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Age Of Seekers: Live Action RolePlaying (Manual) DO NOT POST TO THIS THREAD

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MrC

MrC
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BEFORE you go ahead and print or distribute this - DON'T! By all means use this to plan your character or for a read, but please don't print this out or send it on. I worked hard on this and don't want it pinched. If you sign up to the game itself, you'll get a full illustrated copy anyway.
Thank you,
Mr C.



Age of Seekers
Live Action Roleplaying


Age of Seekers is a brand new Live Action Role Playing (LARP) system.

In Age of Seekers, you play a character from one of the four races of the world of Xenos, working with others to form a group who will travel the world uncovering ancient secrets, battling terrible monsters and seeking great rewards. Unlike in tabletop roleplaying, many skills, such as fighting and problem solving can only be solved by using your own skills, there will be no dice to roll and very few skills that your character has that you do not!

So what is LARP?
LARP stands for Live Action Role Playing. In LARP, costume and props take the place of dice and paper. LARP events tend to happen outside over the course of a few days. Any combat that takes place will actually take place, using LARP Safe Weapons, which are specially made for safe combat. In LARP, you should go ‘in character’ (IC) at the start of the day and stay IC until the Game Referee (Ref) calls “Time Out”, when everyone goes ‘Out of Character’ (OOC) again. During a LARP, any actions you want to undertake must be done, if you’re digging a hole, you dig a hole, if you’re fighting a zombie, you fight the zombie (and it will fight back!), if you’re casting a spell, you cast a spell (rules for this are covered under the ‘Magic’ section).

LARP is designed to be fun, active, challenging and at the same time safe so there are a few simple rules to follow, which will be detailed more in the ‘Rules’ section.



Last edited by MrC on Sat Sep 25, 2010 7:13 pm; edited 1 time in total

MrC

MrC
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What can I play?
The Rules system of Age of Seekers is very simple. You create a character from one of the four races, pick a primary character class and select your starting skills. Selecting your skills can be very quick, but preparing to play your character means having the right costume and thinking about where your character comes from, what his or her name is and learning what you can do with the skills you have chosen.

In Age of Seekers, you can choose to play a Human, Elf, Dwarf or Beastman. Each of the four races has its own advantages and disadvantages and its own requirements for playing. The main character classes are Fighter, Mage, Cleric and Rogue, although not all races can play all classes.

MrC

MrC
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History of the World

The Age of Empire
10,000 years ago, the Ancients arrived on Xenos using their now-lost magical arts. They easily conquered the warring tribes of primitive Elves and Dwarves that inhabited the world, outlawing the worship of their traditional deities and putting them to work as slaves to fuel their vast Empire. The Empire of the Ancients spanned many worlds and soon covered all of Xenos. Elves toiled in wood and field; Dwarves worked in mine and forge to produce the materials that the Ancients themselves would turn into items of power. Masters of Arts long gone from Xenos, the Ancients even raised up wild beasts into man-like forms, creating the first Beastmen to hunt down escaped slaves.

The Age of Destruction
Angered by the ignorance of the invaders, the ancient Gods of Xenos turned their entire wrath on the Ancients and in a single day of devastation and horror, scoured them from the world. The Cataclysm tore great holes in the fabric of reality, bringing hosts of strange and unusual creatures to Xenos, creatures from beyond the known realities, from beyond life itself. It also brought Humans to Xenos.

The Age of Rebuilding
In the wake of the devastation of the Cataclysm, Humans were quick to capitalise on this new world. Learning what they could from the former slaves of the Ancients, Humans began to build, sometimes alongside the Elves and Dwarves, sometimes in conflict with them. The Beastmen retreated to the wild places, shunning the company of others for many centuries, until Human explorers and adventurers first set out into the wild places.
Over the centuries, an uneasy peace has existed between the four great races of Xenos. Sometimes they war; sometimes they trade, but in recent times trade has taken the place of conflict more often than not. Now, great Human cities dot the landscape, Dwarven artisans create new technologies and unravel ancient secrets, Elves tend to the wild places and Beastmen struggle to find a balance between civilisation and the wild.

The Age of Seekers
This is the world of Xenos in the Age of Seekers. In a quest to uncover the lose Secrets of the Ancients, a group of wealthy and powerful individuals from each of the four races have banded together to create the Guild of Seekers to fund expeditions to find leftover Ancient artefacts. The wealth and power of the Guild is such that it has representation in all parts of the world, from the Human Kingdoms to the Wilds. Seekers go forth on hunts and quests to bring back Ancient treasures. Many lose their lives on such perilous journeys, but others come back wealthy and famous, so there is never a shortage of volunteer Seekers...

