale Mail 2 Plate Mail 3 A bonus of 1 point per location will be applied if the armour is in-period and the character costume is complete. The bonus point is to the discretion of the Armour Marshal. Certain anachronism to avoid include: brand logos, running shoes, blue jeans, wristwatches and other modern day inventions. Armour Locations:

1. Left Foot 2. Right Foot 3. Left Shin 4. Right Shin 5. Left Calf 6. Right Calf 7. Left Knee 8. Right Knee 9. Front Left Thigh 10. Front Right Thigh

11. Back Left Thigh 12. Back Right Thigh 13. Groin 14. Buttocks 15. Front Torso, Lower Left 16. Front Torso, Lower Right 17. Front Torso, Upper Left 18. Front Torso, Upper Right 19. Back Torso, Lower Left 20. Back Torso, Lower Right

21. Back Torso, Upper Left 22. Back Torso, Upper Right 23. Left Shoulder 24. Right Shoulder 25. Back Neck 26. Front Neck 27. Lower Face 28. Upper Face 29. Top of Head 30. Back of Head*

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*If the back of the head is covered with Plate or Hardened Leather, the target ignores the knockout effect of Waylay.

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Production Skills

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Production Skills Production Skills are first used at Logistics, where your character will receive Item Tags to represent what your character has Crafted before your Shadow Realms Event. Each Production Skill grants Production Points each day. At the first Logistics of an Event Players receive the total Production for each day of the Event. Players may choose to retain Production Points to spend during the Event. Production Points cannot be “banked” between events, but may be spent to begin to create an item. A Master Crafted Weapon may take several Events to complete. Production Skills typically have a monetary cost of 1 Silver Pieces (sp) per 1Production Point (pp) to create. Players may find or acquire material components to offset the Silver cost of creating items. For instance, an alchemist may find a particular mushroom which may be a prime ingredient to create a Paralysis Alchemy. A Smith could melt down several daggers to make a long sword. Players are encouraged be creative when considering items as components, however discretion of what is considered a component and the value of such is determined by a Plot Member. The average sale price of steel, and most other items, is 5 sp per 1pp. The average sale price of wooden items is 3sp per 1pp. The average sale price of mithril items is 10sp per 1 pp. 10 Silver Pieces are equal to 1 Gold Piece (gp)

Alchemy

Each time a character buys the skill Alchemy they attain 4 production points per day. These points are then used to produce alchemy with the use of ‘Alchemical Tools’. In order to produce alchemy, the character must have these tools.

Alchemists require a Recipe Book to store known alchemical potions, gels and globes. A starting character begins with double their Alchemical Production in Recipes.

When a character makes alchemy, there are 3 physical forms in which the alchemy can take form. These are: contact gel, ingested elixir, and gas globe. In order to create advanced alchemy recipes, the player must have 5 levels of Alchemy.

Only Alchemy describe as a Toxin, is defeated by Resist Toxin.

Contact Gel

This form of alchemy is produced as a clear, sticky gel. This gel must be smeared onto objects or weapons in order to be effective. To smear a gel onto an object or weapon takes 10 seconds, and an object or weapon can have only one dose of gel smeared on it at any one time. Only players with the skill Herbalism can apply gel. Once an item has been coated, the item gains a special function for one swing, after which time the contact gel wears off and is used up. The gel could make a weapon swing for poison for one attack, or it might make the weapon inflict extra damage for one attack. The effect depends upon the alchemical recipe used, and the gel is used on the next attack with that weapon. These types of attacks are known as “Carrier Attacks”. An attack made using a weapon coated with an Alchemical Gel will be defeated if the attack is defended against using the skill Parry or the Spell Protections Magic Armour and Advanced Magic Armour. If the attack is defended using Dodge or Phase, the Alchemical Gel will remain on the weapon.

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Ingested Elixir This form of alchemy is produced as a liquid, which must be drunk in order to take effect.

Some elixirs, or potions, have curative effects, others have opposite effects. As with all alchemy, the effect of the potion or elixir depends upon the recipe used. If the alchemist produces several doses of the same brand of elixir, they can be stored together. For example, if I make three doses of Cure Wounds Elixir, I can store all three in the same bottle, and drink it in one, two or three doses. These effects are often Toxic and thus can only be stopped by the ability Resist Toxin. Toxic attacks do not affect creatures without a metabolism such as the undead and golems.

Gas Globes

This form of alchemy is produced as a gas, which is stored in a small glass vial. When the gas escapes from the vial, it affects the nearest target. This form of alchemy is delivered through a thrown spell-packet. This spell-packet is thrown at the target, and whoever the spell packet hits is affected by the alchemy. In-game, the packet represents the glass vial, and whoever it hits after it is thrown is affected by the alchemy. The gas escapes the broken vial, and reaches the target struck by the spell packet. If the thrown gas globe misses the target after it is thrown, it strikes the ground, affects no one, and is used up. Before throwing the gas globe, the alchemist must prepare the gas globe with a three count of “I prepare the alchemy 1…I prepare the alchemy 3!” after which time the gas globe may be thrown. If it is not thrown 30 seconds after this 3 count, it will revert to its dormant state. The alchemist can only have one active gas globe at a time. The alchemist throwing the gas globe must call out the name of the alchemical recipe in the gas globe as it is thrown. For example, I have made one Oil of Impact Gas Globe. This is represented by a spell packet. I see a goblin, and want to throw the gas globe at him. I call out “Alchemical 10 Fire”, and I throw the packet at the goblin.

Alchemy used in the form of a Gas Globe can be avoided using the Parry or Dodge skill, or a Magic Armour, Advanced Magic Armour or Phase spell protection. Resist Toxin will stop any Toxic Gas Globe. Any gas globe striking a player’s weapon, shield or costume affects the player as though they were struck by the gas globe. The call for any thrown gas globe is “Alchemical (Name of Recipe).” When characters make alchemy, they must spend a certain amount of money to attain the correct ingredients for the recipe. This is done prior to play during logistics. Cost to make: 1 silver piece (sp) per 1 production points (pp). Normal sale price: 5sp per 1 pp

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Alchemy Recipes

Recipe Production Cost

Type Toxin

Cure Wounds 1 Ingested No Hallucinogen 2 Ingested Yes Intoxicant 1 Ingested Yes Liquid Light 1 Contact No Nausea 2 Gas Globe Yes Poison 6 Ingested Yes Oil of Flame 4 Contact No Oil of Impact 4 Gas Globe No Strength 4 Ingested No Vorpal 4 1 Contact No Vorpal 12 3 Contact No Weakness 3 Gas Globe Yes Cure Wounds: Heals 4 body points to living targets, has no effect on undead. Hallucinogen: Once struck, the character feels very out of place, everything seems incredibly surreal and fantastic. Details which were previously minor and irrelevant suddenly cause extreme fascination and disbelief. The character also sees things that aren’t there, and sees things that are there in different ways. This makes combat extremely difficult, as the character will attack the air, trees, or even his allies. The effect will last 5 minutes per use. Resist Enchantment may be used to resist a Hallucinogen. Intoxicant: This is essentially one very strong alcoholic drink. Drinking one will make the character drunk for 5 minutes. The character slurs their speech, loses co-ordination and takes on all the symptoms of intoxication that occur in real life. A character with Racial Resist Toxin may Resist (at no use of the Resist Toxin skill) 1 Ingested Intoxicant per day, per purchase of Resist Toxin. This includes the Bacchus Minor Blessing Resist Toxin, but no magic or alchemy of the same name. Liquid Light: This creates a glowing paste which can be smeared on any object to illuminate the area. It will not blind targets. Phys-rep can be a glow stick or a flashlight with tissue paper over the end. A Liquid Light will last 12 hours. Poison: Poisons the imbiber. They suffer 1 body upon consumption, as well as an additional 1 body per minute until cured or killed. While poisoned, the target may not run, although they may use all of their skills. This alchemy is identical in effects to the spell “Poison”, the duration is 2 days. Nausea: The target is overcome with fits of retching and coughing. The target may not run. Combat may otherwise be continued normally. Lasts 5 minutes.

Oil of Impact: This is a gas globe which causes 10 points of damage on the targeted character. The call for this is “10 Alchemical Fire!”

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Oil of Flame: This alchemical gel, when applied to an item will burn for a minute or until the weapon strikes a target. Only the Oil is consumed, the item will be unaffected. The wielder adds 5 Alchemical Fire to their damage. Strength: Temporarily increases the character’s strength by +1 for a duration of 5 minutes. Vorpal 4: This is a paste that can be smeared upon any weapon’s striking surface. The next attack with that weapon inflicts +4 damage.

Vorpal 12: This creates a paste that can be smeared upon a weapons striking surface, causing the weapons next attack to inflict +12 damage. Weakness: This gas globe inflicts the target with a -2 to their strength score, causing them to inflict 2 points of damage less than normal on all physical attacks. This alchemy is not cumulative with itself. Duration is 2 minutes. The call for this is “Alchemical weakness!”

Advanced Alchemical Recipes Recipe Production Cost Type Toxin Acid 1 – 20 Gas Globe No Forget I 20 Ingested Yes Major Strength 12 Ingested No Poison 8 Contact Yes Poison 10 Gas Globe Yes Oil of Destruction 5 Gas Globe No Shatter 6 Gas Globe No Sleep 12 Gas Globe Yes Paralyse 12 Gas Globe Yes Resist Toxin 6 Ingested No Purify Toxin 6 Ingested No Euphoria 12 Ingested Yes Vorpal 20 8 Contact No Web 12 Gas Globe No Charm 18 Ingested Yes Acid: This gas globe inflicts 2 points of body damage to the target per production point spent on the gas globe. So if the alchemist spends 10 production points on it, he creates a gas globe that inflicts 20 points of body damage. The maximum damage this can cause is 20 body. The call for this would be “Alchemical 20 body!” Forget 1: This potion causes the target to forget everything that happened within the last half hour. For 1 minute, they are completely motionless as their memories are wiped. All events, dealings, and other occurrences are forgotten. The alchemist can replace this memory with a ten word description of the last half hour. For example “While dealing with a merchant, we were ambushed by Orcs.” This description is usually fairly vague, and this may lead to people realizing something is not quite right. Once the target has fully acceptable the replaced memory as

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being true, Forget 1 often becomes permanent. Resist Enchantment may be used to resist a Forget 1. Major Strength: This elixir grants the user Strength Bonus +2 for duration of 10 minutes. Effects are cumulative with magical strength enhancer, but not alchemical ones. Paralyse: This alchemical recipe causes the target to be unable to move or to speak, though they remain aware of their surroundings. The target remains fully conscious, though they are unable to interact with their surroundings in any way. 10 Minute Duration. Poison: This alchemy afflicts the target with poison. The target cannot run, and they suffer 1 body point of damage every minute until they are cured or slain. The call for this is “Alchemical poison!” This is identical to the spell poison, except it is an alchemical attack.

Oil of Destruction: This gas globe is identical to “oil of impact”, except that it inflicts 20 points of damage to the target. The call for this is “20 Alchemical Fire!” Shatter: This gas globe will destroy any hand held item that the target is using, which is up to the size of a shield (3 feet diameter) or any held weapon, as well as causing 5 points of Alchemical Fire damage. The call for this is “Alchemical Shatter!”

Sleep: Puts the target to sleep for 10 minutes. They cannot be shaken awake, although a purify blood will awaken them. Resist Enchantment may be used to resist Sleep. The call for this is “Alchemical Sleep!” Resist Toxin: Grants the ability to "resist" the next poison effect, including alchemical sleep, paralyse, euphoria, poison and other toxic effects. It will also "resist" magical poison and nausea effects. It will not defend against Alchemical Acid or Fire. Purify Toxin: This alchemy will remove all toxins from the targets immune system. . It will not heal any damage, but will cancel the effects of any alchemy such as weakness, poison and so forth. A Purify Toxin added to an Ingested Alchemy will remove any Toxic effects. Euphoria: The target is overcome with feelings of pleasure. The target is incapacitated to the point where he may not attack or defend himself or move faster than a crawl. Even if the target is attacked to the point of death, the only feeling is euphoria. Euphoria has no statistical addictive effect, and the euphoric effect may be removed via a Purify Toxin or Purify Blood. Resist Enchantment may be used to resist Euphoria. Charm: The target will realize he is the best of friends with the first living target spotted. Charm does not prevent the target from recognizing other current friendships. Has no effect on undead, golems, elementals and creatures without minds. Resist Enchantment may be used to resist a Charm Alchemy. A Charm has a duration of 10 Minutes Web: The target is bound in sticky stands, similar to a spiders webbing. A +5 Strength is require to rip free of the Web. The target will suffer 5 Body from ripping out. The target may be cut free in 60 seconds. Lasts 10 minutes.

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Alchemical Laboratory

Although the minimum tools and materials found in Alchemical Tools are required to produce Alchemy, an alchemist may assemble or purchase an Alchemical Laboratory to increase their ability to produce alchemy. An Alchemical Laboratory requires many trades to be fully constructed. These trades may include, but are not limited to: Alchemy, Smithing, Craftsmen: Glassblower and Craftsmen: Carpenter. More advanced laboratories may require more exotic trades and craftsmen. The chart below depicts common Laboratories. The Lab Multiplier is applied to all who use the Laboratory for there Alchemy. The Monthly Upkeep must be paid in order to use the Laboratory. The Maximum Production is the total amount of Alchemy, which all alchemists using the Laboratory, may produce. The size of the Laboratory is the space the expected representation will cover. The Market Value is the expected retail cost of the listed Laboratory.

Lab Multiplier Monthly Upkeep Maximum

Production Laboratory Size (in feet)

Market Value

X 1.25 5 Gold 100 Production 10 x 10 200 Gold X 1.50 10 Gold 200 Production 15 x 15 300 Gold X 1.75 15 Gold 300 Production 15 x 20 400 Gold X 2.00 20 Gold 400 Production 20 x 20 500 Gold X 2.50 30 Gold 600 Production 25 x 25 700 Gold X 3.00 40 Gold 700 Production 30 x 30 800 Gold X 3.50 50 Gold 800 Production 35 x 35 900 Gold X 4.00 60 Gold 1000 Production 40 x 40 1100 Gold

Create Potion

This is a production point skill, which grants the character two production points per purchase per day. It allows the character to create potions that perform certain spell functions. Potions can only be made from the schools protection, augmentation, alteration and healing. Potions sense as magic and their nature can be determined by use of the Identify and Religion Lore skills. The cleric can only create potions of spells they can cast. The production cost for all potions is double the casting cost of the spell. The monetary costs for the priest in materials to make a potion are 1 silver piece per production point, and the normal sale price is 5sp per pp. Create Potions requires only Water, Containers and the cleric’s Holy Symbol. A Purifying Altar may increase the amount of Potions and cleric can create.

Purifying Altar

A cleric may assemble or purchase a Purifying Altar to increase their ability to produce Potions. A Purifying Altar requires many trades to be fully constructed. These trades may include, but are not limited to: Potions, Smithing, Craftsmen: Glassblower and Craftsmen: Carpenter. More advanced altars may require more exotic trades and craftsmen. The chart below depicts common Altars. The Multiplier is applied to all who use the Purifying Altar for there Potions. The Monthly Upkeep must be paid in order to use the Purifying Altar. The Maximum Production is the

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total amount of Potions, which all alchemists using the Purifying Altar, may produce. The size of the Purifying Altar is the space the expected representation will cover. The Market Value is the expected retail cost of the listed Purifying Altar.

Multiplier Monthly Upkeep Maximum

Production Laboratory Size (in feet)

Market Value

X 1.25 5 Gold 100 Production 10 x 10 200 Gold X 1.50 10 Gold 200 Production 15 x 15 300 Gold X 1.75 15 Gold 300 Production 15 x 20 400 Gold X 2.00 20 Gold 400 Production 20 x 20 500 Gold X 2.50 30 Gold 600 Production 25 x 25 700 Gold X 3.00 40 Gold 700 Production 30 x 30 800 Gold X 3.50 50 Gold 800 Production 35 x 35 900 Gold X 4.00 60 Gold 1000 Production 40 x 40 1100 Gold

Create Traps

This is a production point skill, giving 4 production points per day per purchase. With these production points the character can create several different types of traps. All traps must have a trigger that is audible (such as a mouse-trap). All traps must have an in-game phys-rep, whose size depends upon the type and power of the trap. The three types of traps are: massive physical traps, explosive traps, and alchemical traps.

Traps usually deal with area of effect attacks. Damage from traps can be stopped by the spell protections “Magic Armour”, “Advanced Magic Armour” and “Phase”, or any sort of “Dodge”. Shields do not defend against traps in any way, nor does a “Parry”.

