Final Haven: Heroes and Villains Expansion

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GM-Mike
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Final Haven: Heroes and Villains Expansion

Post by GM-Mike »

Rationale

The Final Haven: Heroes and Villains Expansion was created to address some of the chief complaints about the core rules, primarily an inherent lack of versatility between character builds and a lack of mechanical character advancement past the twentieth level. The goal was to address these problems without increasing the power level of the game. The rules that follow are meant to be used in conjunction with the core Final Haven rules and not as a stand alone game.

Character Creation
When utilizing the Heroes and Villains expansion, the character creation process is slightly different. Specifically, when choosing a path, players now have a choice in the skills that they acquire. As before, players begin with four basic skills within their chosen path. Unlike before, however, players choose which skills they begin with by selecting four of the skills available for the specific path they wish to play. Likewise, when purchasing the advanced and master level, players choose four additional skills for each level. Expansion skills may only be selected within the player's starting path. For example, a player who selects warrior for his/her starting path may choose from any of the basic warrior expansion skills. Likewise, when leveling, he/she may choose from any of the warrior expansion skills of the level in question. At no time, however, may the player choose any expansion skills from any other path, even when swapping a basic skill.

When choosing skills, it is important to remember that some skills inherently have prerequisites. You cannot possess a higher level of a skill without first possessing the lower leveled version. For example, an Empath may never have the Channel skill without first having the lesser Channel skill.

Additional Path Skills

Empath

Basic

Hide Magic
With a 5 second count the Empath can make a magic item in their possession seem non-magical when sensed. While this ability is active you lose 1 LP per item hidden. These life points cannot be healed until the item is no longer being hidden. Once charged, this skill becomes passive.

Draw Posion
The Empath can spend 5 minutes to take the poison from 1 person unto themselves. If they are able to resist this poison in some way, they may do so.

Passify
The empath may spend a LP to throw Charm-passify. When hit with a passify you cannot attack the person who charmed you unless you spend an uninterrupted 10 seconds to break out of the effect. You are allowed to attack anyone else while passified however. If you are attacked by the person who charmed you the passify is broken.

Advanced

Drain
The Empath is able to sense and impact the magical energies inherent in all individuals. Through their mental focus, they are able to temporarily sever some of these energies from individuals. The empath must charge for 30 seconds, and can then throw a packet with the call of "Magic Disease." The effect of this disease is starvation.

Consume magic item
The empath can absorb the power of most magic items. This added power increases their vitality temporarily. It takes 5 uninterrupted minutes to consume a magical item. The empath gains one life point for each basic or secondary resources required to upkeep the item, 2 per magical component, and 5 per commodity. These life points may be added above and beyond the character's maximum life point total. They last until used or until the end of the event. They can not be healed back. Note that the empath can only consume items that sense as magic. Once the item is consumed, the extra life granted is considered a passive skill. The item itself is destroyed.

Master

Dispel Essence
The Empath can grab hold of the essence of life and dispel it from existence. This skill can only be used on a body that has been prepared by a healer (see Mend the Vessel in the core rule book), as the essence must be gathered in one place prior to dispelling it. It takes the Empath fifteen minutes to grab a hold of the essence of the departed and destroy it. At the completion of the skill, the essence is no longer retrievable. However, some of the essence in more powerful essences is absorbed into the bodies of those present at the ritual (i.e. the empath and the healer). When the victim is at least 20th level, both living parties gain one permanent life point above their maximum. Both parties are also aware of what happened and why.

Shatter
An empath is able to summon forth the energies required to shatter weapons, armor, and shields. The empath must spend a life point and then throw a packet calling "Shatter." After using shatter, the empath must rest and recharge the skill for ten uninterrupted seconds before throwing another shatter. Note that the empath can move and perform all other actions without resting, but they may use no other skills while recharging.

Healer

Basic

Soothe
The healer has an ability to soothe worried minds by their mere presence. The healer can spend a life point to instantly remove a fear effect on an individual. This skill may also work on NPC creatures such as wild animals who are frenzying.

Combat Reflexes
Healers are trained to help save lives in the chaos of battle. This takes dexterity, awareness, and reflexes. A Healer receives 2 points of Combat Reflexes from this skill

Use Shield
All characters may use a shield on one arm to block incoming blows, but unless the character possesses the 'Use Shield' skill they cannot perform any action that produces any effect with greater than zero damage while wielding a shield. If using a shield, the character may not hold a weapon in the same hand as the hand/arm that has the shield.

Advanced

Disease
The healer works in grime and blood throughout the day. Some are walking cesspools, able to take a wad of awfullness and fling it at their enemies. The healer must charge for 30 seconds, and can then throw a packet with the call of "Disease." The effect of this disease is starvation.

Steady Hand
A healer cannot be interrupted while using the healing skill, healing circle, first aid, or surgery, even when taking damage until they are incapacitated.

Master

Steal Life
The healer can use the life energy of another person to heal another. For every life point stolen, the healer can heal five points of damage to a person in positive or negative life no matter how severe. It takes one minute to steal a life point from either a willing or an incapacitated donor. The person you steal life from must be in positive life. A person who is healed over their maximum life receives temporary LP’s above their maximum. The life point stolen is lost permanently. A person may use this skill to restore a LP lost by steal life by using steal life on another person. You may never permanently go above your normal max LP.

Calm
The healer has the ability to calm the savage beast within. Healers may spend a life point and swing "charm--calm." When hit, the target may not swing for more than one damage until they rest for ten uninterrupted seconds. You must have the soothe skill in order to use calm.

Rogue

Basic

Forgery
The rogue can make a passable duplicate of any handwriting and seals that he has in his possession. This skill takes as long as it takes for the rogue to write the message or draw the seal in question.

Cunning
The rogue gets a 25% increase to the cunning level of criminal activities (See social/economic section on page )

Dual Wield
This skill allows a player to wield a weapon in one hand and a smaller sized weapon in the other. If the primary weapon is of ‘short’ size or smaller, both weapons may be of equal size.

Advanced

Admittance
The rogue can always get inside a building via the door. The time it takes to open a locked doorway is equal to the pick time; with a maximum of one hour. If the rogue has the pick simple locks skill, then the maximum time is reduced to thirty minutes. If the rogue also has the pick complex locks skill, the maximum time is reduced to fifteen minutes.

Hamstring
The Rogue may spend 1 LP to swing "1 Vorpal Root" with a melee attack.

Master

Dive For Cover
When a game stop is called for an in game area effect (Spell, etc.) the rogue may choose to move out of the area of that effect. The Rogue cannot use this skill if the area effected is "All within the sound of my voice," large enough that a GM rules they could not escape, or that effects the entire game and/or scene. The rogue must move in a direction that is away from what created the effect.