MrC

MrC
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Character Creation
Character Creation is very simple in Age of Seekers. Follow these steps and you will have a character ready to play in no time!

Step 1: Choose Race
The four races of Xenos are:

Humans – Adaptable and quick learners, Humans are the youngest race on Xenos but also the most numerous. Humans can play any class and have access to the secondary class of Paladin. Due to their adaptability, Humans can also choose to play some secondary classes from other races (Ranger, Engineer or Shaman).

Elves – Swift and graceful, the Elves live in harmony with the wild places. Elves are one of the two Elder races and can be quite traditional in their outlook, but they are also renowned explorers and adventurers. Elves can choose from the secondary classes of Ranger and Druid. Elves cannot be Rogues.

Dwarves – Tough and taciturn, Dwarves are renowned craftsmen and women, fond of working with metal to create armour and weapons. Dwarves have a very strict social system where everyone knows their place. Dwarves can choose the secondary classes of Stalwart and Engineer. Dwarves cannot be Mages.

Beastmen – Wild and free, the Beastmen were created as slaves by the Ancients. Since gaining their freedom, the Beastmen have adopted a rich tribal tradition that values both strength and spirituality. Beastmen can choose the secondary classes of Berserker and Shaman. Beastmen cannot be Clerics.

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Step 2: Choose Primary Class
The four primary classes are:

Fighter – Masters of weapons and armour, fighters dominate the battlefield through skill and might. All the Races have a history of fighters among them and fighters exist at all levels of society from the lowliest thug to the noblest knight.

Mage – Wielders of magic and lore, the Mages seek out lost secrets, create powerful enchantments and command the elements to do their bidding. Humans, Elves and Beastmen are the only races to have any facility with magic; the Dwarves do not understand it in the same way as the other races.

Cleric – Servants of the Gods of Xenos, the clerics can call on their patron deity for powerful blessings, the power to heal and to unleash miracles. The Beastmen who were created by the enemies of the Gods are shunned by them and cannot be clerics.

Rogue – Nimble thieves, acrobats, spies and assassins, Rogues can be found in all places, but are most common among the Humans. Only Elves have no Rogues in their communities, where all work for the greater good.

Step 3: Choose race and class skills
Choosing skills is an easy process. You have 5 skill points to spend in total; at least one of each must be spent on a racial skill and one on a class skill. To learn a skill, you must have all of the prerequisite skills in the same skill tree.

Step 4: (Optional) Choose Secondary Class
You can now choose a secondary class for your character if you choose to do so. You can choose from any primary classes available to your race or from any of the racially specific secondary classes available to you. However, ONCE YOU CHOOSE A SECONDARY CLASS YOU CANNOT CHOOSE A THIRD UNTIL YOU HAVE MASTERED ONE OF THE TWO YOU HAVE!

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Step 5: Spend remaining skill points
You should now have three remaining skill points. With these points, you can purchase level 1 skills from any of your class or race skill trees or any level 2 skills that you already have the prerequisites for. Level 2 skills cost 2 skill points to learn at character creation!

Body Hits
All characters begin play with one Body Hit on each of the following locations: Head, Body, Left Arm, Right Arm, Left Leg and Right Leg. Some skills grant extra hits, which apply to every location, so a ‘normal’ Dwarf has one Body Hit to each location, but a Dwarf with Toughness has two Body Hits to each location.

Example of character creation
Norbert is excited about playing a character in Age of Seekers. He creates a character...
Step 1 – Norbert likes the idea of playing a Dwarf. He keeps in mind the requirements for being a dwarf and moves on.
Step 2 – Norbert fancies the idea of playing a Cleric of the Sun King, so he checks to make sure Dwarves can be Clerics (they can) and notes it down.
Step 3 – Norbert wants to be quite an important Dwarf, so he chooses the Dwarf skill ‘Lineage’. He also wants to be able to help out his allies so he takes the Cleric skill ‘Blessing’.
Step 4 – Norbert wants to be able to survive in battles, so he decides to add the secondary Dwarven class of Stalwart.
Step 5 – Norbert spends his remaining three skill points all in the Stalwart skill tree by purchasing ‘Power Stance’ to make him harder to hurt and ‘Healing Stance’ so that he can heal himself. ‘Healing Stance’ costs him two points because it is a level 2 skill.