When creating traps there is a monetary cost involved; the character must buy the correct items for the trap set-up. The cost to make traps is 1sp per pp. The normal sale price of traps is 5sp per pp. To create a Traps require the use of a Trap Maker’s Tools. Type Min. Damage Max Damage Production per

Damage Point Total Production

Cost Physical 15 50 1 15 - 50 Explosive 5 40 - 10 Alchemical - - - 10 Rabbit Snare - - - 4 Bear Trap - - - 24 Wolf Trap - - - 12 Weapon Trap +1 +4 4 4-16 Massive Physical Traps: These traps are deep pits full of spikes. To construct these traps takes 2 minutes per point of damage if built during an event. They may be built before an event, in which case the placement and decision to do so must be made at the end of the prior event. These traps take up an area of 1 square foot per 5 points of damage, and require a string outline (which may be concealed) as well as a tag stating the type and effect of the trap. These traps

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last for the whole event, so anyone stepping inside the outline at any point over the course of the event takes full effect of the trap. Explosive Traps: These traps are built from jars of Oil of Impact liquid rigged to break open and explode when triggered. These traps need a phys-rep, which must be a vial or bottle that is 1 cubic inch per 5 points of damage. These traps explode in a 10 foot radius when triggered, dealing full damage to all characters within that distance. After that, the trap is used up and is no longer of any use. The Oil of Impact must be obtained separately. Each Oil of Impact adds 5 Alchemical Fire damage to the Explosive Trap. Alchemical Traps: These traps are clever devices that spray an alchemical gas globe in a 10 foot radius, affecting all characters within that range with the alchemical effect. These traps require a 1 cubic inch vial (film canister) as well as three gas globe of the desired type. (And obviously a trigger) The production point cost for these traps is 10 production points. This type of attack is treated as though it were a gas globe attack, except that it affects everyone within a certain area of effect. The skill “Resist Toxin” will stop this form of attack, as will a “Dodge”, and the spell protections “Magic Armour”, “Advanced Magic Armour” and “Phase”. You cannot “Parry” alchemy delivered through a trap. You may not Dodge a trap you are carrying. Rabbit Trap: This is a snare trap, which will affect only 1 target. The effect is a “Physical Pin.” The target can rip free with Strength Bonus +1, though doing so causes 1 body damage. Bear Trap: This is a metal trap which tears off the limb of the target. The effect is a “Physical Dismember”, oriented at whichever limb set off the trap. Affects only 1 target. Wolf Trap: Vise-like metal jaws slam around the target limb. The trap deals 2 points of body damage and the targeted limb is unusable until the damage is healed. The trap also "Pins" the targeted limb, which may be ripped out of with Strength Bonus +1, dealing an additional Body Point in damage. Weapon Trap: A weapon trap is a mechanical device which is designed to trigger a weapon swing towards the target. The trap damage may be augmented by the strength of the weapon trap (+1-+4), the base damage of the weapon, alchemical gels applied to the weapons and ritual magic effects specifically targeting a weapon. Augmentation spells may not be applied to the weapon. If the phys-rep is able to automatically reset, the trapsmith may spend 16 production points to allow the Weapon Trap to automatically reset.

Trapper’s Workshop

A Trapper may assemble or purchase a Trapper’s Workshop to increase their ability to produce Potions. A Trapper’s Workshop requires many trades to be fully constructed. These trades may include, but are not limited to: Potions, Smithing, Craftsmen: Glassblower and Craftsmen: Carpenter. More advanced workshops may require more exotic trades and craftsmen. The chart below depicts common Workshops. The Multiplier is applied to all who use the Trapper’s Workshop for their Traps. The Monthly Upkeep must be paid in order to use the Trapper’s Workshop. The Maximum Production is the total amount of Traps, which all alchemists using the Trapper’s Workshop, may produce. The size of the Trapper’s Workshop is the space the expected representation will cover. The Market Value is the expected retail cost of the listed

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Trapper’s Workshop.

Multiplier Monthly Upkeep Maximum Production

Laboratory Size (in feet)

Market Value

X 1.25 5 Gold 100 Production 10 x 10 200 Gold X 1.50 10 Gold 200 Production 15 x 15 300 Gold X 1.75 15 Gold 300 Production 15 x 20 400 Gold X 2.00 20 Gold 400 Production 20 x 20 500 Gold X 2.50 30 Gold 600 Production 25 x 25 700 Gold X 3.00 40 Gold 700 Production 30 x 30 800 Gold X 3.50 50 Gold 800 Production 35 x 35 900 Gold X 4.00 60 Gold 1000 Production 40 x 40 1100 Gold

Scribe

Scribe is a Production Point Skill, which grants 4 Production Points each day per purchase. This skill allows the character to create scrolls. To scribe into scroll form a spell the mage must be able to cast that scroll. The Production Point cost to make a scroll is equal to the Experience Point cost for the spell. So to create a Pin Scroll, you need 2 Production Points and the ability to cast the Pin Spell. The monetary cost for the scroll in production materials is 1 silver piece per production point, and the normal sale price is 5 sp per production point. To create Scrolls, a Scribe must have access to a Scroll Kit. A Library may increase the amount of Scrolls a Scribe may create.

Library

A Scribe may assemble or purchase a Scribe’s Library to increase their ability to produce Potions. A Scribe’s Library requires many trades to be fully constructed. These trades may include, but are not limited to: Create Potions, Smithing, Craftsmen: Glassblower and Craftsmen: Carpenter. More advanced Librarys may require more exotic trades and craftsmen. The chart below depicts common Librarys. The Multiplier is applied to all who use the Scribe’s Library for their Traps. The Monthly Upkeep must be paid in order to use the Scribe’s Library. The Maximum Production is the total amount of Traps, which all alchemists using the Scribe’s Library, may produce. The size of the Scribe’s Library is the space the expected representation will cover. The Market Value is the expected retail cost of the listed Scribe’s Library.

Multiplier Monthly Upkeep Maximum

Production Laboratory Size (in feet)

Market Value

X 1.25 5 Gold 100 Production 10 x 10 200 Gold X 1.50 10 Gold 200 Production 15 x 15 300 Gold X 1.75 15 Gold 300 Production 15 x 20 400 Gold X 2.00 20 Gold 400 Production 20 x 20 500 Gold X 2.50 30 Gold 600 Production 25 x 25 700 Gold X 3.00 40 Gold 700 Production 30 x 30 800 Gold X 3.50 50 Gold 800 Production 35 x 35 900 Gold X 4.00 60 Gold 1000 Production 40 x 40 1100 Gold

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Smithing

The Smithing skill grants 4 Production Points per day per purchase. These points can be used to create armour and weapons. Refer to the chart below for the Production point cost to make certain weapons. Armour costs 1 production point per point of armour produced.

Repairing Armour

The Smithing skill also allows the character to repair damaged armour. Armour is repaired at a rate of 5 Armour Points per minute. Higher levels of Smithing improve the rate of repairing armour. Increased Repair adds 5 to the rate that the armour is improved per minute, up to a maximum of 50 points of armour in one minute if the character has 20 levels of Smithing. Armour Repair can only be done if the smith has Smithing Tools. It is permitted to spend a fraction of a minute to repair an equal fraction of your total Repair Armour Points. A maximum of two Smiths may repair the same suit of armour at the same time.

Furthermore smiths can Re-craft Breached armour. A suit of armour which falls below zero points is considered Breached and loses five points from the suits maximum armour total. This damage cannot be Repaired, but it may be Re-crafted. This essentially involves remaking the damaged potions of the armour. The cost to do so is equal to the Production cost required to make a new suit equivalent to the amount of Breach Damage done to the armour.

Crafting Armour When making any weapons or armour there is a monetary cost involved. Any non-mithril items made cost 1 silver piece per 1 Production Point to cover the cost of the materials. Also refer to Crafting Special Weapons and Armour. Refer to Weapon and Armour Creation for information on constructing proper representational weapons and shields. Item Pre-Requisite

(To Use) Production Cost

Damage/Notes

Hand to hand Basic Weapon - 1 Thrown Rock Basic Weapons - 1 Staff Basic Weapon 4 1 or 2 Dagger Basic/Bladed Weapon 2 1 Club Basic/Hafted Weapon 2 1 Thrown Dagger Light Swords 2 1 Stiletto Light Swords 10 1 Body* Short Sword Light Swords 4 2 Long Sword Light Swords 5 2 Bastard Sword Heavy Swords 7 2 or 3**

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Broad Sword Heavy Swords 7 3 Two Handed Sword Heavy Swords 8 4 Mace Light Hafted 5 2 Hammer Light Hafted 5 2 Two Handed Hammer Heavy Hafted 8 4 Polearm Heavy Hafted 8 4 Bow Archery 8 3 Body* Crossbow Archery 8 4 Body* Hand Crossbow Archery 8 1 Body* Heavy Axe Heavy Hafted 7 3 Axe Light Hafted 5 2 Heavy Hammer Heavy Hafted 7 3 One Handed Spear Light Hafted 5 2 Two Handed Spear Heavy Hafted 6 4 Arrow/Bolt (5) Archery 1 By Bow/Crossbow* Buckler Buckler 4 - Shield Shield 8 - Tower Shield Tower Shield 10 Lock Picks Smithing/Pick Locks 4 - Smithing Tools Smithing 4 - Alchemy Tools Smithing/Alchemy 10 -Trap Maker’s Tools Smithing/Create Traps 5 -Manacles Craft (Locksmith) 3 +1 Str. to breakManacles Craft (Locksmith) 12 +3 Str. to breakManacles Craft (Locksmith) 48 +5 Str. to break *Note that only metal or fibreglass arrows are allowed at Shadow Realms. All weapons marked with a single asterisk (*) may not be used to block weapon attacks. If these weapons are made to block or Parry, they will take the effect of a Shatter. **Bastard Swords can be used one or two handed. The damage depends on how you wield the weapon. One Handed Damage is 2, Two Handed Damage is 3. While using any weapon which has a base damage of 4, the player must use two hands to defend or to attack with the sword. If they do not, they cannot use the weapon to defend or to attack. Any player using a weapon which has a Minimum Length of 50” or more must use two hands to legally wield the weapon. Any player not using two hands on a weapon with a minimum length of 50” cannot use that weapon to defend or to attack. If Smithing is purchased multiple times, the smith gains insights into his craft and eventually is able to forge masterful weapons and armour that will outlast its wearer.

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Level of Smithing 1 Craft/Repair Arms & Armour 2 Increased Repair 3 May craft Shatter Resistant Weapons and Shields (x1) 4 May craft Re-Enforced Shields 5 Increased Repair 6 May Craft Re-Enforced Armour ,

May craft Shatter Resistant Weapons and Shields (x2) 7 Increased Repair 8 May craft Weapons with Perfect Balance 9 May craft Shatter Resistant Weapons and Shields (x3)

May craft Master Crafted Shields 10 May work Bestial Hide 11 May craft Mithril Shields 12 Increased Repair 13 May craft Master Crafted Weapons 14 May craft Mithril Weapons 15 Increased Repair 16 Increased Repair

May craft Adamantine Shields 17 Increased Repair

May craft Master Crafted Armour 18 May craft Mithril Armour 19 Increased Repair

May craft Adamantine Weapons 20 Increased Repair

May craft Adamantine Armour

Special Weapons & Armour Iron Weapons Iron Weapons are cheap to make, however they are much more labour intensive. These weapons cost double the total production points to make the same item in steel. Iron Weapons cost half the silver pieces of the same item made of steel. Additionally, the character must have access to enough production points of raw iron to make the weapon. Raw iron typically cost 1 Silver Piece per 5 Production Points of the base item. For instance, a Long Sword requires 1 Silver worth of Iron, irregardless of the items quality. Iron Weapons typically sell for 3sp per 1pp. Shatter Resistant Weapons These come in three varieties; Resist Shatter x1, x2, or x3. To add a Shatter Resist to a weapon a smith must add production equal to x2, x3, or x4 the base Production of the item. A

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spent Resist Shatter may be restored to a weapon. This requires twice the base Production value of the item and 1 Silver per Production Point. It is twice as difficult to forge or repair a Shatter Resistant Iron Weapon. Perfect Balance These weapons are created with such skill that they inflict one extra point of damage. The weapons base damage increases by 1. A Perfect Balance weapon requires x10 the base items Production to create. Master Crafted Weapons Characters can make weapons that have Shatter Resistance (x5) and have Perfect Balance. The Production Cost for a Master Crafted Shatter Resistant weapon is x16 of the base item. A Perfect Balance x5 Resist Shatter Long Sword (base 5 Production) would cost x16 which is 80 Production and 80 silver pieces (8 gold), and sell for approximately 40 gold. The same weapon in Mithril would require 160 Production, cost 270 silver (27 gold) total to make, and could sell for approximately 160 gold!

Mithril Weapons Mithril Weapons are forged of a liquid metal and are rumoured to be able to harm creatures normally immune to steel. These weapons cost double the total production points to make the same item in steel. Mithril Weapons cost 1 silver piece per the new production point total. Additionally, the character must have access to enough production points of raw mithril to make the weapon. Raw mithril typically cost 2 Gold Pieces per Production Point of the base item. For instance, a Long Sword requires 10 Gold worth of Mithril, irregardless of the items quality. Mithril Weapons typically sell for 10sp per 1pp.

Re-enforced Armour Such armour has provides additional protection without sacrificing mobility. Re-enforced armour increases the Armour Points granted by 50%. Re-enforced armour requires 2 times the base Production Points.

Master Crafted Armour Armour crafted by master smiths can take more punishment in battle than mere stock armour. Such armour, when reduced below 0 Armour Points, will only lose 1 permanent armour point, instead of the usual 5. Master Crafting requires 10 times the base production points. Master Crafted, Re-Enforced Armour requires x12 the base Production Points.

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Mithril Armour Such armour is legendary for its ability to receive blows and protect it wearer. Mithril Armour will convert Body damage into Normal damage. This applies to physical attacks only. When breached, Mithril Armour will only lose 1 permanent Armour Point, instead of the usual 5. Mithril Armour also increases the Armour Points granted by 50%. Mithril Armour requires x20 the base Production Points and 1sp per total Production Points. Additionally, the character must have access to enough Production Points of raw mithril to make the armour. Raw mithril typically cost 2 Gold Pieces per Production Point of the base item.

Shatter Resistant Shields These are made with such skill that the shield is able to withstand such mighty blow that would shatter an ordinary shield. Up to three Resist Shatters may be added to a shield. The Production cost to add is x2, x3 or x4 of the base item’s cost, for 1, 2 or 3 Resist Shatters, respectively. A spent Resist Shatter may be restored to a shield. This requires twice the base Production value of the item and 1 silver piece per Production Point. It is twice as difficult to forge or repair a Shatter Resistant Iron Shield.

Re-enforced Shields Reinforced Shields can withstand a twice as many points of damage from a single attack, without being taking a Shatter effect. This requires 3 times the base production cost. A Re-Enforced Buckler can absorb 40 points of damage, a Re-Enforced Shield can absorb 80 damage, and a Re-Enforced Tower Shield can absorb 120 damage. Any shield which is struck for more than this damage, in a single attack, takes the effect of a Shatter.

Master Crafted Shields A Master Crafted Shield has 5 Resist Shatters and is considered Re-Enforced. The Production Cost for a Master Crafted Shield is x8 the base production cost.

Mithril Shields Such a shield almost seems to float through the air to protect its wielder. It weighs a fraction of a steel shield. Mithril Shield will grant the wielder an additional Parry skill. Only one Parry skill, granted by a Mithril Shield, may be used each day. If the shield changes hands, the new wielder may also, once, use the Parry skill. Although it is incredibly light, a Mithril Shield can withstand as much damage as a master crafted steel shield of the same type. Mithril Shields require 10 times the base production points.

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Adamantine Any item made of adamantine is forged of a liquid metal and able to harm creatures normally immune to steel. Legend has it that a weapon forged from adamantine may not be scratched even by the sharpest magical blade. In addition to being indestructible, items made from adamantine have the same properties as their mithril counterparts. These weapons cost double the total production points to make the same item in mithril. Additionally, the character must have access to enough production points of raw adamantine to make the weapon. Raw adamantine typically cost 10 Gold Pieces per Production Point of the base item.

Bestial Hide Some creatures have natural armour that can be crafted by master smiths into exotic and effective protection. Bestial Hide typically costs x3 production. Working with especially difficult or rare hides has an increased cost.

Forge

A Smith may assemble or purchase a Smith’s Forge to increase their ability to produce Potions. A Smith’s Forge requires many trades to be fully constructed. These trades may include, but are not limited to: Create Potions, Smithing, Craftsmen: Glassblower and Craftsmen: Carpenter. More advanced Forges may require more exotic trades and craftsmen. The chart below depicts common Forges. The Multiplier is applied to all who use the Smith’s Forge for their Production. The Monthly Upkeep must be paid in order to use the Smith’s Forge. The Maximum Production is the total amount of items, which all alchemists using the Smith’s Forge, may produce. The size of the Smith’s Forge is the space the expected representation will cover. The Market Value is the expected retail cost of the listed Smith’s Forge.