Dodge
The rogue can spend 1 LP to ignore any frontal packet or missile driven effect. Once dodge has been used, the rogue must eventually rest and recharge for 10 uninterrupted seconds before being able to use dodge again. Note that the rogue can move and perform all other actions without resting, but they may use no other skills while recharging.

Sage

Basic

Dual wield
This skill allows a player to wield a weapon in one hand and a smaller sized weapon in the other. If the primary weapon is of ‘short’ size or smaller, both weapons may be of equal size.

Mesmerize
The sage can spend a life point and throw a packet, calling "charm--mesmerize." When charmed, the target must turn and face the sage, and neither the sage nor the target may move or talk. The charm effect is broken the moment the target takes damage. However, the target may choose to break the charm themselves. To do so, they must spend a life point and then must run away from combat for ten seconds. The sage must rest for ten uninterrupted seconds before they may use the mesmerize skill again. They may use other skills without resting, but they may not use any skill during the rest period.

Use Shield
All characters may use a shield on one arm to block incoming blows, but unless the character possesses the 'Use Shield' skill they cannot perform any action that produces any effect with greater than zero damage while wielding a shield. If using a shield, the character may not hold a weapon in the same hand as the hand/arm that has the shield.

Advanced

Study Thy Foe
The sage can study an enemy for 1 minute and then swing 10 damage.

Resist charm
The sage can spend 10 minutes to give someone, including himself/herself, 1 resist charm. Once the resist is used it is gone. This is an empirical buff.

Master

Dominate
Once the sage has mesmerized the person, he/she may spend a 5 count (interruptible) and 1 LP to inflict 3 vorpal. You may not use this skill again until you reload it for 1 minute.

Resist Charm
The sage may spend 1 LP to resist any charm effect

Warrior

Basic

Use Bow
A Warrior can use any kind of bow or crossbow. The damage called is “1 vorpal.” Heavy crossbows do +1 damage, but it takes 15 seconds to cock. A player can choose to role-play the 15-second count while actually cocking a crossbow or if they choose not to role-play the cocking of the crossbow, the count begins after the bow is loaded. In addition, a warrior with this skill can always make and repair arrows. It takes no time to create arrows and the warrior is always considered to have them as long as the player has the appropriate physical representations (Bow & arrows/Crossbow & bolts). If a warrior is out of arrow/bolt physical representations, they are considered to be out of the item and they must retrieve more in-game.

Alternatively, a player may choose to simulate a bow or crossbow with spell packets. Unlike with an actual bow, the player must simulate a drawing time by making a 10 count before each shot. The player may then throw the packet and call "1 vorpal." While simulating a heavy crossbow with packets, the cock time is increased to 25 seconds from 15. While simulating a bow or crossbow with packets, players must still hold an appropriate bow or crossbow physical representation in their hand.

Players who invest in the use bow skill twice increase their base damage to 2 vorpal.

Last Stand
After enacting hold ground, the warrior may use the last stand skill. This skill allows the warrior to swing 10 crush one time. After utilizing this skill, the warrior dies and is considered dead for at least a minute.

Use Shield
All characters may use a shield on one arm to block incoming blows, but unless the character possesses the 'Use Shield' skill they cannot perform any action that produces any effect with greater than zero damage while wielding a shield. If using a shield, the character may not hold a weapon in the same hand as the hand/arm that has the shield.

Advanced

Crush
The warrior may spend 1 LP to swing 1 crush. This skill can only be used with a headed weapon.

Battle Tactics
The warrior can inspire all who follow them. This skill takes 10 minutes. Afterwards everyone who heard the rousing speech is granted one “2 crush” attack.

Master

Noble Reputation
Troops cost 50% less when purchased by a warrior with this skill. These troops cannot be bribed, and any attempts to bribe them will be told to the warrior. The warrior can only can receive the 50% discount up to power level 50.

Single Weapon Specialization
When using a single weapon and no shield the warrior can swing plus 1 damage.

Wizard

Basic

Mend the Body
Type – Instant
This potion may only be used on the race it was created for - When given to a body within 1 Minute of an Empath using "Gather Essence" it reduces the Chip draw for resurrection by 1 (Max. 1). Only one of these potions may be given to a target, but it may be combined with Fortify the Dead. You must choose the Race when you Buy/Brew the potion.

Feign Death
Type – Instant/Poison
Your heart rate slows and you feel faint. You immediately fall unconscious. You appear dead to anyone who inspects your "corpse" including healers. You will remain in this state for 1 hour. No potion, skill, or ritual that can bring back the dead works. While in this state, all diseases and poisons still affect you and you can be damaged. (The Cleanse call will remove the effects of this potion.)

Share Power
Type – Talisman
Time to Cast – 10 Minutes
This enchantment requires two targets. One target must already have the desired resist skill and the other target can NOT have the resist (ONLY RESISTS CAN BE SHARED). The caster must visibly mark each target with either runes or through some talisman that all can see. Both targets now have the desired resist ability but the Life Point costs are doubled. This effect lasts until the end of the event or until canceled by the caster which requires 1 Minute with both targets. While under the effects of the Share Power ritual if a target is disenchanted, the talisman is removed, or another enchantment is received the target looses their resist ability (This includes the person with the original Resist skill). They must return to the Caster to remove the Talisman before regaining their original Resist Ability.

Phantom Weapon
Type – Rite
Time to Cast – 1 Minute
Creates a Weapon of pure force that acts as a Normal weapon for the Duration of a combat/scene. This weapon must be phys repped. This weapon can be shattered like a normal weapon.

Advanced

Nature's Decay
Type – Rite
Time to Cast – 5 Minutes
This spell will cause wood or other natural materials to rapidly decay. Upon completion of the spell, the target material is the consistency of loose packed dirt or sod. The target of this spell can be any door, container, or GM approved item less than two cubic feet in size that is not specified as stone or steel. The caster must stay in contact with the target for the duration of the spell. The caster is slowly breaking apart the essence of the target. This slow magically educed entropy causes the caster great pain and strain. Upon completion, the caster drops to 1 life point. (This spell may not be cast while at 1 LP or lower).

Rise of the Phoenix
Type – Rite
Time to Cast – Instant
When this spell is cast you call "Lash Taunt". As soon as an effect causes you to fall to 0 or less life you immediately call lash damage equal to the life you had when you called “lash taunt”. Gain life points equal to the damage you called. If a master focus item is used this spell becomes a triangulated spell. Cooldown - 20 Minutes

Amnesia
Type – Instant/Poison
Upon Imbibing this potion the imbiber will have no memory of the next 15 minutes of time. At the end of the 15 minutes or when "Cleansed" the imbiber falls asleep for 1 minute.