Norbert now has a character designed. He decides that his character is a Hill Dwarf names Shuggie MacCorkindale, the younger son of a clan Chief (Lineage 1) out to make a name for himself as a Seeker. Norbert knows that as a Cleric, Shuggie can only use blunt weapons, so he buys himself a LARP-safe Mace to use and some leather armour to wear. He notes that the colours of the Sun King are red and gold so he asks his gran to make him some red and gold robes to wear. As a dwarf, Norbert knows he will have to wear a beard at events so he buys a fake beard. Shuggie MacCorkindale has gone from a collection of stats to a playable character in a matter of minutes!


As you can see above, character creation is a very simple process and gives you an idea of just what you will need to get before the events.

MrC

MrC
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The Four Races
Humans
Humans are the youngest and most populous of the four races. The Human Kingdoms lie on the fertile plains at the heart of Xenos, crossed by waterways and providing abundant crops and resources. Trade with the Dwarves provides raw materials for Human ingenuity to work and agreements with the Elves allows for logging along the borders of the Great Forests. Aside from the occasional border dispute between the Kingdoms or with the Beastmen of the wilds, the Human Kingdoms are experiencing an unparalleled era of peace and prosperity. There are five human Kingdoms to be found in central Xenos:

Amrania – Most northern of the Human Kingdoms, Amrania borders the Wilds to the North. The folk from Amrania tend to be hardy folk with dark hair and eyes. Amraninans are serious people with a strong warrior tradition. Youngsters are expected to join a warband when released from the household by the Jarl who is a ranking landholder. Warbands serve as militias, raiders and sometimes even Seekers. The capital of Amrania is Amran, located at the end of a valley leading into the Wilds. Amran is a fortified citadel, a legacy of many conflicts with the Beastman tribes over time. The people of Amran honour Wind Speaker above all the other gods, which is reflected in their artwork which focuses on lots of swirling patterns.
Example first names: Gunnar, Lars, Magni, Sven (M). Betel, Gudrun, Helga (F).
Example last names: Lars, Riggasdottir, Volfson


Lanet – In the East and bordering the Great Forests lays the Kingdom of Lanet. The people of Lanet are fair and carefree, dedicating much of their time to entertainment and art. The towns of Lanet are open and airy places, as befits the warmest Kingdom of the Human lands. Lanet is renowned for its orchards, vineyards and produce and the Lanet vintners claim that they were taught the art of wine making by the elves. The capital of Lanet is Montrouge, which is ruled over by the Queen of Lanet a well beloved but unwed monarch, leading many to suspect an alliance between two kingdoms could be on the horizon. Montrouge is an open city and a place of great learning. Many mages and clerics are found here, although the people of Lanet honour the Sun King most highly.
Example first names: Jean, Louis, Pierre (M). Helene, Marie, Sandrine (F).
Example last names: de Roquefort, du Lac, Richelieu.


Tion – The Kingdom of Tion is the Westernmost Kingdom of the Humans, bordering the hills and mountains of the dwarves and the oceans. Tionese humans are unusual in many regards having a fascination with machinery and magic in equal measure and sometimes combining the two in ways that some say rival the Ancients. Regardless, the pace of scientific, technological and mystical development in Tion is rapid to say the least, prompting a recent move of capital from the ancient but cramped Dun Lunus to the newly built Dun Pennot. The Wise One and the Wave Lord are the highest regarded deities of the Tionese people who seek to harness the powers of nature and technology in harmony.
Example first names: Gareth, Ivor, Tristan (M). Anwen, Bethan, Gwen(F).
Example last names: Dumnoni, Iceni, Lunus.

Shuru – Shuru to the south of the human Kingdoms has had the least conflict of all the Human Kingdoms – at least with outsiders. In Shuru, intrigue and backstabbing are almost a national pastime. Noble houses constantly feud with one another and it is through this feuding that the ‘winners’ claim the throne for their candidate who is almost always a puppet of the house and in place as a target for rivals. The people of Shuru (or Shuruti) call this plotting the ‘Game of Houses’ and everyone in Shuru is involved, from the lowest beggar to the highest Prince of a noble house. Shuru is a warm country, sat on a peninsula with a tiny border with the Great Forests. Needless to say, Rogues are quite common in Shuru...
Example first names: Ashrad, Faruk, Haqim (M). Fatima, Shaori, Zezanna (F).
Example last names: al Haq, Marhaba, Zeden.