Multiplier Monthly Upkeep Maximum

Production Size (in feet) Market Value

X 1.25 5 Gold 100 Production 10 x 10 200 Gold X 1.50 10 Gold 200 Production 15 x 15 300 Gold X 1.75 15 Gold 300 Production 15 x 20 400 Gold X 2.00 20 Gold 400 Production 20 x 20 500 Gold X 2.50 30 Gold 600 Production 25 x 25 700 Gold X 3.00 40 Gold 700 Production 30 x 30 800 Gold X 3.50 50 Gold 800 Production 35 x 35 900 Gold X 4.00 60 Gold 1000 Production 40 x 40 1100 Gold

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Skill Charts

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Weapon Skill Chart One Dot Skills Cost Pre-Requisite Basic Weapon 4 None Buckler 2 None Florentine 2 Basic Weapon Two Weapons 3 Florentine Shield 5 Buckler Archery 3 Basic Weapon Light Hafted 2 Basic Weapon Light Swords 3 Basic Weapon Two Dot Skills Weapon Damage +1 10 Weapon Skill Disarm – Basic 2 Weapon Damage +1 Precision Strike – Basic 2 Weapon Damage +1 Skill Strikes must be Body Blow – Basic 2 Weapon Damage +1 purchased in a pyramid Duel – Basic 2 Weapon Damage +1 fashion. Ex: Shatter - Intermediate 3 Weapon Damage +2 Greater (0) Parry – Intermediate 3 Weapon Damage +2 Advanced (1) * Critical Strike – Intermediate 3 Weapon Damage +2 Intermediate (2) * * Focus – Intermediate 3 Weapon Damage +2 Basic (3) * * * Heavy Hafted 4 Light Hafted Heavy Swords 4 Light Swords Extra Body 2 None Style Master 15 Basic Weapon Tower Shield 4 Shield Ambi-Dexterity 2 Two Weapon Three Dot Skills Weapon Master 16 None Master Damage +1 14 Weapon Skill Dismember - Advanced 4 Weapon Damage +4 Skill Strikes must be Berserk – Advanced 4 Weapon Damage +4 purchased in a pyramid Advanced Attack – Advanced 4 Weapon Damage +4 Greater (1) * Critical Slay - Greater 5 Weapon Damage +6 Advanced (2) * * Wall of Steel – Greater 5 Weapon Damage +6 Intermediate (3)* * * Mastery – Greater 5 Weapon Damage +6 Basic (4) * * * * Dexterity Armour 5 None Strength Bonus +1 16 (12) Human, Dwarf, Rekesh, Wild Elf, Barbarian Strength Bonus +2 16 Wolven, Orc

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Stealth Skills One Dot Skills Cost Pre-requisite Appraise 2 None Buckler 2 None Florentine 2 Weapon Skill Basic Weapons 4 None Light Swords 3 Basic Weapons Archery 3 Basic Weapons Disarm Traps 3 None Open Locks 2 None Light Hafted 3 Basic Weapons Two Dot Skills Backstab +2 10 Weapon Skill Disarm – Basic 2 Backstab +2 Stealth Strikes must be purchased Precision Strike – Basic 2 Backstab +2 in a pyramid fashion. Example: Body Blow – Basic 2 Backstab +2 Greater (2) * * Waylay – Basic 2 Backstab +2 Advanced (4) * * * * Stun- Intermediate 3 Backstab +4 Intermediate (5) * * * * * Vital Blow – Intermediate 3 Backstab +4 Basic (7) * * * * * * * Shadow Walk - Intermediate 3 Backstab +4 Maim - Intermediate 3 Backstab +4 Dexterity Armour 5 None Two Weapons 3 Florentine Three Dot Skills Cost Pre-requisite Master Backstab +2 14 Weapon Skill Disembowel – Advanced 4 Backstab +8 Stealth Strikes must be purchased Knockout – Advanced 4 Backstab +8 in a pyramid fashion. Example: Dodge – Advanced 4 Backstab +8 Greater (1) * Forest Walk – Advanced 4 Backstab +8 Advanced (2) * * Death Blow – Greater 5 Backstab +12 Intermediate (3) * * * Silent Strike – Greater 5 Backstab +12 Basic (7) * * * * * * * Avoidance - Greater 5 Backstab +12 Ambi-Dexterity 3 Two Weapons Dodge 5 Dexterity Armour x 2 Forest Walk 5 Dexterity Armour x 2

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Magic Skills One Dot Skills Cost Pre-requisite Basic Weapon 4 None Read Magic 5 Read & Write Petty Magic Spell 2 Read Magic Sense Magic 4 Read Magic Two Dot skills Cost Pre-requisite Basis Magic Spell 6 2 Petty magic Spells, Sense Magic Scribe 4 Petty Magic Spell Advanced Magic Spell 12 2 Basic Magic Spells, Scribe Three Dot Skills Cost Pre-requisite Greater Magic Spell 18 2 Advanced Magic Spells, Identify Ritual Magic 5 2 Greater Magic Spells Identify 5 Advanced Magic Spell

Faith Skills One Dot Skills Cost Pre-requisite Basic Weapon 4 None Light Hafted 3 Basic Weapons Buckler 3 None Shield 5 Buckler Religion Lore 2 Medical Arts Create Potion 4 Novice Faith Spell Novice Faith Spell 2 Religious Lore Two Dot Skills Cost Pre-requisite Minor Blessing 4 Novice Faith Spell Major Blessing 6 Intermediate Faith Spell Intermediate Faith Spell 6 2 Novice Faith Spells, Minor Blessing High Faith Spell 12 2 Intermediate Faith Spells, Major Blessing Three Dot Skills Cost Pre-requisite Sacramental Faith Spell 18 2 High faith Spells, Prayer Divine Faith 5 2 Sacramental Faith Spells Prayer 5 High Faith Spell

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General Skills One Dot Skills Cost Pre-requisite Read & Write 2 None Herbalism 8 Read & Write Medical Arts 3 Bandage Disarm Traps 4 None Apprentice Craftsmen 2 None Smithing (Level 1 – 9) 4 None Tracking 1 None Advanced Medical Arts 2 Medical Arts Gather Information 4 None Necromantic Arts 3 None Bandage 2 None Two Dots Cost Pre-requisite Appraise 2 None Alchemy (Level 1 – 4) 5 Herbalism Create Traps 4 Disarm Traps Journeyman Crafter 4 Apprentice x 6 Teacher 4 Any Teachable Skill Smithing (10-15) 4 Smithing x 9 Three Dot Skills Cost Pre-requisite Alchemy (Level 5+) 5 Alchemy Level 4 Master Craftsmen 6 Journeyman x 4 Doctor 5 Adv. Medical Arts, Herbalism Smithing (16+) 4 Smithing x15 Chemistry 5 Alchemy x 20

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Racial Skills Skill Cost Pre-requisite

Advanced Production 3 Gnome Body Bonus 3 Barbarian, Dwarf, Orc, Wild Elf,

Wolven Body Weaponry 4 Rekesh, Wolven Charm Break 2 Wood Fae Cold Tolerance 5 Barbarians Dodge 4 Halfling Enrage 3 Orcs, Barbarians Forest Walk 4 (3) Elf, Rekesh, (Wild Elf) Globe of Darkness 1 Drow, Darkling Magic Invisibility 3 Gnome One with Nature 1 Wood Fae Resist Charm 2 Elf, Wood Fae Resist Fear 1 Halfling Resist Magic 4 (2) Drow, (Darkling) Resist Toxin 3 Dwarf, Halfling, Gnome Scent 2 Rekesh, Wolven Shadow Walk 3 Drow, Darkling Strength Bonus +1 8 (12) Orc, Wolven, (Barbarian with 3

Dots in Weapon) Strength Bonus +2 16 Orc, Wolven, 3 Dots in Weapon

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Skill Descriptions

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Advanced Medical Arts This skill allows the player to perform one of two actions. The first will allow the healer to ensure that a poisoned character, other than the healer, loses no body points from the poison that afflicts them. During the use of this skill, neither the poisoned character nor the healer can use any active skills or move, not even to walk around. This skill cannot cure or cancel a poison; it merely stops the poisoned character from suffering damage from the poison as long as they are attended. The second function of this skill, which cannot be used at the same time as the first use of this skill, is to heal the target, but not the medical artist, 1 body point per 3 minutes of attention. This requires the use of Surgeon’s Tools. During this time, neither character may use any active skills or move, not even to walk around.

Advanced Production This skill grants the character 25% extra production points applied towards a single type of Production skill. This skill can be bought multiple times for multiple types of production skills. A Gnome with Advanced Production (Alchemy) and Advanced Production (Craftsmen: Carpentry) purchased will receive a 25% bonus to their total Alchemy Skills and their total Carpentry Skills, including Apprentice, Journeyman and Master. Advanced Production always adds a minimum of 1 Production Point.

Advanced Skill Strike

Once per day per purchase the warrior may swing for ten times their normal damage. For example a warrior swinging for “10 normal” would swing for “100 normal”. Only Weapon Damage, Strength and Specialization are multiplied. Once ever effects (Ogre Strike & Vorpal are added to the final damage and are not multiplied.) This skill cannot be used in conjunction with any other skill-strike except “Duel”, “Focus”, “Berserk”, and “Mastery”.

Ambi-dexterity

This skill allows the simultaneous use of any one handed weapon in each hand. Ambi-dexterity requires the skills Two Weapon Fighting and Florentine. A character using a weapon in their off hand without Ambi-Dexterity is considered to be Non-Proficient in that weapon.

Appraise

Allows the player to examine any in game item and determine its value with a careful inspection. Certain items cannot be appraised. If it is an item the appraiser cannot identify, such as an unknown alchemy or scroll, they are unable to appraise it.

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Apprentice Craftsmen This grants base knowledge in a chosen field, such as bricklaying, carpentry or sewing. This skill grants 2 Production Points which may be spent creating items using the specified Craft. Cost to create is 1 silver per production point and typical sale price is 3 silver per production point. Additionally, Apprentice Craftsmen requires tools relevant to the specified craft. These apprentice tools typically cost 1 gold piece.

Archery

Archery allows the use of any bow or crossbow. Any held bow or crossbow struck by a physical attack takes the effect of a Shatter.

Avoidance

Once per day, per purchase, the rogue becomes remarkably agile for a short duration. When struck by any attack, the rogue may state "Dodge" and treat the attack as though it were just dodged. This skill grants the user 5 dodges, provided they are used on consecutive attacks. The fifth Dodge must be called “Avoidance”. Avoidance is usable so long as the rogue uses no other skills for the duration, and acts in a purely defensive manner. The Dodges must be used on consecutive attacks. If 60 seconds pass between attacks, any remaining dodges are lost. No skills may be used until all of the 5 dodges are used, or all of the remaining dodges become used up. The final “avoidance” call counts as one of the 5 dodges.

Backstab +2

Grants the user a plus 2 damage from behind and a plus 0.5 from the front. This bonus is applied to one weapon group that the character is skilled in, specified at the time of purchase. Both shoulder blades and the small of the back of the target must be visible to gain the extra 2 damage. All damage from the front attack bonus is rounded down. The two bonuses are not cumulative. This skill may be purchased multiple times to attain +4 from behind, +6 and so forth.

Bandage

This allows the character to bandage an injured person. If the injured person is not in their Fatal Count, but they are dying, then a character with this skill can raise them up to 0 body points after one minute of bandaging. If they are in their Fatal Count, this skill does nothing. If a character has medical arts as well as the bandage skill, then they can raise a semi-conscious (0 body) character to 1 body point after one minute of medical attention. A player may take no other action while bandaging another character. Bandage requires a First Aid Kit.

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Basic Weapon

This skill allows the use of the following weapons; thrown rock, club, sling, staff and hand to hand, as well as any small weapon (24” or less), or any weapon with a base damage of 1. Metal shod staffs are considered a Basic Weapon and have a base damage of 2. Hand to Hand phys-reps must be made of complete foam and may not be used to block. Basic Weapons does not include stiletto, thrown daggers or hand crossbow. Also, any player using a weapon which has a Minimum Length of 50 inches or more must use two hands to legally wield the weapon. Any player not using two hands on a weapon with a minimum length of 50” cannot use that weapon to defend or to attack.

Berserk Skill Strike

Once per day, per purchase, the warrior gains the ability to go into a berserker rage. Berserk grants the warrior Strength Bonus +3 and Double Body Points for the duration of one fight. Only the warrior’s normal Maximum Body Points are Doubled. During this time the warrior indiscriminately attacks the nearest enemy target. The berserker will attack his friends if they come too close. If the warrior exits combat for a 60 second count the skill is used up. Berserk may be exited at will. Upon the ending of the skill, the warrior loses any remaining body points he has remaining above his body point total, and no longer has +3 Strength. This skill is usable in conjunction with any other skill strike, except “Duel”, “Focus”, “Mastery”, and “Wall of Steel”. It takes three seconds for a player to enter a berserk, which must be counted aloud. “Berserk 1…Berserk 2 … Berserk 3”. Blood Curse The gravest of all Romani insults, a Blood Curse marks the target as one who has gravely offended or betrayed a Rom. Usable once per day per purchase, the Blood Curse is delivered through spoken word only. No packet or touch attack is required. The Rom must be able to see and identify the target to enact the Blood Curse. Using a Blood Curse deals 1 Body Damage to the Rom. The Call is "With the power of my Blood, I Curse you." A Blood Curse may not be defended in any way. Being unable to hear does not prevent a Blood Curse. The Curse causes a black slash mark appears on the face of the target, usually on the cheek or forehead. The black slash immediately identifies the target as one who has gravely offended a Rom. Furthermore, ill luck and misfortune (subject to Plot discretion) seems to haunt those bearing the mark of the Blood Curse. A Blood Curse is permanent until removed. Any Rom may spend a Blood Curse for the day to remove any one Blood Curse. It is considered a grave offense in itself to remove another’s Blood Curse and so doing may be punished by death or exile. A target who cannot hear is in no way protected from a Blood Curse, however the Rom must be close enough that a loud speaking voice will carry clearly to the target.

Body Blow

Once per day, per purchase, may swing for +4 Body for one weapon attack. This skill

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may not be used in conjunction with any other Skill Strike, except “Duel”, “Focus”, “Berserk” and “Mastery”.

Body Bonus

Available to Barbarians, Dwarves, Wolven, Wild Elves and Orcs, this skill grants a +1 body for every level of the character, and they now gain +1 body per level. This skill can only be bought once.

Body Weaponry This skill represents the natural racial combat prowess of the character. This usually represents large teeth and retractable claws. Body Weaponry cannot be. A Shatter effect will inflict 5 Body Damage and render Body Weaponry useless until the damage is healed. The maximum length of the weapon is 34”, and the base damage is 1. Basic Weapons will increase this damage to 2. Alchemical and Magical properties may be added to Body Weaponry.

Buckler

Allows the use of a buckler or small shield no more than 1.5 feet squared. The arm with the buckler on it can still be used to wield a weapon, as long as the weapon is a small weapon. (24” or less) and the wearer also has the skill Florentine. If the buckler suffers 20 or more points of damage in one single attack it is destroyed. Bucklers stop any physical attack.

Charm Break Charm Break allows the character to remove all mind-altering effects from another. This

includes Fumble, Fear, Sleep and Dominate, mind affecting alchemical attacks such as Forget and Charm, as well as any mind affecting assaults of any kind. Used by touch-attacking the target and stating “Charm Break”.

Chemistry

This is an extremely advanced form of alchemy. Chemists are rumoured to have discovered the secret of turning lead into gold, and of having created an Elixirs of Youth. Recipes must be discovered in-game. Each level of Chemistry Purchased grants the character 5 Alchemy Points. Any other knowledge must be discovered in game.

Cold Tolerance

This skill allows the character to take half the normal affect from all cold based attacks. This includes half Elemental Ice damage and half damage and duration from all spells in the

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Elemental Water School.

Critical Slay

Once per day, per purchase, the warrior may swing for great amounts of damage. The damage is equal to the warrior’s normal damage multiplied by 15. Therefore a fighter who normally deals “10 normal” would swing for “150 normal”. This skill-strike cannot be used in conjunction with any other skill-strike except “Duel”, “Focus”, “Berserk”, and “Mastery”. Only damage effects with a duration longer than "1 Hit" or "Instantaneous" are included in the multiplier (Ogre Strike, Vorpals and other 1 time effects are never applied.)

Critical Strike

Once per day, for one weapon attack per purchase, the warrior swing for greater damage, the damage is equal to his normal damage multiplied by 5, then added to 5. So a fighter swinging for “10 normal” would swing for “55 normal.” (10 x 5 = 50, +5). This skill-strike cannot be used in conjunction with any other skill-strike except “Duel”, “Focus”, “Berserk”, and “Mastery”.

Death Blow

Once per day, per purchase, by stating "Physical Death Blow" and striking the target, the target is placed in his Fatal Count. This has full effect only on foes that have central nervous systems, having no effect on non-living targets such as undead, golems, moulds and so forth.

Dexterity Armour

These points represent the character’s natural agility and ability to defensively react to attacks. Each purchase grants the user 5 points of Dexterity Armour. These points are counted as body points or as armour points, whichever is most beneficial to the player. If enough Dexterity Armour points are spent to completely negate the any Body Damage Attack, it will also negate any Carrier effects as well. This includes Maims, Dismembers, and Immolate but does not include Waylay, Stun or Knockout. These points recuperate completely after 20 minutes of rest, during which time the player may not use any active skills such as combat skills, casting, running, or performing any action other than walking around, reading or using only passive skills. Dexterity armour cannot be healed or repaired by any other means.

Disarm

Once per day, per purchase, after striking a held item, or the target’s body, and stating "Physical Disarm [Item of attacker’s choice]", the target must drop a hand held object, as if struck by a disarm spell. If striking a specific held item, that item must be dropped. A character holding an axe and a long sword, whose axe is struck by a Disarm, may not drop their long

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sword. There is no set duration, however a Disarmed character may not simply set down, and pick back up a Disarmed item. This skill may not be used in conjunction with any other Skill Strikes except “Duel”, “Focus”, “Berserk” or “Mastery”.

Disarm Traps

This skill allows the player to disarm or arm any trap, except Alchemical Traps. If the player disarming the trap has the skill Herbalism, they are also able to disarm Alchemical Traps. A properly represented trap must be armed/disarmed In Game. A mouse trap is considered Disarmed if it is no longer capable of making an audible “click”. A Trap without a proper Phys-rep requires 1 minute of Disarming or a Plot Marshals approval to be considered Disarmed. Only a Plot Member may arm a Trap that is not properly represented.

Disembowel

Once per day, per purchase, by striking the target and stating "Physical Disembowel" the target suffers body damage equal to the attacker's damage multiplied by 6. So a rogue normally dealing “10 normal.” would strike for “60 body”.

Dismember

Once per day, per purchase, the warrior may strike an opponents limb and call "Physical Dismember". Whichever limb on the opponent is struck is the limb which must be Dismembered. If the opponent is struck on the torso, the opponent chooses which limb is affected. The opponent loses the affected limb and suffers body damage equal to half of the targets total body points. Target regains limb when they regain all of the body lost during the attack. This skill-strike is not usable in conjunction with any other skill-strike except “Duel”, “Focus”, “Berserk” and “Mastery.”

Divine Faith

Divine Faith may be purchased once two levels of Sacramental Faith spells have been bought. Divine Faith allows the character to perform miraculous feats, such as restoring life to someone who has taken a death or making someone immune to normal weapons. The ability to cast certain Divine Magic is dependant upon the Sacramental Spells (and below) the character knows. Each level of Divine Magic Purchased grants the character 5 Faith Points. Any other knowledge must be discovered In Game.