Feral Instinct
Type – Transmutation/Poison
The Imbiber gains +5 Combat Reflexes and must now swing "2" with any weapon but must have both hands on the weapon. The imbiber must direct all actions (including both offense and defense) towards the last person/creature that attacked them until that person/creature is dead. The imbiber must speak in grunts and growls and only use monosylabic words. You may not use any skills (except Passive) while under the effects of this potion. This lasts until the end of the current Combat/Scene.

Master

Circle of Protection
Type - Rite
Time to Cast - 5 Minutes
Cost - 1 Life Point every 2 Minutes the Circle of Protection is maintained.
Effect -
This spell links the life energy of people into an impenetrable barrier that cannot be crossed. Those who use their life energy in such a way need to link arms either directly or by using some kind of conductive medium. Those linked become infused with the barrier and are unable to move or speak. Those who are inside the barrier can move and speak as normal.

When you are attempting to completely protect a building the people who are linked must stand about 15 feet apart from one another and be touching the structure. If there are doors then you must have people stand in the doorways as the door creates a gap in the magic.
This spell makes everyone within its effect immune to all damage and effects. You can activate this spell on a doorway, a building, or a within a few feet around the caster. To activate the effect in a doorway the wizard needs to have a person stand in the door to represent the barrier. To activate in a small area, every person must link hands in a circle. Anyone used as a physrep may not move until the effect is cancelled by the Caster. To activate on a building then a game stop must be called to inform everyone that a barrier has been brought up around the building, you must place a physrep at every point of entry. When this spell ends by either the wizard releasing the spell or hitting 0 life a game stop must be called to tell everyone the barrier has dropped. The wizard nor the physreps may speak while this spell is active. (This may be very hard to manage and will have to think more on this).
Cooldown - 1 Hour

Control Monster
Cost: 1 LP
TIme to cast: instant
This spell will only work against certain types of monsters, usually those with little to no intelligence like undead. Throw the packet and call out dominate. You then Can give the monster any command.

Once cast you are unable to cast any other spells or perform any other action as you concentrate to maintain control. This spell end once the creature is dead. You can command the creature to die at which point, dead or not the spell is broken.

Cool down: 10 minutes

Power of the Vampire
Type - Transmutation/Poison
Effect - You take upon the likeness and powers of the vampiric undead. You may not use any Skills (this includes Passive skills), Items (this includes armor) or Enhancements. You cannot be healed and Banish drops you immediately to 0 (zero). Repel has no effect on you. You have 5 Life Points and 5 Combat Reflexes, you are Immune to Sleep, Knockout, Taunt, Fear, Torture, Interrogation, and Charm. You are also Immune to all "Normal" damage from the front (I.E. any damage that is only a number). This lasts until the end of the current Combat/Scene. If you fall below 0 life this potion will drop in 30 seconds and you must subtract 10 from your life total. Example: You are at 0 life and you take 1 point of damage you would be at -11.

Cure Wounds 4
Type - Instant
Effect - Cures 4 LP of damage. This may not raise your LP above their maximum.

Jack of All Trades
The Jack of All Trades is a new path that may be purchased by any player. Players may choose skills from the core rule book as well as the two expansion skills of use shield and dual wield. No other expansion skills may be purchased through this path. Advanced skills can only be chosen within paths that the jack of all trades has at least two basic skills. More powerful versions of skills cannot be bought unless the less powerful skill is bought first. For example, a jack of all trades could not pick up the channel skill without first having lesser channel. Other paths may not buy Jack of All Trade's skills cross-Path.

Basic
Any Four Basic Skills

Advanced
Any Three Basic Skills
Any 1 Advanced Level Skill

Master
Any 4 Advanced Level Skills

New Disciplines
Five new disciplines are available for anyone to play. They follow the same rules as all other disciplines in the core book, meaning that starting characters receive the first level of their first Discipline for free. Each new Discipline costs more than the one before it to represent the difficulty of becoming an expert in several areas. The second level of your first Discipline costs 20 points, the third level costs 30 points and the fourth level costs 40 points. The second Discipline you get has the following costs: 20 for first level, 40 for second, 70 for third, and 80 for fourth. Your third Discipline costs: 20 for first, 45 for second, 100 for third, and 125 for fourth. The fourth and subsequent Disciplines cost 30 for first, 55 for second, 100 for third and 125 for fourth.

Each Discipline falls under different lifestyles. You can only pick a Discipline that belongs to the lifestyle that you have chosen for your character. Each of the four skills of a Discipline comprises the level of that Discipline. Thus, skills must be bought in the order that they appear at the appropriate cost, as explained above.

Hunter and Gatherer--Savage
Level 1: Use Bow
A Hunter and Gatherer can use any kind of bow or crossbow. The damage called is “1 vorpal.” Heavy crossbows do +1 damage, but it takes 15 seconds to cock. A player can choose to role-play the 15-second count while actually cocking a crossbow or if they choose not to role-play the cocking of the crossbow, the count begins after the bow is loaded. In addition, a Hunter and Gatherer with this skill can always make and repair arrows. It takes no time to create arrows and the Hunter and Gatherer is always considered to have them as long as the player has the appropriate physical representations (Bow & arrows/Crossbow & bolts). If a Hunter and Gatherer is out of arrow/bolt physical representations, they are considered to be out of the item and they must retrieve more in-game.

Alternatively, a player may choose to simulate a bow or crossbow with spell packets. Unlike with an actual bow, the player must simulate a drawing time by making a 10 count before each shot. The player may then throw the packet and call "1 vorpal." While simulating a heavy crossbow with packets, the cock time is increased to 25 seconds from 15. While simulating a bow or crossbow with packets, players must still hold an appropriate bow or crossbow physical representation in their hand.

Players who invest in the use bow skill twice increase their base damage to 2 vorpal. This is the maximum increase that can be obtained.

Level 2: Forage
The Hunter and Gatherer is adept at catching and finding food. At game on, the Hunter and Gatherer receives 2 food tokens.

Level 2: Animal Husbandry
The Hunter and Gatherer can choose to help out raising live stock. If you do so you may increase the food yield by 1 or the leather yield by 1. You can only do this on 3 territories that are using animals.

Level 4: Haven
Given enough time the Hunter and Gatherer can create a safe haven in the wilderness. Once in the haven he/she is free from attack. The Hunter and Gatherer cannot fight while standing in the haven nor can other characters find the Hunter and Gatherer or their haven. Creating a haven takes fifteen minutes and can be incorporated into the time it takes to set up the physical representation. For game purposes no matter what the size of the physical representation, it may only hide the Scout, one other person, and their immediate gear. Havens must be physically represented by a tent, lean-to, or similar structure.

Merchant--Privileged
Level 1: Trade
The Merchant gets 20 copper per event at game on.