Gevell – Gevell is the smallest of all the Human Kingdoms, but also one of the richest. Gevell was originally just a part of Amrania until a quick thinking Baron was able to purchase most of the land from a less intelligent ruler and declare himself King only two centuries ago. Since that time, Gevell has developed a reputation as a place of cunning and wisdom. Favouring no class or god above any other, those who dislike Gevell claim that their only god is money. Gevellians will smile politely and then tax them on the horse they just loaned them. The wealth of Gevell is in its position. Central to all the Human Kingdoms, Gevell buys commodities from all the others and then ships it on to all the others at a significant mark up. It was Gevellians who initially funded the Guild of Seekers and to this day it is Gevellians who run the finances for that organisation.
Example first names: Cecil, Oswald, Quentin (M). Charity, Felicity, Rose (F).
Example last names: Arden, Smith, Winter.

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Elves
The Elves dwell in the Great Forests to the East of Xenos. To most other races, there is only one Great Forest, but the Elves identify three separate Great Forests, each with its own rulers. Elves trade with humans and occasionally with Beastmen along the northern border, but rarely interact with the Dwarves. Each considers the other to be profoundly unnatural, the Elves cannot believe that the Dwarves have no connection to magic and the Dwarves do not trust the elves because they have such a deep connection to it. The three Great Forests are:

Dar’Ethendiir – ‘Forest of the Kings’ in the Elven tongue. Largest and most Western of the Great Forests, Dar’Ethendiir is ruled by an elf known as the Green King. He is advised by a council of mystics, mages, clerics and druids. Rangers patrol this forest to ensure that humans keep to their agreements, but these are the Elves most likely to deal with Humans. The elves of Dar’Ethendiir honour the Sun King, Earth Mother and Wise One equally.
Example first names: Carien, Elerien, Sasien (M). Doreniel, Hasmiel, Temiel (F).
Example last names: Berendiir, Morewen, Tan’Dell


Dar’Suliss – ‘Forest of the Sea’. Dar’Suliss borders Dar’Ethendiir to the North West, the ocean the rest of the way round with a small border with the Shuru peninsula to the south. More humid and tropical than Dar’Ethendiir, the inhabitants of Dar’Suliss are a good deal more wild than the ‘High Elves’, darker of skin and more likely to behave aggressively. These ‘Wild Elves’ are able sailors and their ranger and druid traditions are a good deal more savage than those of other Elves. The inhabitants of Dar’Suliss regard Earth Mother and Wave Lord as their patrons but do not overlook the other gods.
Example first names: Daros, Ofar, Yem (M). Rema, Su, Verlee (F)
Example last names: Greentree, Oakenshield, Woodbound.


Dar’Revann – ‘Forest of the Snows’. The Elves of Dar’Revann live in the pine forests of the north. Often called ‘Grey Elves’ by many, these cold dwelling Elves dress in furs and keep to themselves. Sometimes one or more will voyage out into the world to bring back news to their people. To the north, Dar’Revann borders the Wilds, to the East the ocean. South from Dar’Revann is Dar’Ethendiir, with whom sometimes the Grey Elves will trade.
Example first names: Emeris, Gaheris, Vanis (M). Fenec, Nunec, Selec (F).
Example last names: Cho’Su, Weh’Ta, Sla’Mi.

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Dwarves
The Dwarven clans claim the westernmost portion of Xenos. Heavily covered in mountains and hills, the region has kept the Dwarves isolated, making them slow to trust and heavily reliant on their kin. To the Dwarves, family is everything and exile is a fate worse than death. Dwarves have no facility for magic to speak of. There are no Dwarven mages and they are distrustful of those who do use magic. The ingenuity of the Dwarves has helped them compensate with an inventive streak that has brought forth black powder weapons, which the Dwarves view as the ‘great equaliser’ against magic. Dwarven communities are based around Clanholds where all the Dwarves of a Clan congregate. Clans vary in size, but all Dwarves have three names, a Given name, a Trade name and a clan name. Two brothers from the same parents could have completely different names as a result of following different professions!

Hill Dwarves – Hill Dwarves are more sociable than their Mountain cousins. Hill Dwarf Clanholds tend to be wooden affairs with stockades to reflect the safer nature of their homes. Engineers are far more common among Hill Dwarves than Mountain Dwarves. Hill dwarf communities farm, build and trade. Their youngsters often leave home to gain prestige so that they can return home and adopt a higher place in the social order of the Clan and maybe earn a new Trade name. Hill dwarves honour Sun King and Earth Mother.
Example first names: Duncan, Garry, Shuggie (M). Jessie, Susie, Tammy (F).
Example Trade names: Blacksmith, Cooper, Tanner, Weaver.
Example last names: MacCorkindale, MacGregor, MacTavish.