Doctor This skill allows the Doctor to perform surgery, remove infections and even bring the living back from the edge of death. Use of the Doctor skill requires Surgeons Tools. Surgeons Tools generally cost 10 gold pieces and are good for 10 uses of the skill.

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Advanced Care: Characters who have sustained more than half their total Body Points in damage are eligible for Advanced Care. The Doctor, through a combination of heavy stitching, purifying herbs, poultices and other forms of care, may reduce the impact of such mortal wounds. A character receiving Advanced Care will be restored to 75% of their Body Points upon completion of the Doctors work. One minute of Advanced Care is required for each Body Point the character is to regain. Further medical healing services may be performed with Advanced Medical Arts. Each patient so operated on requires one use of Surgeons Tools. Surgery: Requiring ten minutes of uninterrupted work, the Doctor may remove limbs or perform delicate procedures that would normally kill or at least critically wound the patient. The patient takes 4 Body damage from any one procedure. Each operation requires one use of Surgeons Tools. Purify Blood: Requiring five minutes of uninterrupted work, the Doctor may cleanse the blood of a patient. While accomplished by non-magical means, this skill duplicated the effect of the Purify Blood spell. Each operation requires one use of Surgeons Tools. Resuscitate: Requiring 1 minute of work a Doctor may stabilize a patient in their Fatal Count. Once stabilized a Doctor may spend ten minutes of uninterrupted work to restore the patient to their Dying Count. The patient may then be bandaged normally. This requires five uses of Surgeons Tools.

Dodge

By stating "Dodge" the character can use his catlike reflexes to avoid any one attack, be it physical, magical or alchemical. Essentially defends the user against any one attack of any sort. Exceptions include some ritual magic which are delivered via Command or Power Words. Dodge will not defend against a triggered trap in the characters possession. Dodge is usable once per day per purchase of the skill.

This skill can be also purchased after buying 10 points of dexterity armour for the first dodge purchase, and after every single purchase of dexterity armour after that. Note that forest walk can be bought in place of a dodge, but not as well as a dodge.

Duel

Once per day, per purchase, may swing for +2 Damage for one fight against one foe. Duel may be used in conjunction with any other Skill Strike, except “Focus”, “Berserk”, “Mastery”, and “Wall of Steel”. If combat is exited for 60 seconds skill is used up. Changing targets ends the skill. This skill may be ended at will. To begin the duel, the player must state “By skill at arms I enter a Duel.”

Enrage This skill allows the character to enter a battle frenzy. It is used by stating “Enrage 1, Enrage 2, Enrage 3!” For the duration of the skill, the character gains +1 Weapon Damage and +10 Body.

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This skill lasts for one combat or ten minutes. If combat is exited for 60 seconds, the skill ends. The character may end the skill at will.

Extra Body Each time this skill is purchased the warrior gains an additional three body points, permanently.

Florentine

Florentine allows the use of a small weapon in combatant’s off-hand. I.e. Now you can use two weapons, as long as one of them is small (24” or less). If a character without Florentine holds a second weapon in their off hand, they are considered to be non-proficient with the weapon.

Focus

Once per day, per purchase, the warrior may swing for +2 Damage for one fight, against all foes. Focus may be used in conjunction with any other Skill Strike, except “Duel”, “Berserk”, “Wall of Steel” or “Mastery”. If combat is exited for 60 seconds skill is used up. Focus may be ended at will. Used by stating “I attain Focus.”

Forest Walk

Forest Walk allows the rogue to effectively hide in shadows and wooded areas to become "invisible" to most targets. Some creatures, such as undead will be able to spot the life force of the rogue. This skill lasts as long as the rogue is within arms reach of any object (tree, building, extremely dense brush, statue etc.) that is at least as large as the rogue. Rogues cannot use people, light brush or transparent objects as their “Hiding Object". This skill ends if the rogue is successfully attacked (struck by an attack), or if the rogue speaks, uses any active skill such as casting or attacking, or if the rogue makes any noise which can be clearly and easily heard over other nearby sounds, or if the rogue leaves the range of the skills usability. This skill can be started with an undetected three count of "Forest Walk 1, Forest Walk 2, Forest Walk 3." Characters in a “forest walk” are not visible to other players and indicate that they are invisible to other players by placing their hand or weapon on the top of their head, and by stating that they are “forest walking”.

Fortune Telling

Fortune Telling must be used with a Plot Member present. The Fortune Teller is able to ask the Plot Member 1 question about the present past or future. The detail of the answer which you receive is based on the questions asked and the amount of time and effort spent Role Playing the Fortune Telling.

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Gather Information

This skill represents the character’s understanding of the areas information networks. The character knows which bartender has his ear to the ground, and which beggar is actually on the Baron’s payroll. The character has the street-sense that is needed to hear all of the latest rumours before others do. Upon each purchase of the skill, the Player chooses the type of contact they will gather their information from. Examples might include Drake, the shadowy outlaw, Eric, the guardsman, or Greenleaf the sprite. Contacts chosen must fit within the Character’s personality and history. Plot may choose to disallow any character choice. If a chosen contact is no longer usable to Gather Information from, the Player may choose a new contact.

Globe of Darkness This is a racial skill can be used in two different ways. The first use of this skill is as a “resist light”, that is, when the character is struck by a light spell or effect, they can use a “Globe of Darkness” to resist the light attack. To do this, the character would call “Resist” to the light attack. The second use of this skill is almost identical to a “Light” spell cast on a person. The “Globe of Darkness” will, when successfully cast on a player, blind that target for 10 seconds. This will not blind nocturnal or subterranean creatures for 1 minute as a “Light” spell would; all targets are blinded for duration of 10 seconds. To use the skill in this manner, which may be a touch or packet-delivered, the call is “Magical Globe of Darkness!”

Heavy Swords

Heavy Blades allows the use of any two-handed bladed sword, including a Two-Handed Sword as well as a Bastard sword and Broad sword and any other sword whose base damage is greater than 2. While using any weapon which has a base damage of 4, the player must use two hands to defend or to attack with the sword. If they do not, they cannot use the weapon to defend or to attack. Also, any player using a weapon which has a Minimum Length of 50 inches or more must use two hands to legally wield the weapon. Any player not using two hands on a weapon with a minimum length of 50” cannot use that weapon to defend or to attack.

Heavy Hafted Heavy Hafted allows the use of any two-handed hafted weapon including maces, hammers, spears, axes etc. as well as any hafted weapon inflicting more than base two damage. This skill is needed to wield any hafted weapon dealing more than base two damage. While using any weapon which has a base damage of 4, the player must use two hands to defend or to attack with the sword. If they do not, they cannot use the weapon to defend or to attack. Also, any player using a weapon which has a Minimum Length of 50 inches or more must use two hands to legally wield the weapon. Any player not using two hands on a weapon with a minimum length of 50” cannot use that weapon to defend or to attack.

Herbalism

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This skill allows a character to identify, with a careful inspection, the nature of any given alchemical substance. This gives the character the knowledge of plants and herbs they need in order to be able to locate the specific ingredients for alchemical potions and elixirs. This skill also demonstrates the character’s familiarity with all forms of alchemy to the point that they can apply them. This means that characters with this skill can throw gas globes, apply contact gels and so forth. Note that to throw gas globes the skill Basic Weapons is also needed.

Identify This skill allows the character to determine the exact nature of a magical item. It will allow a character to determine what spells or magic enchant an item. It will reveal the exact Schools of Magic involved in enchanting the item, the effect of the magic involved, the Damage and Duration of the Ritual, and other powers invested in the item. It will determine any Activate Words, and the frequency of their use. It will not determine exact Ritual Spells used in the casting, only the effects of such. There are some magical items that have hidden powers that cannot be detected using this skill, but such items are very rare and quite powerful. To Identify an item, the character must have personally determined that the item Senses as Magic, and then must spend an additional minute carefully inspecting the item. Each additional minute spent will determine an additional Ritual or Divine spell effect (if any).

Journeyman Crafter This skill grants proficiency in a chosen field, such as bricklaying, carpentry or sewing. This skill grants 4 Production Points which may be spent on the specified Craft. Cost to make is 1 silver per production point and typical sale price is 5 silver per production point. The sale price of Apprentice production items is also increased to 5 silver per production point. Additionally, Journeyman Crafter requires tools relevant to the specified craft. These journeyman tools typically cost 5 gold pieces.

Knockout

Once per day, per purchase, this skill allows the character to strike a target anywhere and call “Physical Knockout”. This skill-strike will render the target unconscious for 10 minutes, similar to the sleep spell. The target may be shaken awake (takes 1 minute). This skill-strike only affects creatures with physiology. Golems, undead etc. are immune.

Light Swords

Light Swords allows the use of any one handed sword type weapon whose maximum base damage is 2. This includes stiletto, dagger, thrown dagger, long sword, short sword and other one handed swords. Stilettos deal a base of 1 Body damage and phys-reps must be made without any hard materials. A Stiletto struck by a weapon takes the effect of a Shatter. Thrown Daggers deal base 1 Normal and also must be made without any hard materials.

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Light Hafted

Light Hafted allows the use of any one handed mace, axe, spear, club, hammer etc. whose maximum base damage is two.

Luck

By stating "Luck" the character can avoid any one attack, be it physical, magical or alchemical. Essentially defends the user against any one attack of any sort. Luck will not defend against a triggered trap in the characters possession. Luck is usable once per day per purchase of the skill. “Luck” may be used to defend against a Silent Strike. It may also be used in instances where Dodge may not, such as falling off a cliff, Power and Command Words and other instances subject to Plot discretion.

Magic Invisibility Magic Invisibility is a racial ability of Gnomes. Usable once per day per purchase,

a Gnome may state “Magic Invisibility” and take effect of the Invisibility Spell. The skill only affects the Gnomes casting it. The Gnomes need not be able to speak or move to activate this ability.

Maim

This skill grants the rogue the ability to once per day, per purchase, attempt to maim his opponent. By stating "Physical Maim" and with a successful attack the player can render the target unable to use the struck limb, as well as inflicting 3 Body Points of damage. The limb may be used once the body damage has been healed. A target immune to the 3 Body Points of damage ignores the effect of the Maim.

Major Blessings

This skill grants the character the ability to use a certain spell-like ability, the exact nature of which depends upon the deity they worship. Blessings can only be purchased once. Each Deity has a different spell like ability. All blessings requiring activation are started by stating “By the power of [deity] I bestow [blessing name]”. See the chart below for specific Deity’s Blessings.

Luck – Gyellina: The priest may call "Luck" and avoid any attack that may normally be dodged. Refer to Luck.

Order Blade – Kayleth: Bestows the priest with a mystical weapon that cannot be disarmed or shattered and inflicts a base damage of “1 Order” for every 10 Faith Points of the priest, rounded down. Can be any non-ranged single weapon of the priests choice, and damage inflicted is equal to the Order Blade’s base damage, plus proficiencies, augmentation spells, strength bonuses and so forth. Order Blade lasts for 1 hour. This blessing grants the priest proficiency with the Order Blade. If the priest can use more than one Order Blade per day, two may both be used at once; however Florentine and Two-Weapons are required.

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Aid – Mellina: Aid adds 2 body points to the target for every 3 Faith Points of the priest, rounded down. The extra Body may not be healed and lasts until destroyed. May exceed targets total body points. Euphoria - Bacchus: By stating "Magic Euphoria" the cleric may touch- or packet-deliver waves of ecstasy to the target. Although this is considered a magical attack, in all other ways this acts as per the Alchemical Euphoria. Higher Knowledge – Mishra: Grants the priest the ability to cast one spell, at no cost in Faith Points, which is up to one level higher than the priest can cast, in any one school that the priest can cast. This will not allow the priest to cast ritual magic. Forest Meld – Rathelle: Allows the priest to become one with Nature. This means the priest ceases to be corporeal, and ceases to be able to interact in any way with the corporeal world or the astral world. The priest can still see and hear what is going on around them, but cannot be seen or heard. The priest can re-enter the physical world at any point by stating: "Emerge from the woods 1...2....3", but can only remain Forest Melded for up to 10 minutes. While in a Forest Meld, the priest cannot affect combat or be affected by combat, he does not appear to a “sense-life”. He can only be affected by certain ritual magic spells. The priest must enter “Forest Meld” into tree or other plant life the same mass as the cleric. This skill can be used at any time, although only in the woods. If the area the priest is in becomes destroyed, he must leave the area, though this does not end the Forest Meld. Chaos Blade - Kagent: Bestows the priest with a mystical weapon that cannot be disarmed or shattered and inflicts a base damage of “1 Chaos” for every 10 Faith Points of the priest, rounded down. Can be any non-ranged single weapon of the priests choice, and damage inflicted is equal to the Chaos Blade’s base damage, plus proficiencies, augmentation spells, strength bonuses and so forth. Chaos Blade lasts for 1 hour. This blessing grants the priest proficiency with the Chaos Blade. If the priest can use more than one Chaos Blade per day, two may both be used at once; however Florentine and Two-Weapons are required. Unholy Strength – Necros: All zombies created by the priest through the spell “Raise Zombie” receive a total Strength Bonus of +2. Additionally, those zombies will receive +1 Damage per 30 Faith Points of the priest, rounded down. Shadow Meld – Sirethe: Allows the priest to become Shadow. This means the priest ceases to be corporeal, and ceases to be able to interact in any way with the world; with the corporeal world or the astral world. The priest can still see and hear what is going on around them, but cannot be seen or heard, not even seen as a shadow. The priest can re-enter the physical world at any point that there are shadows, but can only remain in shadow form for up to 10 minutes. While in shadow form, the priest cannot affect combat or be affected by combat, he does not appear to a “Sense Life”. He can only be affected by certain ritual magic spells. The priest must enter “Shadow Meld” from within the shadows. This skill can be used at any time, by stating “Shadow Meld 1, Shadow Meld 2, Shadow Meld 3”. If the area the priest is in becomes lit, he must leave the area, though this does not illuminate the character nor end the Shadow Meld. If the Shadow Melded character attacks, it will immediately end the Shadow Meld.

Master Backstab +2 Identical to “Backstab +2", except that this bonus applies to all weapons the character is

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proficient in. A character with the skill Backstab +2 may upgrade that skill to Master Backstab +2 at a cost of 6 Experience Points.

Master Craftsmen This skill grants mastery of a chosen field, such as bricklaying, carpentry or sewing. This skill grants 6 Production Points which may be spent to make items using the specified Craft. Cost to make is 1 silver per production point and typical sale price is 1 gold per production point. The sale price of Apprentice and Journeyman production items is also increased to 1 gold per production point. Additionally, Master Craftsmen requires tools relevant to the specified craft. These apprentice tools typically cost 10 gold piece.

Mastery

Once per day, per purchase, the warrior may add a six to his damage for one fight and gain dexterity points equal to his total body points. For example, a warrior normally swinging for eight would swing for fourteen. This may be used in conjunction with any other Skill Strike, except for “Duel”, “Focus”, “Wall of Steel”, and “Berserk”. If the warrior exits combat for one minute the skill is used up. When this skill ends, the player loses any dexterity armour they earned from it.

Medical Arts

This skill demonstrates a character’s familiarity with all forms of sickness and injury. After one minute of examination, the character can identify how many body points the target has lost, whether they are poisoned, paralysed, under the influence of a sleep elixir and so forth. A one minute examination will let the character know all health facts about the target. Targets must be willing or unable to resist. This skill also allows the character to bring a semi-conscious character (0 body) up to one body point after one minute of giving aid. This skill also allows the character to, at a glance, to identify if a being is living or undead.

Minor Blessing

This skill grants the character the ability to use a certain spell-like ability, the exact nature of which depends upon the deity they worship and may only be purchased once. Each Deity has a different spell like ability. All blessings requiring activation are started by stating “By the power of [deity] I bestow [blessing name].” See the chart below for specific Deity’s Blessings. Resist Chaos - Kayleth: Resist Chaos allows the priest to resist any spell from the “Chaos” school, as well as any Chaos based attack of any sort. This Minor Blessing is usable once per day per 20 Faith Points. Shield Other - Mellina: By stating "Shield Other" the cleric may take the effect of any one attack which targets an ally within arms reach. The cleric may then call defences normally. Used by touching the target and stating "Shield Other". This Minor Blessing is usable once per day per 20 Faith Points.