Level 2: Management
The Merchant is good at getting common folk to like and work for him/her. All territory under the Merchant's control has a 10% bonus to their Stability

Level 3: Profit
Any plots of land that the Merchant controls becomes more profitable by 10%
Level 4: Exchange
The Merchant can always find someone to trade with. Once per event the Merchant can trade 10 of a basic resource into 7 secondary resources. The Merchant can trade 10 secondary resources into 5 mystic.

Paladin—Privileged, Common
Level 1: Triage
Paladins are adept at healing critical wounds. If you already have the first aid skill, your time to perform first aid is reduced to 30 seconds and heals 1 more point of damage. If you do not have the first aid skill, you can heal critically wounded people 2 points if you make an uninterrupted count for one minute. This can only be done once per target. While performing Triage the target stops bleeding to death. If you do not heal enough damage at the end of your minute then you must inform the target that they are still bleeding to death and to resume counting where they left off.

Note: Triage counts as First Aid. The target of triage cannot be the target of any further Triage or First Aid skills until they are brought out of Critical Life. The next time they are reduced to critical life, First Aid or Triage may once again be used on them.

Level 2: Vitality:
The Paladin gains one additional, permanent life point beyond their maximum. This skill stacks with other life point granting skills.

Level 3: Lay on Hands

The Paladin may spend a life point to heal a target by 1 life point. This skill requires an uninterrupted 15 count to use. If the Paladin has the Transference or Surgery skill, the time to activate the Lay on Hands skill is reduced to zero. Multiple life points may be spent by the Paladin but the required count applies to each life point.

Level 4: The call of Battle
The Paladin may spend 1 life point to resist any sleep effect. In addition, the Paladin may spend 2 life points to instantly awaken a victim of a sleep call.

Peasant Hero--Common
Level 1: Trade
The Peasant Hero gets 15 copper at game on.

Level 2: Working the Land
The Peasant Hero can help in the production of resources. This skill will not work if you are "in charge" of any land holdings. You may increase the value of 1 piece of land by 2.

Level 3: Hardy
The Peasant Hero has become hardy from working the land and fending off beasts. This skill grants that Peasant Hero 2 life permanent life points. This skill stacks with all other life point granting skills

Level 4: Rage
This skill allows a character to summon forth their inner rage, which increases the damage dealt with a melee weapon by one. While the character is filled with rage they can NOT do anything else but pursue their enemies and hack them to bits. Thus, they cannot use any skills that have a charge up time or take a life point to activate while raging. In addition, they cannot perform tasks such as searching bodies, carrying people off the field, or drinking potions. To activate rage costs a life point and to turn this skill off a character must make a 5 count. Reactivating this skill requires the expenditure of another life point even if used during the same combat.

Note that this skill does not stack with the warrior rage skill.

Seer—Privileged, Common, Savage
Level 1: Visions
The seer gets random images, often with little immediate understanding of their significance. The seer gets two random hints at game on. These hints are given out of context and no hints may be given as to what they may mean.

Level 2: Probe Mind
The Seer can enter the mind of unconscious, living targets. While there, the seer may spend a life point to ask one yes or no question that must be answered truthfully. Multiple life points may be used but the Seer may not be healed during the questioning or the skill is interrupted. Due to the instinctive responses of the mind, this skill may not be used twice on the same target during an event. This skill may not be used again on anyone until the Seer rests for five minutes per life point spent during the questioning. Note that all other skills may be used without resting, but no skills may be used during the reload period.

Level 3: Recall
A Seer may receive a hint to a plot or puzzle. When a hint is available, it takes the Seer an uninterrupted 15 minutes to receive it. Up to three characters with the recall skill may work collectively in order to receive a better hint. After a hint is given, additional time spent will not give any more hints on that specific plot or puzzle.

The out-of-game manor in which hints are received varies. If a GM is mediating the plot/puzzle, the sage may simply ask the GM for the hint. If a hint is required for a plot/puzzle that does not have direct GM mediation, the sage may have to travel to NPC camp or other designated area to receive a hint. Any travel to or from this location is considered IN-GAME. It is up to the sage to justify the in-game travel (i.e. "We need to go ask Elder John, he will no more about this"). In some instances, Sages may receive hints for plots at the beginning of the event.

Level 4: Sleep
The Seer knows how to impact the conscious mind. This skill takes an uninterrupted minute to charge. The Seer must then strike the target with a short sized weapon or smaller and call “Sleep.” This skill may not be used with anything any armor heavier than light.


Race Specific Disciplines
Race specific disciplines are one of the things, besides physical appearance, that make the different races of Phanterra unique. These disciplines may only be chosen by members of the specific race that the discipline applies to. Note that costuming is required to play a race other than human. This requirement will be enforced, such that these disciplines will be denied to those who do not adequately phys rep the race they are trying to portray.

Avyana
Level 1: Escape Artist
By spending a Life point, an Avyana may escape any single regular bond or limb restraining device such as shackles or handcuffs (like a magician slipping out of handcuffs). In addition they may spend 5 minutes to escape from the Interrogator's inescapable bonds.

Any character that has the Escape Artist skill more than one time may escape from regular bonds instantly by spending an uninterrupted five seconds OR spending a life point. Additionally, the character may spend a life point to instantly escape from the Interrogator's inescapable bonds.

Level 2: Combat Reflexes
Avyana know how to avoid blows, thus making them tougher to defeat in battle. An Avyana receives 2 points of Combat Reflexes from this skill.

Level 3: Critical Strike
This skill allows the Avyana to do increased damage when concentrating upon an enemy. It takes an uninterrupted 5 count to use this skill. Once the count is made the Avyana's next offensive damage call must be the critical strike. If they make another offensive move or use another skill, the strike is wasted. Avyana's can do 3 points of damage with this skill. This damage stacks with other critical strike skills. When stacking, however, the five count for this skill is in addition to the time needed to perform the other critical strike skill.

Level 4: Anticipation
The Avyana can spend 15 seconds to prepare for the next attack. Once charged, this becomes a passive skill. The very next attack is reduced to 1 damage, no matter what is called. This skill must be used on the next attack. The one damage cannot be mitigated by any other skill or effect.

Beastman
Level 1: Wilderness Survival
This skill allows for more rapid travel through the wilderness (1/2 time), the finding of food, and a lower chance of dangerous encounters in-between events. Players with this skill get one free food resource tag and one free hide resource tag per event. These resource tags can be traded as normal.

Level 2: Claws
This skill allows a player to wield two short sized or smaller claws. While using claws, a shield may not be used. Claws are not disarmable.

Level 3: Snare
The Beastman knows how capture prey. The Beastman may charge this skill for 15 uninterrupted seconds and then throw a packet with the call of “Root.”