Mountain Dwarves – Much more stern and unforgiving than their Hill cousins, the Mountain Dwarves gather in much larger Clanholds carved out of the mountains themselves. Arch-traditionalists, the Mountain Dwarves value honour and truth above all else and the penalty for lying is worse than the penalty for murder among many Clans. Clan names among the Mountain Clans are also more descriptive and less personal. Mountain Dwarves honour Earth Mother and Wind Speaker.
Example first names: Helmut, Leif, Ragnar (M). Gertrude, Helga, Ursula (F).
Example Trade names: Hammer, Mead, Skald, Shieldbearer.
Example last names: Bladebiter, Rockbreaker, Spearshield.

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MrC
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Beastmen
The Beastmen were once normal animals changed by the Ancients to serve them as hunters and warriors. As a result of this connection to the Ancients, the Gods turned their backs on the Beastmen and refuse to aid them. To compensate, the Beastmen developed a connection to the spirits of the land and began a shamanic tradition that grew from this connection. Beastmen can sometimes tap into their animalistic heritage to change their bodies or minds. Beastmen dwell in the Wilds to the North of Xenos. There are dozens of Tribes of Beastmen, each of which is names for its Totem animal. Some of the largest or well known Tribes have become almost famous. Merely being part of a Tribe does not necessarily indicate descent from a specific creature, most Beastmen have traits from dozens of creatures.

Wolf Tribe – Wolf Tribe is one of the largest and most well know of all the Beastman Tribes and is often blamed for the actions of others. Wolf Tribe lives nearest the Human Kingdoms and is regarded by many as ‘too civilised’. Certainly there are few Berserkers among Wolf Tribe but their Shamans are among the wisest.
Example names: Blackmane, Strongclaw, Winterfang.

Bear Tribe – Widely regarded as the wisest of all Tribes, Bear Tribe numbers a great many Shamans among its number and is known to have had at least one trained as a Druid. It is Bear Tribe that is responsible for the peace between Elves and Beastmen.
Example names: Dips-In-Rivers, Hunts-In-Dreams, Talks-In-Riddles.

Lynx Tribe – Lynx Tribe share a border with the Mountain Clan Dwarves and relations have not always been friendly. At present a truce exists, but Lynx Tribe hold a different view of ‘property’ to the Dwarves and often prey on herds that the Dwarves keep in the mountains. Tensions flare regularly and the people of Lynx prefer to fight rather than talk.
Example names: Broken-Claw, Ragedancer, Swiftshadow.

Snake Tribe – Snake Tribe is regarded as almost mythical by many. Snake Tribe regularly undertakes journeys of great distances, crossing all of the Human Kingdoms and a Snake Tribe assassin is always highly prized in Shuru. Many believe that the people of Snake Tribe retain the venomous abilities of their Totem.
Example names: Hooded-Eye-Sees, Tastes-Death-Twice, Voice-Of-Silence.

Fish Tribe – Fish Tribe dwell near the semi-frozen shores of the north-west. Living with and on the whales and seals of the region, Fish Tribe hold a particular dislike of Bear Tribe based on a disagreement about the rights of the great white Ice Bears. Fish Tribe kill them on sight and Bear Tribe regard them as holy creatures.
Example names: Bearbane, Eater-of-Bones, Whale-Rider.

Eagle Tribe – Eagle Tribe are among the most far sighted of the Tribes and it is their alliance with the peace makers of Bear Tribe that keeps all the Tribal Nations in check. Eagle Tribe negotiated peace with Humans Elves and Dwarves on behalf of all Beastmen and this agreement has held for centuries except in individual cases.
Example names: Rides-on-Winds, Sees-the-Horizon, Wearer-of-Feathers.

MrC

MrC
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The Classes
There are four primary classes for players in Age of Seekers and all players will have at least one skill from one of these four classes. Not all classes are available to all the races and any exclusion is explained in each description. Each class is more than just a collection of skills; it is a way of life, a philosophy and a defining characteristic for a character. It gives you ideas for backgrounds and suggests what equipment and costume your character might need. Players can opt to choose two primary classes or they can choose to take a secondary class that works with skills they already have. Alternatively, a character can focus all their skills into their primary class, becoming the best they can at one thing.