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Dexterity Armour - Gyellina: This Blessing acts exactly as per the skill Dexterity Armour. The cleric receives 5 points of Dexterity Armour per 20 Faith Points. These points are counted as body points or as armour points, whichever is most beneficial to the player. These points recuperate completely after 20 minutes of prayer, (not the skill Prayer) during which time the player may not use any active skills such as combat skills, casting, running, or performing any action other than walking around, reading or using only passive skills. Dexterity armour cannot be healed or repaired by any other means. Resist Toxin – Bacchus: Exactly as the racial skill. Resist Toxin allows the priest to resist any sort of toxic attack, including all poison and nausea effect as well as Alchemical substances such as Sleep, Paralysis, Euphoria, and Intoxicant, once per day. It will not defend against Alchemical Acid, Fire, Shatter, Web or similar physical effects. In addition, once per day per purchase a Racial Resist Toxin (including that granted through the Minor Blessing of Bacchus) may be used to Resist an Ingested Intoxicant. This counts as a free use of the Resist Toxin Skill. This free use does not apply to Resist Toxins granted by Alchemy or Magic. This Minor Blessing is usable once per day per 20 Faith Points. Secular Knowledge - Mishra: This Blessing will allow a cleric to use the skill Read Magic by casting from Secular Scrolls. A cleric must still fulfil the requirements of Read Magic in that they must posses the (Faith Magic) spell below that of the Scroll they are attempting to cast. A cleric may also use the skill Identify once per day per 20 Faith Points. Scent - Rathelle: This skill can be used as any one of 4 possible sub-skills. Each purchase of Scent grants the ability to use any one of these sub-skills once per day, not each of them once per day, just one of the 3 once per day. The first sub-skill is Tracking, exactly the same as one level of tracking. The second sub-skill is Sense Toxin: allows the player to identify if any alchemy is present within earshot of the player, as well as the general direction of the alchemy if any is present. Scent will not identify the type of alchemy present. The third sub-skill is Sense Life, which allows the player to determine if there are any significant forms of life within earshot. The skill will not tell the player if there are normal plants or tiny insects about, but it will alert them to giant insects, treants, moulds, Orcs, but not elementals, undead, or golems. It will allow a player to detect someone who is invisible, shadow-walking, forest-walking, but not a player who is shadow melded. The final use is Sense Undead: allows the character to become aware of any and all undead within earshot. All Sense calls are done in a normal speaking voice. All character's fulfilling the requirements of the Sense, must reply "Here" in a clear speaking voice. Resist Order - Kagent: The priest may resist any 1 Order effect, including but not limited to any spells from the Order Magic list. This includes weapon swings which deal Order Damage. Unholy Fortitude – Necros: Grants any zombie created by the spell “Create Zombie” an extra 5 body points per 15 FP’s of the priest. Serpent’s Tongue – Sirethe: Grants the priest the ability to lie under any circumstances. They may lie of under the influence of a “Charm” spell, or if they are under the influence of any sort of mind altering effect of any kind. Priests of Sirethe need not answer “Here” to a “Sense Chaos” or other methods of detecting Chaos or Necromantic Magic. In addition, clerics of Sirethe may incant their spells using Secular Magic incantations. A Priest may only use each such “lying action” once per each Faith Point.

Necromantic Arts

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This skill allows the player to, at a glance, identify the exact type of undead that he is observing. The player can tell if it is a ghast or a ghoul, a zombie or a greater zombie, a wraith or a shadow, a skeletal knight or a death knight and so forth. You will be able to identify the type of undead, but not their exact skills or health. A careful inspection (Necromantic Arts 3 Count) will determine the overall health of the undead creature (mildly, moderately or severely wounded).

One with Nature

This skill may be packet-delivered or touch attack. Used by stating “One with Nature”. This may not be defended with by a Shield Magic or similar effect. This skill makes the targeted natural creature view the character with this skill as an ally. It will only work on natural animals, including large versions of normal animals. It will not affect magical creatures such as a Worg, Displacer Beast, or a Unicorn or a natural animal under the magical influence of another. They will not attack this person unless provoked (by retaliating or being otherwise annoyed into rage) and will most often react to this character in a friendly manner. If the character causes the skill to break (by attacking the natural creature) then the effect of this skill is gone. The skill lasts 10 minutes but the effects may continue.

Open Locks

Open Locks grants the ability to attempt to open any non-magical lock. Locks which are properly represented must be picked in-game. Locks which are not properly represented are opened after a one minute count of lock picking. (“I pick the lock 1; I pick the lock 2...”). The player must have a set of lock picks in order to do this. A properly represented lock is an in period lock that is capable of being lock-picked.

Parry

Parry will deflect any one "physical” attack, including touch casting, but excluding any packet delivered magical attacks. It will completely stop any weapon attack or any attack beginning with the pre-fix "physical". You can parry alchemy delivered through a gas globe. After an attack has been parried, it is used up. You can parry any attack upon any target within your weapon’s reach, including spells. If a spell is Parried the character takes effect of the spell. The spell may then be defended using Spell Defences as normal. Used by stating "Parry".

Prayer

This skill allows the cleric to enter into a deep communication with their Deity. This is similar to meditation and normal prayer, and takes a minimum of 10 minutes to achieve the desired state of consciousness. The cleric may ask their deity one appropriate question, which the deity will (possibly) answer. The head of plot must be present when this skill is used. This skill is usable once per day, and can only be purchased once. This skill must be used during the first Logistics of an Event.

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Precision Strike

Once per day, per purchase, may add 12 points of damage to any one weapon attack. Precision Strike may not be used in conjunction with any other Skill Strike, except “Duel”, “Focus” “Berserk” and “Mastery”. Damage from a Precision Strike is never multiplied.

Read & Write

This skill allows the character to read and write in one specific language; usually Common. You may purchase this skill several times for several languages, although being able to read and write a language doesn’t mean you can speak it.

Read Magic

This skill allows the user to read magic scrolls and spell books. The mage can read any magic scroll, but can only cast scrolls that are up to one level above what they can normally cast. Thus a mage with just the Read Magic skill and no spells can cast any Petty Magic spell off of a scroll. In order to cast a scroll, a mage must be able to cast a spell of the same school as the scroll. This spell can be no more than one level below the level of the spell on the scroll. So if I have a Bind scroll, in order for me to be able to cast it I must know the spell Pin. This is because Bind is the spell that is of the same school as the spell on the scroll, and is one level lower than the spell on the scroll.

Religion Lore

This skill grants the character knowledge of religious culture, history and symbols. Allows priest to recognise any religious symbol or holy symbol and identify what Deity it relates to. The skill is also used in the creation of a new holy symbol. Refer to the Magic Rules section for more information.

Resist Charm

Available to Elves and Wood Fae, once per day per purchase they may resist any spell from the Enchantment spell list, which includes Fumble, Fear, Sleep and Domination. Also allows them to resist any mind affecting alchemical attacks, as well as any other mind affecting assaults of any kind.

Resist Fear

Available to Halflings, once per day per purchase they may resist any attack which has the effect of Fear.

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Resist Magic

Available to Drow and Darklings, once per day, per purchase, the character may resist any one magic spell or magical ability. This includes weapon strikes which deal Order or Chaos damage.

Resist Toxin

Resist Toxin allows the character to resist any sort of toxic attack, including all poison and nausea effect as well as Alchemical substances such as Sleep, Paralysis, Euphoria, and Intoxicant, once per day. It will not defend against Alchemical Acid, Fire, Shatter, Web or similar physical effects. In addition, once per day per purchase a Racial Resist Toxin (including that granted through the Minor Blessing of Bacchus) may be used to Resist an Ingested Intoxicant. This counts as a free use of the Resist Toxin Skill. This free use does not apply to Resist Toxins granted by Alchemy or Magic.

Ritual Magic

Ritual Magic may be purchased once two levels of Greater Magic spells are known. Ritual Magic is magic can be more powerful than any of the spells listed in this book. Ritual Magic allows multiple sorcerers to combine magical energies to create golems and magical weapons. The ability to cast certain Ritual Magics is dependant upon the Greater Spells (and below) the character knows. Each level of Ritual Magic Purchased grants the character 5 Spell Points. Any other knowledge must be discovered in game.

Scent This skill can be used as any one of 4 possible sub-skills. Each purchase of Scent grants the ability to use any one of these sub-skills once per day, not each of them once per day, just one of the 3 once per day. The first sub-skill is Tracking, exactly the same as one level of tracking. The second sub-skill is Sense Toxin: allows the player to identify if any alchemy is present within earshot of the player, as well as the general direction of the alchemy if any is present. Scent will not identify the type of alchemy present. The third sub-skill is Sense Life, which allows the player to determine if there are any significant forms of life within earshot. The skill will not tell the player if there are normal plants or tiny insects about, but it will alert them to giant insects, treants, moulds, Orcs, but not elementals, undead, or golems. It will allow a player to detect someone who is invisible, shadow-walking, forest-walking, but not a player who is shadow melded. The final use is Sense Undead: allows the character to become aware of any and all undead within earshot. All Sense calls are done in a normal speaking voice. All character's fulfilling the requirements of the Sense, must reply "Here" in a clear speaking voice.

Sense Magic

This skill allows the character to determine if an item is magical after a 60 second

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examination. It does not tell the character anything about the item beyond whether or not it has any magical properties. Scrolls and clerical potions are magical; mithril weapons and alchemy are not.

Shield

Allows a character to use a shield. Shields will stop physical strikes from weapons as well as any packet delivered attack that states "physical" as a prefix. If struck in the shield by alchemy or spells, then the wearer takes the effect of the spell or alchemy. Maximum size is 3 feet in any dimension. If the shield suffers 40 damage or more in one single hit, it takes the effect of a Shatter.

Shatter

The warrior may break any item, weapon or shield and inflict 5 points of damage with a successful attack. Note that the target’s body can also be hit in order shatter a hand held item or an item on their person. The declaration is "Physical Shatter (Specific Item)". This skill is usable once per day per purchase. The shattered item could be a weapon, scroll, potion, necklace etc., and is permanently destroyed. If you shatter a pouch or other container, the container itself is shattered, not the contents of the container. If a prepared alchemical gas globe is shattered, either in a foe’s hand or on their person, both the foe and the attacker take full effect of the gas globe. If a being made of stone, glass, metal, crystal etc are struck by a shatter, they suffer 20 damage. Has no effect on beings made of earth, clay, wood, or any mixture containing these elements. If targeting Body Weaponry, a Shatter will inflict 5 Body Damage and render one hand of the Body Weaponry unusable until the damage is healed.

Shadow Walk

Allows the rogue to effectively hide in shadows and become "invisible" to most targets. Some creatures, such as undead will be able to spot the life force of the rogue. This skill lasts as long as the thief is within arms reach of any object (tree, building, extremely dense brush, statue etc.) that is at least as large as the rogue. Rogues cannot use people, light brush or transparent objects as their “Hiding Object". This skill is only usable at night, usually between 6pm and 6am, or in extreme darkness. This skill ends if the area the rogue is in becomes well lit, or if the rogue is successfully attacked (struck by an attack), or if the rogue speaks, uses any active skill such as casting or attacking, or if the rogue makes any large noise or leaves the range of the skills usability. Takes a three count of "I enter the shadows 1; I enter the shadows 2..." to use. Another character witnessing the three count may interrupt the attempt to hide. An interrupted attempt does not count as a skill usage. Characters in a Shadow Walk are not visible to other players and indicate that they are invisible to other players by placing their hand or weapon on the top of their head, and by stating that they are “shadow walking”.

Silent Strike

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Once per day, per purchase, while using a Shadow Walk or Forest Walk skill the rogue may use the Silent Strike in conjunction with any other attack without disrupting the Shadow Walk/Forest Walk. Silent Strike may be combined with any attack with a duration of 1 Hit/Instantaneous. A Silent Strike may be effectively used from a Shadow Meld or Forest Meld, however this will disrupt the Shadow/Forest Meld. A Silent Strike may not be used while Invisible or while in Gaseous Form. A Silent Strike may not be Parried, Dodged or otherwise defended by using any defence which requires a conscious decision to use. Viable defences include Magic Armour and Threshold.

Strength Bonus +1, +2

A Strength Bonus represents the character being substantially stronger than the average human. A human with a Strength Bonus +1 is the equivalent of a master bodybuilder. This skill is always active and may be used in several ways.

Increased Damage: The character adds their Strength Bonus to all melee or thrown weapon based damage calls.

Overpower: A character may use their Strength to manhandle weaker foes. This is done by touching the target and stating “With +1 (or +2) Strength, I hold you.” The target may still attempt anything the strong character does not actively restrain. A Character with Strength Bonus +1 requires two characters with no strength bonus to restrain one limb. Thus two normal strength characters could restrain the weapon arm of an average Orc. Likewise, a character with Strength Bonus +2 requires two characters with Strength Bonus +1 to restrain one limb, or four characters with no Strength Bonus to restrain one limb. It is effectively impossible for any amount of characters with no strength bonus to restrain a character with a Strength Bonus of +3. Similarly, it is effectively impossible for any number of characters with Strength Bonus +1 to restrain a character with Strength Bonus +4.

Rip Free: A character with enough Strength Bonus may rip free from Confining effects such as Pin and Web. A character with a Strength Bonus higher than what is required to rip free from the Confining effect, may remove 1 second from the “rip-free” count for each point of Strength higher than the minimum required to rip free. Ripping free always requires a 1 Count.

Lift and Drag: A character with Strength Bonus may move at their normal speed while carrying less than their unencumbered weight. A character may who attempts to lift their maximum weight may not move at all. A character may drag along the ground twice their Maximum Lift. Refer to the chart below for more information.

Throw: Characters with Strength Bonus may touch-attack a foe and declare: “With +1 Strength I push you.” The target must move back a minimum of the distance noted on the chart below. Note that if both characters have a Strength Bonus, the targeted character need only move back the difference in their Strength Bonuses. For instance, a character with a Strength Bonus +2 can only push a character with a +1 Strength Bonus 5 feet.

Resist Strength: A character with a Strength Bonus, being targeted by a character with equal or less of a Strength Bonus, may state “With +1 (or higher) Strength, I resist.” See also Overpower.

Strength Bonus

Unencumbered Weight

Throw Distance

Maximum Lift

Example

0 Per Player N/A Per Player Average Human +1 250 lbs 5 feet 500 lbs Average Orc +2 500 lbs 10 feet 1000 lbs Average Troll +3 750 lbs 15 feet 1500 lbs Average Ogre

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+4 1000 lbs 20 feet 2000 lbs Death Knight +5 1250 lbs 25 feet 2500 lbs Iron Golem +6 1500 lbs 30 feet 3000 lbs Mithril Might Enchanted,

Berserking Orc +7 1750 lbs 35 feet 3500 lbs Undead Shambling Mound +8 2000 lbs 40 feet 4000 lbs A Strong Wolven, with an

Enchanted Blade spell, Berserking

Stun Once per day, per purchase, by stating "Physical Stun" and striking the target, the target is rendered "Stunned". He must drop all hand held items, as though they were “disarmed”, and is rendered unable to use any offensive skills or to attack in any way for 10 seconds, though they may defend themselves. For the duration of the skill, the target cannot move faster than a stagger. Has no effect on some targets such as undead or golems. This skill has a 10 second duration.

Style Master

This skill grants the player the following skills: Buckler, Shield, Tower Shield, Florentine, Two Weapons, and Ambi-Dexterity.

Teacher This skill demonstrates a talent for passing on skills. Once per day per purchase, a Teacher may designate 1 known skill to be taught to 1 student. Once the student has spent at least half of the required Experience Points to purchase the skill, the student is granted use of the skill. The student may not learn any other skills until the taught skill is fully purchased. If a Teacher withdraws from instructing the student before the skill is fully purchased, the student loses use of the skill.

Tracking This skill allows the character to Track. Once per day per purchase Tacking allows a character one of the following usages: The Tracker may identify a set of tracks. He can determine the race that made the tracks, the number of creatures making the tracks, the direction of the tracks, and the age of the tracks. You may look for tracks. Once you start looking for tracks, this skill will find all tracks in a 25’ radius of you where you start looking. If the set of tracks you are looking for are not in the 25’ radius, the skill is used up. You can tell the age, race and direction of all tracks within the 25’ radius. A character may use their purchase of Tracking to follow tracks for 100 yards. Each additional 100 yards requires another usage of the Tracking skill. A character may only follow a

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character using the skills Shadow Walk or Forest Walk 10 yards per usage of the Tracking skill. An Invisible character may be Tracked normally. You can also use this skill to hide up to 100 yards of tracks from other trackers. This takes one use of a tracking skill. A Plot Member may be required to use the Tracking skill. Tracking becomes more difficult depending on weather, the age of the tracks, and the total number of tracks in the area.

Tower Shield

Allows a character to use a larger shield, maximum size is 5 feet in any dimension. Any magical attack striking the shield affects the wearer with full effect. If the shield suffers 60 or more points of damage in one single attack it is takes the effect of a Shatter.

Two Weapons

Two Weapons allows the dual use of two weapons, provided that one of them is of short sword length (34") or less. Character dual-wielding without this skill are considered to be Non-Proficient.

Vital Blow

Once per day, per purchase, player may swing for body damage equal to their normal damage multiplied by 3. So a rogue normally attacking for “10 normal” would swing for “30 body.” The damage inflicted is body damage. Only damage effects with a duration longer than "1 Hit" or "Instantaneous" are included in the multiplier (Ogre Strike, Vorpals and other 1 time effects are never applied.)

Wall of Steel

Once per day, per purchase, the warrior may state “I become a Wall of Steel”. While in this defensive stance, the warrior may not run. So long as the warrior has his weapon is drawn, he gains an additional 5 uses of the Parry skill. This skill may only be used with a melee weapon. Wall of Steel may not be used in conjunction with “Duel”, “Focus” “Berserk” or “Mastery”. The maximum duration is 10 minutes.

Waylay

Once per day, per purchase, may swing for "Waylay". This must be a rear torso attack. The target is knocked unconscious for ten minutes. Has no effect on some targets such as undead or golems. The attacker must be able to see both shoulder blades and the small of the back of his victim in order for this attack to be used. A Plate or Hardened Leather Helm covering the back of the head will defend against this effect.

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Weapon Damage +1

Increases damage called for by one, in chosen weapon category. (Light hafted, basic weapons etc.). Note that this skill can be bought multiple times to achieve +2 damage, +3 damage etc.

Weapons Master

Weapon Master grants proficiency in all weapons.

Weapons Master +1

Weapon Master +1 grants a plus one damage in all weapons that the character is proficient in. A character with Weapon Damage +1 may upgrade to Weapons Master +1 for 6 Experience Points.

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Magic Rules

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Secular Magic

Secular Magic is the study and manipulation of a magical weave of energy. This energy field extends throughout the world, and is only understandable and manipulated through knowledge and practice.

Before a mage is able to purchase any spells, he must first purchase the prerequisites to

the spell level he desires to buy. There are four spell levels; Petty, Basic, Advanced and Greater. Each spell level has its own prerequisite, those being Read Magic, Sense Magic, Scribe and Identify.

In order to buy one petty magic spell, the mage must first buy the skills read/write, and read magic. This allows him to start buying petty magic spells. In order to buy spells of a level above petty, the mage must build his spell slots in a pyramid fashion. That is, in order to buy one basic spell, the spell level directly above petty, he needs to already have two petty magic spells. In order to buy one advanced spell, he must already have two basic spells and three petty spells.