Level 4: Smash
The Beastman may spend 1 life point to swing 5 crush. This skill may not be used again until they rest for 30 uninterrupted seconds. Note that other sills may be used without resting, but no skills may be used during the reload period.

Dwarf
Level 1: Determination
This skill allows the Dwarf to stay conscious when they have fewer than one life point remaining (see death and dying). Through this skill, the dwarf can crawl, speak in a whisper, and drink potions; however, they cannot wield a weapon, use any skills, or defend against any killing blows.

If the dwarf has determination twice, then they are not considered incapacitated until they bleed out while in Critical Life. They may also stop a Killing Blow while in Critical Life.

Level 2: Drunken Brawling
The dwarf is accustomed to a little fighting to work up a thirst. The dwarf may swing "1" damage with a single fist Phys-rep and may also block damage with that Fist as well. Fists are immune to Shatter and Disarm. If the Dwarf also has Ambidexterity and Iron Fists their Fist Physreps increase to Small size).

Level 3: Shield
A Dwarf doubles the strength of his shield when wielding it. For example, a heavy shield would have a strength of 30, and a light shield would have a strength of 10.

Level 4: Weapon Focus—Any
The Dwarf gains +1 damage when using the weapon of their choice. The type of weapon that this skill applies to must be chosen when purchasing the skill. This skill may not be used in conjunction with the Rage skill unless the Dwarf is only using a single weapon phys-rep (including fists) and is not carrying a shield. For example: Faelin has Weapon Focus and carries a shield. He can swing for 2 damage. When faced with a mighty foe, Faelin drops his shield and activates the Rage skill, increasing his damage to 3. Before he may pick up his shield again he must make the 5 count to deactivate Rage. If Faelin wishes to use the Rage skill again he will need to drop his shield and then reactivate Rage.

Elf
Level 1: Enchant Weapon
The character can shroud their weapon in magic causing it to deal magical damage. To do this the character simply needs to spend a life point. The effect lasts until the weapon is set down or sheathed or for the duration of combat. During the duration of the skill the character must append “Magic” to any damage calls made with that weapon. For example: “1” becomes “1 magic” and “1 crush” becomes “1 Magic Crush”. Once the life point is spent to activate this skill it is considered a passive skill for its duration.

Level 2: Armored
This skill allows the elf to double the charge time of any channel ability to negate the armor restrictions.

Level 3: Focused Channel
You can throw packets for "5 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the 1 planted foot. If you are disrupted at any time while using this skill you take "5" damage and must re-load the skill to use it again. The elf can end this spell at any time at a cost of 5 damage.
Reload: This skill has a 1 minute reload time.

Level 4: Power of the Ancients
The elf may choose any fourth level skill within their lifestyle.

Ga'Vin
Level 1: Regenerate
A Ga'Vin can regenerate half of any lost Life Points in 4 minutes and may regenerate all lost Life in 8 minutes. To regenerate, the Ga'Vin cannot be performing any strenuous activity such as combat or using skills. However, they can walk and talk normally and still regenerate. Note that while regenerating, the Ga'Vin can also recover any lost armor points granted through combat reflexes. For every additional skill that grants regeneration, the time is cut in half. (ie. 2 levels = half in 2:00, 3 levels = half in 1:00, etc)

Level 2: Vigor
The Ga'Vin gains one additional, permanent life point beyond their maximum. This skill stacks with other life point granting skills.

Level 3: Survival
The Ga'Vin can survive without cloth or supplies.

Level 4: Roach
This ability allows the Ga'Vin to go into suspended animation. While in suspended Animation the Ga'Vin cannot bleed to death. The Ga'Vin can heal a life point every 15 minutes as long as they stay still and meditate but may not heal Poison or Disease. If a Ga'Vin also has the Regenerate skill, his or her healing speed is increased. With one level of Regenerate, a Ga'Vin heals 5 life every 5 minutes. If a Ga'Vin has two levels of Regenerate, he or she may heal 1 life every minute. Further levels increase the life healed at a rate of 1 life per level. Ga'Vin in meditation are aware of their surroundings, will be detected as dead by all means of detection, and can choose to speak, but cannot move. This skill may be activated if the Monk is below zero life. This skill is limited to medium armor.

Guthrie
Level 1: Resist Fear
The Guthrie can spend a life point to ignore any kind of fear effect.

Level 2: Weapon Focus—Throwing knives
The Guthrie may throw a packet or coreless phys rep for 1 vorpal. This does not combine with archer or Grenadier but is stackable with Dervish. This skill has a ten second reload time

Level 3: Recall
A Guthrie may receive a hint to a plot or puzzle. When a hint is available, it takes the Guthrie an uninterrupted 15 minutes to receive it. Up to three characters with the recall skill may work collectively in order to receive a better hint. After a hint is given, additional time spent will not give any more hints on that specific plot or puzzle.

The out-of-game manor in which hints are received varies. If a GM is mediating the plot/puzzle, the sage may simply ask the GM for the hint. If a hint is required for a plot/puzzle that does not have direct GM mediation, the sage may have to travel to NPC camp or other designated area to receive a hint. Any travel to or from this location is considered IN-GAME. It is up to the sage to justify the in-game travel (i.e. "We need to go ask Elder John, he will no more about this"). In some instances, Sages may receive hints for plots at the beginning of the event.

Level 4: Legends
The Guthrie knows many stories, many of which are true. The Guthrie may submit a plot between events to be included at the next event. The plot is subject to approval. Some details within the Guthrie's story may be exaggerated (i.e. the power level of the plot may be edited by the plot team).

Orc
Level 1: Use Shield
All characters may use a shield on one arm to block incoming blows, but unless the character possesses the 'Use Shield' skill they cannot perform any action that produces any effect with greater than zero damage while wielding a shield. If using a shield, the character may not hold a weapon in the same hand as the hand/arm that has the shield.

Level 2: Vigor
The Orc gains one additional, permanent life point beyond their maximum. This skill stacks with other life point granting skills.

Level 3: Immovable
The Orc is immune to Press

Level 4: Lash Fear
The Orc may spend a life point to call “Lash Fear”

Tsunotaur
Level 1: Scout
A character can spend 15 minutes scouting in the wilderness to receive information about a specific plot, puzzle, or general information about wilderness activity in the area. The character is not guaranteed to find information. Up to three characters with the scout skill may work together to receive a better piece of information. After the fifteen minutes of scouting is up, the character(s) must go to NPC camp to receive their information. If more than one character is scouting as a group, they must all come to NPC camp together.

Level 2: Vigor
The Tsunotaur gains one additional, permanent life point beyond their maximum. This skill stacks with other life point granting skills.

Level 3: Gore
The Tsunotaur can charge a fist for 15 seconds to swing five vorpal damage one time.