Also, each level has its own prerequisite the mage must buy before he can start to learn spells of that level. Before a mage can buy basic spells, he must buy the skill Sense Magic, before a mage can buy Advanced Magic Spells, he must first buy Scribe, and before he buys any Greater Spells he must buy the skill Identify.

There are ten schools of magic; Protection, Alteration, Enchantment, Augmentation, Elemental Earth, Elemental Air, Elemental Fire, Elemental Water, Elemental Destruction and Confining. Each school has four spells in it; one per level. If a mage wants to buy a Basic or Advanced spell, he must first possess all spells of that school that are of a level below the desired spell. Thus, in order to cast Bind, the Basic Spell of the school Confining, a mage must first have the spell Pin, the Petty Spell of the Confining school, as well as one other Petty Magic spell that will fill his pyramid. In order to cast the spell “Confine”, the greater level Confining spell, a mage must know “Pin”, “Bind”, and “Web”, as well as a total of two advanced spells, three basic spells and four petty spells.

Note that when a mage buys spells, he may spend Experience Points on Spell Points,

provided he is working towards buying a spell he can not yet afford. So, if there is a mage, who already the appropriate pre-requisites and who wants to buy a greater magic spell costing 18 XP, he can start buying it by spending 3 XP. This locks him into spending his next 15 XP on that Greater Spell until he has fully purchased it, but it also grants him more Spell Points at a rate of 1 Spell Point per XP spent on that greater magic spell. So in this case, he would get 3 more spell points, and he would have to purchase that greater spell as soon as possible.

So, let’s make a mage who will buy some spells. My character has 30 points to spend on skills. He buys all magic. So, in order to cast any spells, I need Read/Write and read magic. That allows me to start buying petty magic spells. The spell I really want is “Fear”; a Basic level Charm spell. In order to buy “Fear”, there are some other spells I need first. I need two petty spells, one of which has to be “Disarm”, the petty spell of the Charm school. So I buy “Pin” and “Disarm” as my two petty level spells. Now, in order to start buying basic spells I must buy the skill Sense Magic. I buy the skill, and am now able to buy the spell “Fear”.

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In order for a mage to cast spells, he needs spell points, or SP’s. Every time a mage purchases spells, he gains a certain number of sp’s. Mages get 1 SP per build spent on the spell. So when he buys a petty magic spell, he gains 2 sp’s. When he buys a basic spell, he gains 6 sp’s, when he buys an advanced spell he gets 12 sp’s, and when he buys a greater spell he gains 18 sp’s. So if a mage has 3 petty magic spells, two basic magic spells, and 1 advanced magic spell, he has 30 spell points. [(3 petty magic spells x 2 sp’s each) + (2 basic spells x 6 sp’s each) + (1 advanced spell x 12 sp’s each)]. Every time a mage casts a spell, he uses up spell points. To cast a spell, the mage must utter a certain incant, dependent on the spell, and use up half as many spell points as the spell cost in experience points. So petty magic spells cost 1 sp to cast, basic magic spells cost 3 sp’s to cast, advanced magic spells cost 6 sp’s to cast, and greater magic spells cost 9 sp’s to cast. The mage can cast any spells that he knows until he runs out of spell points. A mages spell point total can never go below zero.

Spell Books

Mages in Shadow Realms require no spell books. When a mage learns a spell, (i.e. buys the skill) he has learned the art to a level necessary to cast that spell. He can cast that spell as many times per day as he likes, as long as he has adequate spell points. He now knows the spell inside and out; he has truly mastered it, in such a sense that he never has to memorize it or copy it to and from spell books.

Faith Magic

Priests advance in just the same pyramid manner as mages do, but their prerequisite skills are different. In order to cast any priest spells at all, you need Bandage, Medical Arts and Religion Lore. The four levels of priest spells are, from lowest to highest: novice, intermediate, high, and sacramental. Just as with secular magic, each spell level has its own specific pre-requisites. In order to buy any intermediate spells, you must buy “Minor Blessing”. Before you can buy any high faith spells, you must buy the skill “Major Blessing”. And before you can buy sacramental spells, you need to buy the skill “Prayer”. Mages gain spell points, clerics gain faith points, or FP’s. They are gained in the same manner, the same amount per spell and are used in exactly the same manner. Priests can also buy individual Faith Points in the same manner mages buy individual spell points, by putting XP towards spells they cannot yet afford. Read Secular Magic for details.

Note that priests use the same incants for all of their spells, regardless of the school of the spell. The incant is “With the Power of <Chosen Deity> I _spell name (your) ________.

Holy Symbols

A Holy Symbol is a physical symbol of the priest’s faith, and represents his link with his Deity. This symbol stores the priests faith points and must be touched during casting. Holy Symbols are detected as magical items, and are immune to any form of destruction, be it magical or physical. If a priest loses his Holy Symbol, he loses all his faith points for that day and cannot cast until he gets the Symbol back or makes a new one. One day of prayer will create another Holy Symbol; however this will also cause the destruction of the prior symbol. Performing

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this feat uses up 2 of the priests faith points for that day. So if I lose my Holy Symbol on Friday, I lose all spell points that day. On Saturday I can create a new Symbol, but I’ll have to spend 2 Faith Points from Saturday’s total to do so.

Clearly, Holy Symbols are very important and must be protected. You are expected to make your own Holy Symbol when you make up your character and costume. The symbol can be anything, but it should reflect the Deity that your character worships, it should be light and easy to conceal, as well as easy to reach for casting purposes.

Line of Sight

Two or more characters are considered to be within line of sight so long as a straight, uninterrupted line may be drawn from one character to another. The line of sight must be broken by a wall, trees, a horizon line, hills or the like. The spell will not end if the caster simply turns his back on the target, or loses him among a group of people, in the dark or among light foliage. Spells with a duration of Line of Sight end once the target is out of the caster’s area of vision for a full 10 second count.

Channelling Whenever a mage or a priest is holding one or multiple spell packets, they are said to be channelling. This means that they have harnessed their mystical powers and are in such a state that they are able to cast at a moments notice. While the mage or priest is holding this mystical energy (the spell packet), any player seeing the spell packet can see a soft glow emanating from the mage or priest’s hand. This glow is called channelling. Characters who cannot cast spells do not glow, or channel, when they are holding spell packets. To this end, players who are asked if they are channelling must answer truthfully.

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Spell Lists

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Alteration Incant: I transmute this to 1st: Light 2nd: Invisibility 3rd: Dispel Magic 4th: Gaseous Form Augmentation Incant: I augment you with 1st: Ogre Strike 2nd: Giant Strength 3rd: Mithril Might 4th: Enchanted Blade Confining Incant: I restrain you with a 1st: Pin 2nd: Bind 3rd: Web 4th: Confine Elemental Air Incant: By the power of air I 1st: Repair Armour 2nd: Silence 3rd: Lightning Blade 4th: Lightening Storm Elemental Destruction Incant: I unleash a … of elemental 1st: Shard 2nd: Bolt 3rd: Blast 4th: Nova

Elemental Earth Incant: By the power of earth and stone I 1st: Armour 2nd: Tremor 3rd: Flesh to Stone 4th: Stone Skin Elemental Fire Incant: I weave flame to 1st: Fire Sword 2nd: Shatter 3rd: Immolate 4th: Circle of Flame Elemental Water Incant: By the power of water 1st: Slow 2nd: Chill 3rd: Freeze 4th: Drown Enchantment Incant: I cloud you mind with 1st: Fumble 2nd: Fear 3rd: Sleep 4th: Domination Protection Incant: I protect you with 1st: Magic Armour 2nd: Shield Magic 3rd: Adv Magic Armour 4th: Phase

Chaos Incant: With the power of <deity> I 1st: Weakness 2nd: Poison 3rd: Wither Limb 4th: Berserk Healing Incant: With the power of <deity> I 1st: Cure Wounds 2nd: Purify Blood 3rd: Restore 4th: Life Nature Incant: With the power of <deity> I 1st: Speak with Animals 2nd: Good Berry 3rd: Bark Skin 4th: Insect Plague Necromancy Incant: With the power of <deity> I 1st: Cause Wounds 2nd: Raise Zombie 3rd: Desecrate 4th: Death Order Incant: With the power of <deity> I 1st: Repel 2nd: Smite 3rd: Imprison 4th: Sanctuary

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Spell Descriptions

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Alteration

Light Incant: I transmute this to Light Duration: 12 Hours

Causes an inanimate object to shine or to blinds a living target for 10 seconds, 60 seconds for subterranean creatures i.e. Drow. The light may be turned on or off during the spells duration. A flashlight or glow stick may be used to simulate the light. If using a flashlight it must be pointed towards the ground at all times.

Invisibility Duration: 10 minutes or less, as per caster’s will Incant: I transmute this to Invisibility

The target (including any possessions they are wearing) is rendered invisible for 10 minutes. An Invisible character may be Tracked and must answer to all Sense Calls.

The target will become visible if he speak, or otherwise disturb anything outside the effect of the Invisibility. For instance if they open or close a door, attack or pick up an item. An Invisible character struck by a spell or other attack will become visible. Note that a Dodge or Phase prevents the entire attack and an Invisible character who Dodges or Phases an attack will remain Invisible.

The target may walk or run, draw a weapon, search their belongings, prepare alchemy, drink a potion or perform any passive action that interacts only with the subject of the spell or that necessary for walking or running.

Dispel Magic Duration: Instantaneous Incant: I transmute this to Dispel <Targeted School> Magic This spell will negate ALL active spells of one school of magic that exist on the target. This can be used as an attack spell, if the caster Dispels all Protection spells on a target or all Augmentation spells active on a target, for example. This spell can also be used to help an ally, by Dispelling all Confining spells active on a friendly target. It will not prevent a mage or cleric from casting, or prevent scrolls from being read, potions being drunk or items from being activated. A Dispel Magic will not affect Ritual magic unless specifically stated in the Ritual Spell. A Shield Magic will not prevent a Dispel Magic Protections; however a Phase will avoid the Dispel completely.

Gaseous Form Duration: 10 minutes or less, by caster’s will Incant: I transmute this to Gaseous Form

Caster is transformed into a gaseous form, the same rough volume and appearance as the casters Corporeal form. Although intangible and wispy, a Gaseous character remains visible and is easily seen. A Gaseous character is contained by any structure or spell that would contain a gas. For instance prison bars can be easily passed through. A smaller space such as under a door requires at least a 3 Count. This in no way grants the ability to fly. The Gaseous character may move no faster than a walk. The caster may speak, but may not attack, cast, use items, or physically

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interact with their surroundings while the spell is in effect.

Any effects cast before Gaseous Form will continue to work normally. The caster can only be affected by a Dispel Magic Alterations for the duration. Dispel Magic Alterations will end the spell immediately. Protection Magic against Dispel Magic Alterations is usable assuming the Protections were cast prior to Gaseous Form. The caster otherwise decides when to end the spell, and may do so by stating “I materialize 1, I materialize 2, I materialize 3.”

Augmentation (Note that no augmentation spells are cumulative with other spells, though they are cumulative with alchemy and skill-strikes.)

Ogre Strike Duration: Delayed, 1 hit or action. Incant: I augment you with an Ogre Strike

Target receives Strength Bonus +4 for one action or strike, for a maximum of a 3 Count action. This cannot be used in conjunction with anything to raise the target’s strength above +4.

Giants Strength Duration: Delayed, 1 fight. Incant: I augment you with Giants Strength

Target receives Strength Bonus +1 and +10 body for 1 fight. The extra body can be healed. This skill can be activated at the target’s will; it does not come into effect immediately upon casting.

Mithril Might

Duration: Delayed, 1 fight. Incant: I augment you with Mithril Might

Target gains Strength Bonus +2 and +20 body for the duration of the battle. The extra body can be healed. In addition to this, any weapon they use during that time gains the ability to swing for mithril. Note that the target has the option of swinging for mithril or for the weapons normal type (normal, poison etc.). This skill can be activated at the target’s will; it does not come into effect immediately upon casting.

Enchanted Blade Duration: Delayed, 1 fight. Incant: I augment you with an Enchanted Blade

Target gains +3 strength, and +30 body for one battle, and any weapon they use swings for magic. The extra body can be healed. For the duration of the spell any weapon they use is immune to any and all “Shatter” effects. Note that the target has the option of swinging for magic or for the weapons normal type (normal, mithril etc.). This skill can be activated at the target’s will; it does not come into effect immediately upon casting.

Confining Note: Caster can end any confining spell at will. Some Confining Magic may be broken by a character with a high enough Strength Bonus. This requires at least a 3 Count

Pin Duration: Line of Sight + 10 Seconds Incant: I restrain you with a Pin

Target’s right leg is fasted to the

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ground. If the target’s leg is already pinned, the target’s other leg becomes pinned. The pinned player can rip out with Strength Bonus +1 and suffers 1 Magic Body Damage after a 3 Count. Another player who has Strength Bonus +1 can also rip out the pinned player, although the pinned player still suffers 1 point of body damage.

Bind Duration: Line of Sight Incant: I restrain you with a Bind

Target’s arms are immobile. Elbow must touch sides and fists remain closed. The target may rip out with Strength Bonus +3 but suffers 3 Magic Body Damage after a five count. Another player who has Strength Bonus +3 can also rip out the bound player, although the bound player still suffers 3 points of body damage.

Web Duration: Line of Sight Incant: I restrain you with a Web

Target is immobilized in webbing from the neck down. Speech is permitted. May rip out with Strength Bonus +5 and suffer 5 body points of damage in a 3 Count. Another player who has Strength Bonus +5 can also rip out the webbed player, although the webbed player still suffers 5 Magic Body Damage. The character in the web can be moved, they are not stuck to anything but themselves.

Confine Duration: Line of Sight Incant: I restrain you with a Confine

Target is rendered completely immobile. No movement at all is permitted,

though others may move target. Nothing can rip free of a confine.

Elemental Air

Repair Armour Duration: Instantaneous. Incant: I weave air to Repair Armour Instantly repairs 10 points of armour to a damaged suit. Will not add armour beyond that suit of armour’s total value, this spell merely takes the place of several minutes of repairing armour with the Smithing skill.

Silence Duration: 10 minutes. Incant: By I weave air to Silence

The target becomes unable to utter any words or to make any vocal sounds. This means that the target cannot cast any spells, activate any items, speak, whisper, moan etc. This spell will not silence such noises as clinking of armour, snapping of branches etc, and so this spell cannot be used to aid in stealth attempts. Clearly the player may still call damage with a weapon, prepare alchemy etc.

Lightning Blade Duration: 1 hour. Incant: I weave Air to create a Lightning Blade

Grants the caster any one non-ranged weapon made of lightning with a base damage of 6 Elemental Lightning. The Lightning Blade may Spell-Strike up to 3

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Lightning Destruction or Elemental Air Spells. To Spell-Strike, the Lightning Blade must make contact with a target, or an item possessed by the target. The Call is “Spell-Strike <Name of Spell>” Spell-Strikes may be defended against exactly as packet-delivered spells. Each Spell-Strike requires Spell Points as if the spell was cast normally, and lowers the base damage of the Lightning Blade by 2. Once the Lightning Blade reaches a base damage of zero, the spell ends.

The chosen weapon cannot be more that 48” in length. Two-Weapon Fighting and Ambi-Dexterity permit up to two Lightning Blades on at a time. The weapon damage can be augmented with spells, strength or skills. This spell cannot be disarmed or shattered. If the weapon leaves the caster’s hand the spell ends. This spell grants the caster with the proficiency to use the weapon.

Lightning Storm Duration : As long as feet are planted. Incant: I weave Air to Lightning Storm

Lightning Storm allows the caster to cast a storm of lightning bolts, each inflicting 10 points of Elemental Lightning Damage. As long as the caster’s feet remain planted in one place, he may throw as many lightning bolts as he wishes. As soon as he moves one of his feet, the spell is ended. The call is “I weave Air to Lightning Storm, Lightning Storm, Lightning Storm…..”

Elemental Destruction To cast a Destruction spell, the caster must first learn an Elemental spell of equal or greater level. The caster may use any Elemental Damage Type in their casting so long as they possess an equivalent level spell in an Elemental school.

Shard Duration: Instant Incant: I unleash an Elemental <Type> Shard.

Inflicts 5 points of Elemental damage.

Bolt Duration: Instant Incant: I unleash an Elemental <Type> Bolt.

Inflicts 25 points of Elemental damage.

Blast Duration: Instant Incant: I unleash an Elemental <Type> Blast

Inflicts 60 points of Elemental damage.

Nova Duration: Instant Incant: I unleash an Elemental <Type> Nova

Inflicts 100 points of Elemental damage.

Elemental Earth

Earth Armour Duration: Until destroyed. Incant: I weave Earth to Earth Armour

Grants the target 10 points of armour. These points are destroyed before

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the target’s real armour, and they last until they are destroyed. The target cannot wear multiple suits of Earth Armour.

Tremor Duration: 10 seconds Incant: I weave Earth to Tremor This spell causes the earth to move and roll in the area of the target, disarming all hand held items and “Stunning” them for a duration of 10 seconds. While stunned, the target cannot use any of their offensive skills, nor can they attack in any way. The target cannot move faster than a stagger for the duration. The target can defend if they obtain a weapon.

Flesh to Stone Duration: Casters will up to 10 min. Incant: I weave Earth to Flesh to Stone Flesh to Stone transforms any living target into a statue. It works on anything that is living flesh or organic matter, such as moulds, animals, but not on undead, golems or elementals. A dispel magic or a restore spell will counter the effects of a Flesh to Stone. This spell is reversible, but only in that it will counter another Flesh to Stone already active on a friendly target. While in stone form, the target is immobile and unconscious. They are also immune to normal weapons (they gain a threshold of 0 Magic). If you cast Flesh to Stone on yourself, the spell lasts a full 10 minutes.

Stone Skin Duration: Casters will, up to 10 minutes. Incant: I weave Earth to Stone Skin Grants the target skin as hard as stone. This grants the target a threshold of 0

Magic, making them immune to normal weapons. This spell also grants the target an additional 40 points of armour, which are above and beyond any normal armour the player has. Once the 10 minute duration has ended, the player loses any of these 40 points of armour that have not yet been destroyed.

Elemental Fire

Fire Sword Duration: 1 fight. Incant: I weave flame to create a Fire Sword

Grants the caster any one non-ranged weapon made of flame with a base damage of 1 Elemental Fire. The chosen weapon cannot be more that 34” in length. You may only have one Fire Sword on at a time. The weapon damage can be augmented with spells, strength and skills. This spell is dispelled by a disarm or shatter or if the weapon leaves the caster’s hand. This spell grants the caster with the proficiency to use the weapon.

Shatter Duration: Instantaneous. Incant: I weave flame to shatter (your <Item>)

Totally destroys any non-living target up to and including the size of a regular shield (3 foot circle) or any weapon. Also inflicts 5 points of Magic Fire damage to the user of the item that is shattered, regardless of what the item is that was shattered. The caster may specify the item to be shattered, if not it is the targets choice. Inflicts 20 Magic Fire Damage to beings made primarily of a solid mineral, such as stone, metal, earth, crystal, glass, ice or clay, but not wood.

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Immolate Duration: Instant. Incant: I weave flame to Immolate

Immolate causes the target to be engulfed in flames. This will blind the target for 10 seconds, inflict 20 points of body damage, and maim 1 limb of the target’s choice. The maimed limb can be used again once the target has been healed 2 body points.

Circle of Flame Duration : 2 hours. Incant: I weave flame to create a Circle of Flame

This cannot be cast until a rope or phys. rep. has been laid down in the shape of a 10’diameter circle. Upon casting, this spell creates a circular wall of flame, taking the exact shape of the circle of rope. The wall can be seen through and spoken through, can be cast through and moved through. Anyone touching the circle with their weapon, costume or person suffers “60 magical flame.” Anyone standing in the flame for a duration suffers the “60 magical flame” once every second. The flames will not harm the caster. The flame circle is covered by an overhead dome, and the flames continue underground to prevent burrowing creatures from bypassing the flame damage. The caster can allow anyone to enter unharmed or to leave unharmed by lowering or raising the circle, which they can do at will. To do so the caster would state “Circle down.” Or “Circle up.” A Circle of Fire may act as a rudimentary Ritual Circle.

Elemental Water

Slow

Duration: 5 minutes. Incant: By the power of water I slow you

This spell effectively engulfs the target up to their waist in water, slowing the target to the point that they cannot run. They may still perform any other action at full speed; they merely cannot run or move faster than a normal walk.

Chill Duration: 5 minutes. Incant: By the power of water I chill

This spell blasts the target with an icy chill, causing 5 points of body damage to the target, as well as inflicting them with “Weakness”. This inflicts -2 Strength to the target, which causes them to inflict 2 points of damage less then normal. This is not cumulative with itself, but it is cumulative with alchemical weakness and physical weakness, and with the spell weakness.

Freeze Duration: 5 minutes (frozen), then another 5 minutes (weakness and slow). Incant: By the power of water I freeze

This spell freezes the target into a solid form of ice. The target immediately suffers 10 points of body damage and is frozen solid and immobile for 5 minutes. After these 5 minutes, the target thaws out. However, they still suffer the effects of the cold, and they suffer from “Weakness” and “Slow” effects. This means that they have –2 strength, and inflict 2 points less damage on all attacks for 5 minutes. In addition, they are too cold to move properly, and cannot move faster than a walk for the same 5 minutes, although they can perform any other action at full speed.

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Drown Duration: Instant. Incant: By the power of water I drown you

This spell causes the target to fall unconscious, just as if they were trapped under water. Drowning drops any living target to -1 Body (Dying Count). The target must be Restored during their Dying Count to prevent the Fatal Count. Has no effect on non-living targets such as golems and elementals.

Enchantment

Fumble Duration: 10 count Incant: I cloud your mind to fumble (your <item>)

Forces the living target to drop 1 hand held item and ignore it for 10 seconds. For example, Fumble can be used to make a fighter drop a weapon, a mage drop a scroll, or a rogue drop an alchemical gas globe. The item being disarmed may be identified during the incant. For example: “I cloud your mind to fumble your sword.” If the item is not specified, the target chooses one hand-held item to Fumble. Has no effect on undead, golems, elementals and creatures without minds.

Fear Duration: 10 minutes. Incant: I cloud your mind with Fear

The living target must flee caster until the caster is out of the target’s line of sight. After this time, the target cannot attack the caster, and must remain at least 10 feet from the caster for 10 minutes and react in a

fear filled manner towards him. If the target is physically incapable of fleeing the caster, the target may attack the caster. Has no effect on undead, golems, elementals and creatures without minds.

Sleep Duration: 10 minutes Incant: I cloud your mind with Sleep

Any living target is rendered unconscious. The target cannot be physically shaken awake. Caster can end spell at will. A Purify Blood will not awaken the target, however a Dispel Magic Enchantments or Charm Break will. Has no effect on undead, golems, elementals and creatures without minds.

Domination Duration: 10 minutes Incant: I cloud your mind with Domination

When struck by this spell, all conscious thought is wiped from the characters mind. The target may perform no actions without instructions from the caster. The target will then obey the caster to the death. Any and all commands given to the target by the caster will be followed to the best of the targets ability, using any and all skills the target may bring to bear. Has no effect on undead, golems, elementals and creatures without minds.

Protection Note that a player may only wear one of each protection spell at a time.

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Magic Armour Duration: Until used. Incant: I protect you with a Magic Armour

A Magic Armour stops the next physical attack which would otherwise successfully strike the target, including alchemy, traps, weapons, and any attack beginning with the prefix "physical".

Shield Magic Duration: Until used. Incant: I protect you with a Shield Magic

Shield Magic will stop the next magical attack, including spells, spell-strikes, or any attack with the prefix "magical", that would otherwise successfully strike the target.

Advanced Magic Armour Duration: Delayed, one use. Incant: I protect you with an Advanced Magic Armour

Operates the same as magic armour, but is activated on an attack of the wearer's choice rather than the next physical attack. The call for this is "advanced magic armour - shatter". This spell will also shatter the attacking weapon, and if the attacking weapon is a melee weapon, the wielder of the weapon suffers 5 damage. An Advanced Magic Armour may be called before a Magic Armour.

Phase Duration: Delayed, one use. Incant: I protect you with a Phase

This spell allows the target to phase out of reality for an instant, just long enough

to avoid any one attack of any kind. Phase acts similar to the skill “Dodge”. Allows the character to completely avoid any one attack of their choice, the attack can be magical, physical or alchemical. Phase will not stop some ritual magic’s. You may Phase a Dispel Magic Protections. This spell cannot be used to move through solid objects.

Chaos

Weakness Duration: 5 minutes. Incant: With the power of <Chosen Deity> I inflict Weakness

Inflicts -2 Strength to the target, causing them to inflict 2 points of damage less then normal. This is not cumulative with itself, but it is cumulative with alchemical weakness and physical weakness.

Poison Duration: Until cured or the victim is slain. Incant: With the power of <Chosen Deity> I Poison you

This spell infects the target with a poison which inflicts 1 point of body damage every minute, including 1 body at time of casting. The target may not run, but they can still use all of their skills. Has no effect on undead or creatures without physiology, including golems, elementals and magical constructs.

Wither Limb Duration: Permanent Incant: With the power of <Chosen Deity> I wither limb your <choose limb>

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Target’s specified limb is withered and unusable, and the target suffers body damage equal to half their total body. This damage can be healed normally, but only a “restore” spell or a “life” spell will heal the withered limb. Undead, golems or other creatures without a metabolism are still affected by Wither Limb however they suffer no damage.

Berserk Duration: Until target is unconscious or 10 minutes. Incant: With the power of <Chosen Deity> I inflict Berserk

Target receives Double Body and Strength Bonus +3. They will attack the closest target until the spell expires, or until that target dies; at which time the berserker will move on to the next target. After the spell ends, any extra body points that the target still has above their normal total are lost. Affects even mindless creatures such as golems, undead etc. The Berserked creature will not attack the caster. A Berserked creature may not use any Spells, Skill-Strikes, Stealth Skills or use any other defences requiring a conscious decision.

Healing

Cure Wounds Duration: Instant Incant: With the Power of <Chosen Deity> I Cure Wounds

Cure Wounds heals 4 Body to living targets. It will inflict 4 Body of Damage to undead creatures.

Purify Blood Duration: Permanent Incant: With the Power of <Chosen Deity> I Purify Blood

Purify Blood cleanses target of all poisons and toxins. This spell will cure a poison spell, but not a sleep spell. Has no effect on undead.

Restore Duration: Permanent Incant: With the Power of <Chosen Deity> I Restore

Restore heals a living creature of all damage and ill effects afflicting the target, except for death. Restore inflicts 50 points of body damage to Greater Undead and will immediately destroy a Lesser Undead.

Life Duration: Permanent Incant: With the Power of <Chosen Deity> I Life

Life heals a living creature of all damage and ill effects afflicting the target, up to and including death. Life reduces an undead to 0 Body, generally destroying the creature.

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Nature

Speak With Animals Duration: 10 Minutes Incant: With the Power of <Chosen Deity> I Speak With Animals

The caster is able to communicate through a common language with any natural animal.

Good Berry Duration: 1 Minute or Until Used Incant: With the Power of <Chosen Deity> I Create a Good Berry

This spell creates a magical berry which stays potent for 1 minute. If consumed the Berry acts as a Cure Wounds + Resist Toxin

Bark Skin Duration: 10 Minutes Incant: With the Power of <Chosen Deity> I Create Bark Skin

Bark Skin toughens the target's skin, granting an additional 40 Natural Armour Points. These Armour Points may be healed as if they were Body Points. For the duration of the spell, the target takes x2 damage from Fire attacks.

Insect Plague Duration: 10 Minutes Incant: With the Power of <Chosen Deity> I summon an Insect Plague

The target is immediately covered

with small biting insects. The insects deal 1 Magic Body Damage per second, effectively blind the target and prevent spell-casting.

Necromancy

Cause Wounds Duration: Instant Incant: With the Power of <Chosen Deity> I Cause Wounds

Cause Wounds inflicts 4 body points of damage to living targets. It will heal undead 4 body.

Raise Zombie Duration: 10 minutes or until slain. Incant: With the Power of <Chosen Deity> I Raise Zombie

When cast only upon a felled foe (i.e. a body in its 5 minute Dying Count or in its 5 minute Fatal Count), the corpse rises as a mindless zombie and obeys simple and direct commands from the caster. Zombies can only follow commands that are 5 words or less. Raised Zombies have 20 body and swing for base weapon damage plus a Strength Bonus of +1. Zombies are considered to have the skills “Weapon Master” and “Style Master”. Magical Effects on the target remain and new spells may be cast on the Zombie. Zombies remember nothing of their past life. Slain zombies restart their Fatal Count or their Dying Count, which-ever they were raised from. Zombies cannot speak.

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Desecrate Duration: Concentration Incant: With the Power of <Chosen Deity> I Desecrate

Desecrate creates an aura of necromantic energy around the caster which stops any living being from coming within 10 feet of the caster. Undead, golems, elementals and so forth can approach the caster, but not any living being. At the time of casting all undead within the radius heal half their total body points. Desecrate is ended if the caster casts, attacks, runs, or performs an active skill. The caster can walk, speak, read, use a “Lesser Undead Voice” and without breaking the spell. To complete and maintain the spell, the caster must place each hand on his opposite shoulder (left hand to right shoulder, right hand to left shoulder.) A Desecrate may not force a character through a wall, into spikes, off a cliff or otherwise inflict damage. A character unable to retreat from a Desecrate may act normally but may not approach the caster.

Death Duration: Permanent Incant: With the Power of <Chosen Deity> I

Death drops any living target into their Fatal Count. Has no effect on non-living targets such as golems and elementals. Brings an undead up to full and perfect health, as a “Life” spell would to a living target.

Order

Repel

Duration: Concentration Incant: With the Power of <Chosen Deity> I Repel You

Target must remain 10 feet from caster's raised hand. The target may not be forced through a wall, into spikes, off a cliff or otherwise be harmed by a Repel. Casting or using any active skill ends the spell. A caster may only have one repel active at once.

Smite Duration: Instantaneous Incant: With the Power of <Chosen Deity> I Smite

Effect: Inflicts 12 points of Order (Magic Body) Damage to the target.

Imprison Duration: Caster’s will or 10 minutes. Incant: With the Power of <Chosen Deity> I Imprison You

Imprison creates an impenetrable energy field which surrounds the target and all of his held/worn items. This energy field deflects all forms of attack, all spells and all effects of any kind, except for the spell Dispel Magic. This means that the target cannot be affected by any means save some ritual magic or the spell Dispel Magic while in the Imprison. The force field holds the target immobile for the spell’s duration, and although they can still see and hear what is going on outside the Imprison, they are powerless to affect anything or to be affected by anything. An imprisoned character can be easily moved, but may not leave the ground. The caster may end the spell as he desires.

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Sanctuary Duration: 2 hours. Incant: With the Power of <Chosen Deity> I Sanctuary

The caster must lay a rope or some other physical object in an unbroken circle on the ground, prior to casting, which is 10 feet in diameter or less. At the time of casting an energy field is erected, with the rope indicating where the walls of the field are. This force field may not be moved. Nothing may pass through the force field except for beings that are permitted by the caster. To do this the caster must say “I grant sanctuary to (the person’s name).” This means that no spells or any forms of attack can pass through the force field, nor can any individual, even astral, and gaseous or other dimensional beings. The only thing or person that can pass is one who is granted sanctuary by the caster. Note that a dispel magic will dispel this force field. A Sanctuary will never run out of clean air to breath. Sanctuary’s force field takes the shape of a cylinder, with a flat roof and a flat floor. A Sanctuary may act as a rudimentary Ritual Circle.

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Glossary & Miscellaneous Rules

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Activate: Activate is an In Game term which represents a magical command word. This command word completes a spell effect. Many magic items require an activation word to enact the spell effect. You cannot learn an activation word by hearing someone declare “Activate - <Spell Effect>”. Adamantine: A black metal rumoured only to be found in the Labyrinth, home of the Dark Elves. It is said that once forged, no force can even scratch a weapon made of adamantine. Alchemy Tools: A collection of beakers, vials, stirring rods, heating elements and other tools used in the preparation of Alchemy. A typical Alchemist Tools costs 5 gold pieces and is approximately the size of a briefcase. Boffer Weapons: A boffer weapon is a foam covered weapon used to act out combat safely. These foam weapons represent real in-game weapons. If I am using a long sword in-game, then in real life I have a foam weapon that is about the size of a real long sword Refer to Weapon Creation for a list of the size restrictions on various boffer weapons. A Boffer is a specific type of Physical Representation. Breaking and Entering: To enter someone else’s tent or cabin, you MUST have a plot member present. Once you have entered their tent or cabin, you may steal any in-game items you find, or otherwise manipulate such in-game items. You may NOT mess with someone’s out-of-game personal items or belongings. The plot member is there to witness these rules are followed. Calls: An OOG description of an IG action. Example of a Damage Call is “2 Normal”,

See also Counted Action and Declared Action. Careful Inspection: A Careful Inspection is required for many skills such as Necromantic Arts, Identify, and Doctor. You must be within arms reach of the target to perform a Careful Inspection. A Careful Inspection may be interrupted by breaking the skill-users concentration. The interruption may come in nearly any form, an opposing character need only interrupt the Count for the skill in use and state “Resist”. Charging: Running at an opponent to the extreme that they either must dodge the runner or be run down. This is considered body contact and is therefore illegal. Cleric: A follower of a deity able to channel their Faith as magic. Cleric will often hold high rank within a group of the deity’s followers. Command Word: A command word is a Ritual magical attack which eliminates the requirement of a touch or packet delivered attack. A Command Word targets one character (may be indicated by calling the target’s name or pointing at the target) and may not be defended by a Dodge, Phase, Dexterity Armour or other Avoidance type skills. Effects which blocks a magic attack, such as a Shield Magic or certain Ritual effects may stop a Command Word. Used by stating “Command Word <Spell>” Corporeal: A corporeal creature is fully on the world of Dremlin and in no way Gaseous or Astral. Astral or Gaseous creatures become corporeal when crossing fully to the Dremlin. Copper Piece (cp): Currency. Copper coins are so common, they are often considered valueless by adventurers and bandits alike. 100 copper pieces are worth to 1 gold piece.