Level 4: Thick Skulled
The Tsunotaur is immune to any Knock Out call

Valkyn'Vi

Level 1: Necropsy
Given some time at a crime scene the Valkyn'Vi can discern certain details about the crime. If the Valkyn'Vi spends 15 minutes surveying a crime scene they may learn information such as approximate size and number of people involved and manner of death. Note: this skill will not let you track anyone away from the crime scene. If you have the necropsy skill twice, the time to get information is reduced to five minutes.

Level 2: Power of the Stars
The Valkyn'vi can assist players with information gathering skills, such as scout, necropsy, and recall, by consulting the heavens. While assisting, those skills are reduced by five minutes. This skill can be used on the Valkyn'vi's own abilities. Valkyn'vi sages who have the necropsy skill twice can perform the necropsy skill in 1 minute.

Level 3: Flat of Blade
This skill allows the Valkyn'vi to append the vorpal call to all knockout attacks. This skill takes 30 seconds in addition to the time of the knockout skill itself.

Level 4: Divination
The Valkyn'vi have always been lone wanderers, often getting visions of their future while in solitude. Whenever there is a scene involving just the valkyn’vi (i.e. no other players are present), the valkyn'vi can reset the scene by spending a life point. This skill can only be used once per scene. The life point spent can only be healed between events.


Character Advancement
When using the Heroes and Villains expansion, characters gain access to additional abilities as their level increases. These abilities come in the forms of perks and path specializations. The level requirement and the ability gained is summarized in the table below.
Level/Bonus
20/Life Point
40/Life Point/Perk
50/Basic Path Specialty
80/Life Point/Perk
100/Advanced Path Specialty
140/Perk
160/Master Path Specialty/Life point
200/Perk
320/Life Point

Perks
Perks are general abilities that anyone can receive, starting at fortieth level. When reaching the perk bonus level, players may choose any perk from the list below. In some instances, perks may be bought multiple times.
Perk/Description
Vigor/Gain +1 life point. This perk may be gained a maximum of two times
Combat Reflexes/Gain +2 combat reflexes. This perk may be gained a maximum of two times
Read/Write/Gain +1 languages
Scavenger/Choose 1 primary and 1 secondary resource OR 1 Mystic resource at the beginning of each event that you managed to scavenge during your downtime. This may only be picked once.
Mule/May carry 3 additional resources on your person. This may only be picked once.
Diverse Training/Grants you the ability to purchase a Lvl 1 Discipline from a different lifestyle (excluding Chieftain/Bureaucrat)
Squirmy/Reduces the time to escape from Normal bonds to 2 Minutes and 30 Seconds.
Eagle Scout/Reduces the time it takes to tie someone up with Normal bonds to 30 seconds
Hardy/Your base resurrection chip draw is now 1 chip, instead of 2. This may only be picked once.(Your chip draw for resurrection may never drop below 1 chip)
Survivalist/Pick one exotic item that for your character requires one less comodity. If that item is destroyed, you may choose another item. This perk may be gained a Maximum of once.
Light Foot/While carrying another character, you may move at any speed. May only be picked once.
Packhorse/You may now carry 2 people at one time rather than only one
Insomniac/While under the affect of a “Sleep or Knock-out” effect you are only unconscious for 3 Minutes instead of 5 Minutes. May only be picked once.
Roll the Corpse/Reduces the time it takes to search a body to 30 seconds. (This does not reduce the it takes to use Spot to find concealed items)
Fast Healer/You now heal Naturally ½ your LP back after 2 Hours of rest, or all your LP back after 4 Hours of rest. This time may be cut in ½ by someone with First Aid.

Specialties
Specialties add on to existing skills. Therefore, players must have the original skill in order to acquire the specialty. After selecting an Improved version of a skill, it is considered a separate skill for purposes of use, and you may still use the non-improved version of the skill except for the Barter and Improved Barter skills – Improved Barter replaces the Normal Barter.

Empath
Improved Upkeep Magic Item (Basic) – Through their advanced knowledge a character with this skill can now create up to 4 Magic components per game without the need of a Mystic Resource, they have learned to use their raw natural magic to do it. (These Magic components last only during the event, and may only be handled by the Empath that made them and any remaining made through this skill are destroyed at Game Off, also each component takes a 5 second count to create and may be created individually).

Improved Transference (Basic) – Through their advanced knowledge a character with this skill has learned how to help badly wounded comrades. The Empath may now transfer life into those with LP totals as low as -12LP.

Improved Fear (Advanced) – Through their advanced knowledge a character with this skill may now spend 2 LP to do a Lash Magic Fear.

Improved Concentrate Magic (Advanced) – Through their advanced knowledge a character with this skill may now spend 1 LP to throw a 3 Magic packet ( this is not considered a channel).

Improved Gather Essence (Master) – Through their advanced knowledge a character with this skill may now Gather the Essence of someone and if successful they no longer return under the effects of Starving.

Improved Greater Channel (Master) – Through their advanced knowledge a character with this skill may now after charging for 30 seconds decide to throw a “15 Magic”, or a “5 Magic Vorpal”, or a “5 Magic Crush”.(The Vorpal and Crush uses of this skill are not considered channels).

Healer
Improved Healing (Basic) – Through their advanced knowledge a character with this skill is no longer disrupted from Healing a target by damage or other disrupting calls. They are only disrupted if they are dropped to 0 or lower life, knocked unconscious or if they or the target moves.

Improved Cure Disease (Basic) – Through their advanced knowledge a character with this skill may now spend 2 LP to Cure Disease.

Improved Transfusion (Advanced) – Through their advanced knowledge a character with this skill may now Transfer life to a target whose life point total is as low as -15LP.

Improved Cure Poison (Advanced) – Through their advanced knowledge a character with this skill may now spend 2 LP to Cure Poison.

Improved Torture (Master) – Through their advanced training the torturer may now ask up to 3 questions of the target before having to Torture again.

Improved Mass Heal (Master) – Through their advanced knowledge a character with this skill may now heal up to 4 people at one time or if concentrating all their healing on one target may heal them in ½ the time (IE. 1 minute to half and 2 minutes to full). (With this skill you do not gain the benefits of the Improved Basic Healing skill if you have it and follow all limitations of Mass Heal as well.)

Rogue
Improved Spot (Basic) – Through their advanced knowledge a character with this skill may now spend 60 seconds to conceal a “tiny” item on their body that cannot be found, except for another character with Improved Spot who searches you for 2 minutes, it also reduces the use of Spot to find concealed items to 60 Seconds. (except those concealed with Improved Spot).

Improved Pick Simple Locks (Basic) – Through their advanced knowledge a character with this skill reduces the time it takes to pick simple locks in ½.

Improved Barter (Advanced) – Through their advanced knowledge a character with this skill knows how to “acquire” things well. They now receive 1 cloth, 2 supplies, and 3 food at the beginning of every event.(This skill replaces the original Barter).

Improved Create Trap/Disarm Trap (Advanced) – Through their advanced knowledge a character with this skill reduces the time required to set or disarm traps by ½.

Improved Pick Complex Locks (Master) – Through their advanced knowledge a character with this skill reduces the time to pick complex locks by ½ and may spend 1 LP to reduce the pick time of a Simple Lock by 5 Minutes (multiple LP's may be spent on this action, and the pick time may be reduced to zero, the character must also have the Pick Simple Locks skill to use this ability).

Improved Avoid Trap (Master) – Through their advanced knowledge a character with this skill is immune to Trap damage and may also spend 1 LP to ignore any call or attack with the word “Lash” in it.

Sage
Improved Basic Research (Basic) – Through their advanced knowledge a character with this skill may now research 2 things between events instead of 1, and if only 1 thing is researched, the time is reduced for that one research item.

Improved Utilize Resource (Basic) – Through their advanced knowledge a character with this skill counts as one Wealth level higher than what they check out as. (Must check out at Minimum of Common wealth to get this boon.)

Improved Augment (Advanced) – Through their advanced knowledge a character with this skill may now give out one Improved Augment that can stack with either a Talisman or Transmutation enhancement, but not another Empirical.

Improved Administer (Advanced) – Through their advanced knowledge a character with this skill may by maintaining contact with one other character reduce the time of any skill with a charge/completion time over 1 minute that character is using by ¼ or by ½ if both characters have the same skill (This skill does not stack). To perform this skill, touch a character and say “I am using Improved Administer”. You must maintain contact for the duration of the skill you are “administering”and if you are disrupted the target you are “administering” is also considered disrupted. You may not use Improved Administer on your own skills, and may not be used to reduce the time of Arcane spells or the brew time of potions. Improved Administer is considered a charged skill for purposes of being used and its effect only works if used at the beginning of the count for whomever you are “administering”. Note: (Any skills that reduce time are factored after this skill and minimum time rules still apply)

Improved Recall (Master) – Through their advanced knowledge a character with this skill always counts as an additional sage for purposes of receiving hints. (This stacks with other skills or magic items that work the same way.) They also reduce the time by 5 minutes for Recall..

Improved Mimic (Master) – Through their advanced knowledge the character with this skill may now Mimic up to Two basic path skills, or Two 1st level disciplines (or even mix and match. IE One basic path skill and One 1st level discipline.) These Mimics follow all the rules of the original Mimic Skill. You must spend time to Mimic both abilities. In addition, you may not Mimic the same skill more than one at a time.

Warrior
Improved Determination (Basic) – Through their advanced knowledge a character with this skill may still walk, talk, and carry another person while in the negatives. They may not run, attack, block incoming damage or use any skills.

Improved Hold Ground (Basic) – Through their advanced knowledge a character with this skill treats all Melee attacks as if they are from the front while using Hold Ground.

Improved Endurance (Advanced) – Through their advanced knowledge a character with this skill may continue to block damage while in the negatives, but still may not use skills (except for Determination or Improved Determination) or attack.

Improved Defensive Matrix (Advanced) – Through their advanced knowledge a character with this skill may spend 1 life point to activate Improved Defensive Matrix. While using Improved Defensive Matrix a Warrior’s offensive damage is reduced to zero and they can use no other skills; however, all incoming melee damage is reduced by 1 point. , but the character may not move while using this specialty.

Improved Parry (Master) – Through their advanced knowledge a character with this skill may now Parry Lash attacks with a number attached to them, in addition to the normal Parry ability.

Improved Combat Reflexes (Master) – Through their advanced knowledge a character with this skill may now refresh all their Combat Reflexes in 2 minutes, per the combat reflexes limitations.

Socio-Economic System
Support Points
The socioeconomic system is designed to be both easy and dynamic. As a character goes up in levels they will gain “Support Points” (See Support Points Chart below and note that each 20 level segment follows the same pattern). These points can then be used to collect. Each support point that a character possesses yields one copper between events. For example, a level 20 human has twenty support points. He may wish to use those twenty points to collect twenty copper between events. This money represents the activities that he has engaged in during down -time. The exact nature of the activity is left to the player to decide, whether it be helping townsfolk or adventuring or treasure hunting or whatnot. The point is that something was done and someone paid for these services.


Individuals who have been in the area longer get paid more for their services. This is due to familiarity, popularity, intimidation, etc. The bonuses are summarized in the table below
Level/Bonus
50/2 copper per point
100/3 copper per point
200/4 copper per point
500/5 copper per point*
*no additional bonuses can be achieved

Spending Money
There are a variety of things that individuals and organizations can spend money on. Many of these things are designed to either increase or protect monetary or resource production.

Regional Advisors
Regional advisors are NPCs familiar with the area that can come into game and advise players of potential sources of income, usually involving quests. Producing enough revenue to survive can be tricky at the beginning of an individuals existence, and this is meant to fill the gap until the individual is up and running. The cost of regional advisors varies by the attributes of the character. Some are more trustworthy. Some have information on greater treasures, though at a cost of it being far more dangerous. Still others would advise of smaller yet safer income pursuits.

Territories
Because Phanterra was ravished by the cataclysm, there is much unclaimed territory around the game setting that can be claimed, along with the workers living there. Each territory will be able to produce each of the resources in game, though not every territory will be identical in its ability to produce each resource (some are better for farming, others for mining, etc). The cost of the territories is based upon what is produced. There will be an initial start-up cost and an upkeep requirement that is based upon the worker’s needs.

Each territory will have multiple plots that can be used to harvest resources. Players in charge of the territories will decide what if anything will be produced on each plot. These plots will have values, from 1 to 4, for each resource type, indicating the amount of that resource, on average, that would be produced there. Multiple plots devoted to the same resource will increase the production of all plots of that resource. For example, a plot of land that has a 4 value for food would produce 4 food resources, on average, each event. Two plots of land with a four value for food would each produce 8 units, and three or more would produce 12 (note that there are no further increases beyond three, though all farms would receive the bonus—10 plots of food could produce 120 units).

In order to produce resources, workers need to be assigned to the task. The pool of available workers may vary from territory to territory. Each production source will require a certain number of people to perform at an optimal level. Assigning less people will cause the production source to yield fewer resources, down to the critical level, at which point the production source cannot function. Likewise, assigning more people to the production source will yield greater production, though this is not a linear relationship (i.e. the amount produced does not increase directly with the number of people assigned. Instead, there becomes a point where adding people no longer impacts the yield).