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Counted Actions: In Shadow Realms, characters can perform many actions that the player may not be able to do. For example, a character may want to kick down a door that the player cannot, or does not want, to kick down in real life. To simulate this action, the player uses a counted action. They would state loudly and clearly “I kick the door down 1, I kick the door down 2, I kick the door down 3!”. The in game effect of this is that the door becomes kicked in. Many actions can be performed this way, such as tearing from confining spells, lifting someone or something heavy, picking a lock, or virtually anything else that cannot be done in real life or is too awkward in real life to actually do. Most counts are a 3 count, while others can be a minute or longer. To determine the time needed for a certain counted action, ask the nearest Plot Marshall. See also Killing Blow. Crab Attack: A fighting style where a player bends low and hunches over, like a crab. This combat style is illegal is it leaves the head wide open as they swing at their targets knees. Crunchie: An OOG term describing an easily killable monster. Declared Actions: A Declared Action is similar to a Counted Action, however a declared action takes less than three seconds to perform. To use a declared action simply describe and pantomiming the action. Example: Saying “I search your pocket.” while tapping the player’s pocket. Dot: A ranking in a character’s Skill Array. Up to three dots may be placed in each of the five skill categories. All players start with six skill dots. Doubling: When taking double damage, the doubling only applies when it is a static damage number. Effects such as Dismember, which deal half your maximum

Body in damage, are never doubled. When dealing with effects that double your Body Points, only your regular Body Points are doubled. This includes skills such as Body Bonus and Extra Body but ignores effects such as Giant’s Strength and Berserk. See also; Multipliers. Experience Penalty: An OOG penalty awarded to players who has been warned concerning their inappropriate actions. An XP Penalty can never be applied for a character’s decision. An XP Penalty is commonly used to punish littering, harassment or cheating. Experience Points (XP): Experience Points are a measure of your characters history, growth and power. A new PC begins with 30XP. Players are only rewarded with XP for attending Shadow Realms Events and for Sponsoring New Player Characters. Faith Points (FP): A representation of the amount of divine power a character is able to channel. The energy cost of casting a faith spell. First Aid Kit: A typical first aid kit includes bandages, pins, twine, scissors and an intoxicant. The typical sale price is 2 gold pieces. FOIG: (Find out In Game). A response to any OOG question a player asks which has an IG answer. Gems: Currency. Gems can vary greatly in appearance and value. The value of gems can be discovered IG or may be determined using the Appraise skill. Common values are listed in the chart below.

Gem Colour Value Onyx Black 1 silver

Amethyst Purple 5 silver Topaz Yellow 1 gold

Sapphire Blue 2 gold Emerald Green 5 gold

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Ruby Red 10 gold Diamond Clouded 15 gold

Pearl White 20 gold Diamond Clear 25 gold

Gold Piece (gp): Currency. One gold piece is worth 10 sp or 100 cp. Grab Bags: An OOG reward for players who donate time and valued props to the Shadow Realms LARP. An example of 1 grab bag value would be 50 spell packets or a boffer dagger. Grab bags may be exchanged for IG gold or items. The value of grab bags scales with the number of grab bags a player possesses. Refer to the chart below. If a player has more than 50 grab bags at one time, they must divide the grab bags into multiple piles so that neither pile includes more than 50 grab bags.

Grab Bags Individual Value

Maximum Value

1-10 1 gold pieces each

10 gold

11-20 2.5 gold pieces each

50 gold

21-30 3 gold pieces each

90 gold

31-40 3.5 gold pieces each

140 gold

41+ 4 gold pieces each

200 gold

Greater Undead: An undead creature capable of independent thought. Some many have only a rudimentary cunning, while others exhibit the natural intelligence of the civilized races, combined with the patience of immortality. A Greater Undead creature is immune to all Enchantment and Water spells, is damaged by Healing Magic, and is healed by Packet Delivered or Touch Cast Necromantic Magic. A Chaos Blade attack will not heal an undead. Heal From: A Call used by creatures struck with effects other, than Healing Magic, which cause them to regain Body. Healing

may never gained from boffer weapon strikes. In Game: (IG) Also known as In Character. In Game refers to a character or item which is part of the Shadow Realms environment. PCs are expected to remain In Game as much as possible. See also Out of Game. Killing Blow: This is a specific type of counted action. This can only be done to a character unconscious, sleeping or otherwise helpless and unable to resist. The count is “Killing blow 1, killing blow 2, killing blow 3, killing blow 4, killing blow5!” This count represents the attacking character killing the helpless character by stabbing them in the heart, slitting their throat or some such. The Killing Blow must be performed on the targets torso or head. The target must have vital organs of some kind. Undead, golems and creatures with no metabolism are immune to a Killing Blow. This 5 count can only be done with a weapon that the character is proficient in. If the character is not proficient in any weapon, then they may Killing Blow with their hands through a 10 count. “Killing blow 1…Killing blow 10!” The in-game effect is that the player struck by the count is sent directly into their Fatal Count, so that the only healing that will save them is the “Life” spell. NPC’s may only use a Killing Blow with permission by a Plot Member. A Killing Blow may be "Resisted" by unwilling targets or by other nearby characters that are able interrupt the count. Also see Counted Action. Lesser Undead: An undead creature with no independent thought. A lesser undead creature is immune to all Enchantment and Water spells, is damaged by Healing Magic, and is healed by Packet Delivered or Touch Cast Necromantic Magic. A Chaos Blade attack will not heal an undead. Lock Picks: A set of tools commonly used for both opening locks and disarming traps. Typically includes slender wires and fine manipulation tools, occasionally includes a

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crowbar. Typical sale price is 3 gold pieces. IG, lock picks are often considered illegal. Mana: Also known as Spell Points. Meta-Gaming: Meta-gaming is using information that your character should not have as knowledge, but you the player do. For example, Mark is playing a human mage, Ceryk. Mark overhears the NPCs talking about sending in a lot of undead at dusk. If Ceryk, Mark’s character, goes around warning people about an upcoming undead assault, then Mark has meta-gamed. He used knowledge that he has as if it were knowledge that his character had. Another example is if Mark is In Game (as Ceryk) near his campfire when he sees an NPC approach. The NPC is wearing a white headband, indicating that they are Out Of Game (meaning that the In Game Ceryk cannot see them). If Ceryk keeps track of the NPC and remains weary of him, then he is meta-gaming. With the exception of Rogue-ing, Meta-gaming is perhaps considered the most serious rule-breaking. Offenders repeatedly breaking either rule subject to Skill Loss, Experience Point Penalty and Ejection from the Game. Mithril: A metallic liquid that may be forged only by a Master Smith. Many weapons and armour of legend are forged of mithril, and such an item can easily be worth hundreds of gold. Multipliers: In some instances a rule will call for a multiplier or a statistic to double. When multipliers affect the same statistic more than once, the multipliers are combined so that they only multiply the base statistic, and not other multipliers. Thus a character using the Berserk Skill, which doubles his Body from 20 to 40, who is then affected by the Berserk Spell, which also doubles his Body, will now have 60 Body, not 80 Body. Natural Animal: Similar to an animal found OOG. Included are large versions, such as a

Giant Scorpion, but not necessarily any animal which is in any way magical. Natural Armour: Armour Points which can be healed as Body. For instance a Bear may have 10 Natural Armour Points, represented by his thick coat of fur. A Poison Weapon would not immediately penetrate the fur, but a Healing Spell would restore damaged fur. Non-Player Charater (NPC): A NPC reports to a Plot Member who will explain the role they are to play. Out of Game: (OOG) If someone is out of game, they are to be considered to be not playing. These people must tell you that they are out of game, and will indicate this either by placing their weapon on their head, by wearing a white head-band, or by saying that they are out-of-game. See also In Game. Physical Description: All players and items have a Physical Description which may or may not be exactly represented through costuming or props. Players may ask each other or a Plot Member for a Physical Description. A common answer is “You see what you see”. Physical Representation: (Phys-Rep) A physical representation, or phys-rep., is a prop used to and for all intents and purposes is something in-game. A Phys-rep is used when it is not safe or feasible to use the actual item. For example a Boffer Two-Handed Sword, or a Plastic Diamond worth 50 gold pieces are considered phys-reps, and are used because it would be extremely unsafe to use a Two Handed Sword and extremely expensive to use a real diamond. See also Boffer and Gems. Player Character (PC): A role controlled by a player other than an NPC or Plot Member. Plot Member: This term applies to people who are in charge of the In Game

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environment. These people act as impartial judges and are responsible for determining all rules calls, logistically issues and player disputes which occur during game. Power Word: Similar to a Command Word, a Power Word targets ALL characters with earshot of the attack. Used by stating “Power Word <Spell>”. It otherwise acts as a Command Word. Prestige Class: Also known as an Advanced Class. A Prestige Class is a character specialization which often grants access to unique abilities. Upon reaching 15th Level, all characters are considered for an Advanced Class. It is extremely rare for a lower level character to gain the prestige necessary to reach an Advanced Class prior to 15th Level. Priest: A priest is actively involved in the running and operation of the faith and some may be able to cast magic in the same manner as clerics. Many priests do not cast spells, yet command high ranks within a faith. Production Points: The labour and material cost of creating an item. Remort: Re-writing your character. All players are allowed an unrestricted remort after their first event. Restricted remorts may be granted following rules changes. Exceptionally powerful Ritual Magics may also grant a remort. This is also known as a Soul-Forge. Rogue-ing: Also know as cheating. Commonly used to describe NPC’s who abuse or alter their statistics. NPC’s who Rogue are handed only the simplest of characters to play. Repeat offenders risk Ejection from the game. Silver Piece (sp): Currency. 1 Silver Piece is equal to 10 Copper. 10 sp is worth 1 gold piece.

Smithing Tools: Includes the basic tools required to use the skill Smithing. Typically includes a hammer, forge and tongs. Typically sells for 2 gold pieces. Speaking in Tongues: A term used to describe OOG speech by players. Players are encouraged to stay In Game as much as possible, and encourage other players to do so as well. As such, Speaking in Tongues can result in anything from a warning or fine, to a full out IG exorcism. Spell Points (SP): A representation of the amount of magical energy a character is able to channel. The energy cost of casting a magic spell. Sponsor: An existing Shadow Realms player may Sponsor a new player. The existing player is partly responsible for assisting the new player in preparation for up to three Events. This may include explaining rules, costuming, world history, and assisting with other issues related to the new player. For these event, the Sponsor receives 1 XP. Surgeons Tools: Required for use of the Doctor skill. Commonly includes: bandages, needles, twine, scissors, a bone saw, clamps and leeches. No sedatives of any kind are included. Typically contains 10 uses and is the size of a briefcase. The typical sale price is 10 gold pieces. Tags: A tag is a small piece of paper which provides the IG description of the item. All phys-reps must have a tag attached to be considered a legal In-Game object. Theft: Stealing In-Game items (such as a magic sword, or gold coins) is permitted in this game. To steal an item, you would take the item’s phys-rep (for instance the actual boffer sword). After you have successfully taken the phys-rep, you MUST return it to the owner, or have plot return the item if you don’t wish the theft to be accidentally Meta-Gamed. You may NOT steal anyone’s real life items, obviously.

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Transfer: Players with previous LARP experience are granted up to 70 starting XP instead of the regular 30 starting XP. Players are rewarded 1 XP per LARP event attended prior to their first Shadow Realms event. A player may only Transfer once. Transferred characters may only begin with the same reasonable starting equipment as a new 30XP character. Trappers Kit: Includes the basic tools required to develop, arm or disarm a trap. Commonly includes several triggers, a shovel, tripwire, and a variety of disarming devices similar to lock picks. Typically sells for 2 gold pieces.

Typical Sale Price: Refers to the Appraise Value of an item. This is what it would normally cost to purchase the item in an average town, in average times. The actual sale price may vary dramatically. Um Defence: The Um Defence is when a player purposefully ignores attacks. This Defence is considered cheating. Used by stating “Um”.

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Weapon and Armour Construction

Safety Check All weapons must be able to pass a safety check to determine if the weapon will be allowed in combat. The requirements are: 1) No pipe or hard object may be felt on any of the striking surface, cross-guard or pommel. 2) The pommel and piercing tip must have an attachment of open cell foam cushioning. 3) No closed cell foam or latex edge of a boffer weapon may be small enough to easily strike an eye. 4) The blade is firmly attached and will not slide off or twist. Individual weapons will be tested independently. There are many types of construction methods and materials. Included here are the methods for weapon creation using PVC pipe and PVC closed cell foam. Weapons made from latex or other materials may pass provided they meet the above requirements. Weapons which do not meet the above requirements will not pass. A Shadow Realms Judge reserves the right to allow or reject any weapon or armour deemed to be unsafe. The Basics: Swords and Daggers Materials Required 1) PVC Piping 2) Closed Cell Foam 3) Duct Tape 4) Hockey Tape 5) Double Sided Tape 6) Plastic Grocery Bag 7) Open Cell Foam - 2 x 4 inch cube pieces Construction 1) Begin with a length of piping cut 3-4 inches shorter than the overall desired length. The pipe should be of a thickness appropriate to the length and weight of the weapon. The pipe diameter must be 1/2" for daggers/short swords, 3/4" for long/bastard swords, 1” for broad/heavy/two handed weapons. 2) Cut the following lengths of closed cell foam. a) 3" - pommel, "waylay tip" b) 6-12" - crossguard c) 8" + - blade. For longer blades, an two layers of foam should be used. 3) Wrap double sided tape along the pipe where the blade will go.

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4) Open the foam blade so it can wrap around the double sided tape. The foam should extend an inch past the pipe, leaving a gap. 5) If necessary, wrap an extra layer of foam along the blade. You can temporarily secure it with a strip of duct tape. 6) Insert closed cell foam into the 1 inch gap. You can temporarily secure it with a strip of duct tape. 7) Force the crossgguard piece through the bottom edge of the pipe until it's snug against the blade. 8) Wrap double sided tape around the pommel of the pipe. 9) Attach the foam pommel, leaving a 1inch gap at the end. 10) Insert closed cell foam into the gap. You can temporarily secure it with a strip of duct tape. 11) Wrap the 4inch cube open cell foam pieces into separate plastic bag sections. The whole bag is not required, just enough to cover the foam. 12) Place double sided tape on each tip of the weapon. 13) Place the bagged foam on the tips. 14) Securely fasten the tips with duct tape. 15) Secure the crossguard to the blade and the pipe. Extra layers of duct tape here can go a long way towards making your crossguard last. 16) Using strips of duct tape, coat the blade. The tape should be even and flat. Don't spiral the tape up the blade. 17) Wrap hockey tape around the hilt. To make a textured grip wrap string or cord around the hilt before covering with hockey tape. 18 Check the tips for pipe, make sure the blade is secure. 19) Give it to your friend. 20) Have your friend beat you around with it. Arrows Materials: 1) Fiberglass Arrow. Without the arrowhead. 2) Closed cell foam 3) Open cell foam 4) Double Sided Tape 5) Duct Tape 6) Plastic Bag 7) A Penny Construction 1) Firmly attach the penny with duct tape to the tip of the arrow. This is to ensure that the shaft cannot punch through foam. 2) Wrap double-sided tape around the arrow shaft, just below the penny. 3) Attach a 3 inch strip of closed cell foam around the double sided tape so that half the foam is overlapped past the penny. This is a base to attach the piecing tip. 4) Create a piercing tip. 5) Attach it to the arrow. 6) Check for any hard object along the tip. 7) Shoot it at a wall.

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8) Get shot! Hafted Weapons If you can construct a sword, axes, maces, staves and hammers are straightforward. Any two handed weapon must be constructed with 1" minimum PVC piping. Hammers and axes, as well as any other weapon with a large striking section should have the blade/hammer head made of open cell foam, constructed in the same manner as piercing/waylay tips. Take care when attaching this piece, it will absorb the brunt of attacks and can off rip off easily. Any weapon with a large haft (spears, staves) must have the haft covered in closed cell foam, regardless if it is to be used as a striking edge. If it is to be used as a striking edge, a double layer is to be used. A section of the haft, to be used as a grip, may be left uncovered, or covered in hockey tape. This section should be positioned so that as little uncovered pipe as possible remains. Spell Packets Although not made of foam, they are included here for completion. Materials 1) Cloth, cut into 4"x4" pieces. 2) Birdseed. (No other material should be used. Sand is to heavy, sawdust too light) 3) Elastic Bands (String may be substituted. Use elastic bands, it's way easier) Construction 1) Take the 4inch x 4inch square of cloth. 2) Put approximately a 1-inch cube of birdseed in the center of the square. 3) Bunch the sides together so that no birdseed will leak. 4) Twist an elastic band around the fabric to keep it closed. Repeat a few hundred times.

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Weapon Min. PVC Dia.

Min Length

Max Length

Pre-requisite Production Cost

Damage

Hand to hand ½” 6” 12” Basic Weapon - 1 Thrown Rock Packet Delivered Basic Weapon - 1 Staff 1” 54” 78” Basic Weapon 4 1 Dagger ½” 12” 24” Basic/Bladed Weapon 2 1 Club ½” 24” 44” Basic/Hafted Weapon 2 1 Thrown Dagger None 4” 12” Light Swords 2 1 Stiletto None 6” 12” Light Swords 10 1 Short Sword ½” 24” 36” Light Swords 4 2 Long Sword ¾” 34” 44” Light Swords 5 2 Bastard Sword ¾” 44” 52” Heavy Swords 7 2/3** Broad Sword 1” 34” 44” Heavy Swords 7 3 2 Handed Sword 1” 52” 66” Heavy Swords 8 4 Mace ½” 24” 44” Light Hafted 5 2 Hammer ½” 24” 44” Light Hafted 5 2 2 Handed Hammer 1” 50” 78” Heavy Hafted 8 4 Small Polearm 1” 50” 78” Heavy Hafted 7 3 Large Polearm 1” 60” 78” Heavy Hafted 8 4 Bow Max 30 lbs. Pull Archery 8 3* Crossbow Max 30 lbs. Pull Archery 8 4* Hand Crossbow Max 30 lbs. Pull Archery 8 2* Heavy Axe ¾” 40” 54” Heavy Hafted 7 3 Axe ½” 24” 44” Light Hafted 5 2 Heavy Hammer ¾” 40” 54” Heavy Hafted 7 3 One Handed Spear ¾” 48” 52” Light Hafted 5 2 Two Handed Spear 1” 52” 78” Heavy Hafted 6 3 Arrow/Bolt (5) N/A 4” 36” Archery 1 - Buckler Buckler 4 - Shield Shield 8 - Tower Shield Tower Shield 10 Lock Picks Pick Locks 4 - Smith Tools Smithing 4 - Alchemy Tools Alchemy 10 - Trapper’s Tools Disarm Traps 6 - *Note that wooden arrows are NOT allowed at Shadow Realms.