Territory Stability
A Territory’s stability rating represents how consistent the output from production sources within a territory is. This could be modified by the distance to and from the Territory, the contentment of the workers, the reliability of equipment, etc. The stability rating on average starts at 50%. The stability statistic modifies the chance of a positive event happening to the territory that would increase production as well as how easy it is for a rival individual to take it over. See the chart below.

Stability Rating/Modifier
70%/+10%
60%/+5%
50%/0%
40%/-5%
30%/-10%
20%/-15%
10%/-20%
0%/-25%
-10%/-30%
-20%/-40%
-30%/-50%

Stealing a Territory
Territories may also be stolen or taken over by another individual. This must happen in game, via role playing, to gain the loyalty of the workers. How this is done will vary from group to group, from territory to territory.

Production Source Development
As stated above, the resources that are created in a Territory are represented by production sources. Some examples of production sources are mines, fertile fields, fisheries, a herd of sheep, etc. Each production source must be managed by a player, and the workers will be loyal to that player. Although a player can manage multiple sources, managing more than three production sources will cause a 25% decrease to all production sources being managed for each additional source (max of 75% reduction). Each production source costs an initial investment and has an upkeep requirement.

Storing Resources
An individual may wish to store their resources “Off Stage” rather than receiving the appropriate resource tags at check in. This can be done through the use of storehouses. Storehouses are built at a production source but can hold any one or combination of resource types. Each production source may only have one storehouse.

There are four levels of storehouses each requiring the level below it to be built and then upgraded. A Level 1 storehouse can store 25 resource units, a Level 2 storehouse can store 50 resource units, a Level 3 storehouse can store 100 resource units, and a level 4 storehouse can store 200 resource units. It takes a fourth level craftsman to build or upgrade a storehouse. The cost for the building must be paid at the start of its creation. It takes 1 event to construct or upgrade a building. Any resources stored inside a storehouse may only be accessed between events or to pay individualal upkeep. The cost to build a storehouse is listed in the chart below along with the required upkeep.
Level/Build Cost/Upkeep cost/Capacity
1/10/ Supplies, 10 Steel/1 Supplies, 1 Steel or Hide/25 Resources
2/20/ Supplies, 10 Steel/3 Supplies, 2 Steel or Hide/50 Resources
3/30 Supplies, 20 Steel/6 Supplies, 4 Steel or Hide/100 Resources
4/30 Supplies, 30 Steel/9 Supplies, 7 Steel or Hide/200 Resources

Land Improvements
Land improvements can be made through the creation of tools (ie farming equipment) and implementation of knowledge (ie aqueducts/irrigation). This can be done for each type of production source. For each source, tools of the trade must be purchased before extraction methods can be utilized. Tools will raise the base production of a plot of land by one and knowledge will raise the base production by an additional two. For example, a plot of land can produce eight food resources. Buying tools will allow the plot to produce nine and adding knowledge will allow the plot to produce eleven. The cost for tools is seven times the base cost of the resource. The cost of knowledge is 12 times the base cost.

Trade Routes
Trade Routes represent an individual’s ability to trade one resource for another at a profit. This may only be done between events. A Trade Route can be seen as a caravan, a smuggling operation, etc. The resources and the amounts that are need for a trade route are determined separately for each trade route in game. Every trade route will have four statistics, Which and how many resources make up a trade “Bargain”, the maximum number of “Bargains” that will be traded for per event, the stability of the route, and the cost in money to maintain the route. Trade Routes must be found in game through Exploration and Plot related events.

The number and type of resources that the trade partner on the other end of the trade route requires and what they will give an individual in return is called the “Trade Bargain”. Trade bargains vary from trade route to trade route and may change periodically (approximately once or less per year). Most trade routes will accept more than one trade bargain worth of resources per event up to the maximum indicated when the route is created. Trade routes will only deal in complete “Trade Bargains”. Additional resources sent that do not comprise an entire bargain will be discarded.

Some trade routes may have the potential for a large profit but come at a greater risk. This is represented by a trade route’s stability rating. All resource units being sent on a trade route are invested the event prior to the one in which the return on the investment is received. The stability rating determines the likelihood that all of the resources reach their intended destination and that the return investment makes it safely back to the individual. For example:

The Scarlet Alliance has struck a trade route deal with the Helldrummer Clan of Dwarves in the Eastern Mountains at a cost of 100 copper. The Trade Bargain is 3 food, 2 supplies, and 1 cloth in exchange for 5 steel and 1 Mystic resource. The route is dangerous (30% stability) but the dwarves are eager traders and will trade 10 Trade Bargains worth per trip. The first trip the Scarlet Alliance sends 15 food, 10 supplies, and 5 cloth (5 Trade Bargains worth of goods). The trip is uneventful and the Scarlet Alliance receives 25 steel and 5 Mystic Resources back from the Dwarves. The next trip, the Scarlet Alliance sends the same amount of goods but the Caravan is intercepted by Bandits and half the goods are lost. Only two trade bargain worth of goods makes it to the Dwarves and the Scarlet Alliance Receives 10 steel and 2 Mystic Resources in return.

Commodities
A Commodity is a refined resource that can be used to create advanced items (see item creation on page 66). There are 5 commodities in the game. The commodities and the resources required to create a commodity are:

Commodity/Resources Required/Corresponding Path
Focusing Materials/Mystic, Steel, Supplies, Hide/Empath
Rarified Herbs and Spices/Food, Cloth, Supplies, Cloth/Healer
Brewed Liquids/Food, Hide, Supplies, Steel/Rogue
Written Works/Cloth, Hide, Food, Mystic/Sage
Refined Materials/Steel, Hide, Supplies, Cloth/Warrior

An individual may ONLY create commodities between events. Individuals have the option of specializing by lowering the number of resources needed to produce the commodity. It costs 50 copper each event for an individual to gain the ability to produce one commodity. It costs an additional 50 copper to reduce the resource cost to make the commodity by one. The resource dropped is always the one farthest to the right on the list above. Commodities must always cost at least two resources to produce.

Criminal Organizations
Individuals can start and control criminal organizations. Size and strength of the criminal organization is determined by the amount of money spent. The collective strength of the organization is
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Post by Onimaster »

Elf Lvl 3 - You can throw packets for "5 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the 1 planted foot. If you are disrupted at any time while using this skill you take "5" damage and must re-load the skill to use it again. The elf can end this spell at any time at a cost of 5 damage.
Reload: This skill has a 1 minute reload time.
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& Champion of Life.

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Change: Other paths may not buy Jack of All Trade's skills as cross-Path skills.
Vaal Draconus,
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Survivor of the Dreaming
& Champion of Life.

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Post by Onimaster »

New new correction: Jack of all Trades may select Use Shield or Dual Wield.
Vaal Draconus,
Dwarven King
Survivor of the Dreaming
& Champion of Life.

or

Nikolai Petrov,
Traveling Cossack Sage
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