Fighter
Fighters are the masters of melee combat. Training in multiple weapons, armour and shield fighting, fighters contain a range of character types, from thugs to knights. As a fighter develops, he or she can do more damage with their weapons, wear heavier armour and use their shields to protect themselves and their allies. Fighters are able to use any melee weapon they can get their hands on as well as short bows and crossbows.

Mage
The Magi are a diverse collection of magic users. Some learn arcane secrets in schools of magic; others suddenly come into power during times of great stress. Still others barter with mysterious otherworldly entities for the secrets of magic. As their powers grow, mages learn to master the elements, create enchanted items and search the cosmos for secret wisdom. Since Magi devote so much time to study they can only use daggers and pole arms. Armour also interferes with magic, limiting casters to light armour only. Dwarves cannot be Mages.

Cleric
Clerics are the chosen representatives of the Gods on Xenos. Player character clerics must choose which one of the Five Gods of Creation they follow at character creation, which will affect certain outcomes for them. Clerics are granted divine powers by the Gods, the ability to perform Miracles, to Heal with a touch and to Bless their followers. Clerics are restricted to using blunt weapons by their vows as to draw blood would be an unwilling sacrifice to the Gods, which is offensive to them. Beastmen cannot be Clerics.

Rogue
Not everyone walks the bright side of the street. Through one reason or another, the rogue has slipped into a life of crime and risk. Some Rogues are nobles, particularly in the Human Kingdom of Shuru, but most are people trying to make money by whatever means necessary. As they develop, Rogues can learn to move unseen, to strike deadly blows and to disable the most cunning of traps. Rogues are restricted to single handed weapons, short bows and crossbows. Elves cannot be Rogues.

MrC

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Secondary Classes
Each race has access to a number of secondary classes. These are taught only to members of that race and represent the highest of ideals for each race. The only exception to this rule is Humans, who have learned to take up paths restricted to others. Humans are able to take the Ranger, Engineer and Shaman secondary classes as well as the Paladin Class (but are still restricted to a maximum of two classes).

Paladin

Human Only
Some Human Fighters and Clerics banded together under the guidance of the Gods to create the Paladin Class. Holy Warriors beyond compare, Paladins learn to channel holy power to heal, to strike down the undead and to inspire others to higher deeds.

Ranger
Elf/Human Only
Rangers learn to use the longbow and become warriors of the forest, finding supplies, unleashing devastating bow attacks and mastering the art of two handed fighting.

Druid
Elf Only
A secret sect of Elven magic users, the Druids learn to become one with forest from a mystical viewpoint, commanding the plants, identifying herbs and brewing potions and poisons from them.

Stalwart
Dwarf Only
Dwarven Stalwarts are the ultimate Dwarven fighting masters. Capable of taking incredible amounts of damage and learning to strengthen both body and mind, the Stalwarts are the last word in protection for the Dwarven people.

Engineer

Dwarf/Human Only
Engineers are a recent development in Dwarven and Human lands. Studying new ways of looking at materials, the engineers learn to make the dreaded Black Powder Weapons and also how to use them.

Berserker
Beastman Only
Berserkers learn ways to unlock their primal nature, releasing the Beast Within to become unstoppable engines of destruction, shifting their flesh into weapons and bowling aside lesser foes with ease.

Shaman
Beastman/Human Only
Cut off from the Gods, the Beastmen turned to the Spirits for aid, forging the Shaman Class from this need and teaching it to a select few human friends. Shamans learn to strike at the souls of their foes and also the ways to walk with the spirits.

MrC

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Epic Shadow Ninja Mod

The Skills
Skills are grouped together into ‘Skill trees’. To move up a skill tree, you must have the prerequisite skills from lower down the tree. A human who wanted to learn the ‘Cartographer’ skill would first need to have the ‘Educated’ skill.

Skill trees are not available online because the forum doesn't like tables...
Educated 2 3 4 5
Cartographer 2 34 5
1 2 3 4 5
1 2 3 4 5
1 2 34 5

There's an example 5x5 table with your exapmle in there Razz

-THA

MrC

MrC
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Epic Shadow Ninja Mod

Skill Descriptions
Each Skill serves a different function within the game. This list lets you know what each one does.

Human
Educated – An Educated character can read, write and count. Without this skill, characters cannot read and can only count to five.
Cartographer – A Cartographer is able to read and make maps. Without this skill, maps are unreadable.
Prerequisites: Educated.
Historian – A Historian gains access to three types of Lore from the Lore section.
Prerequisites: Cartographer.

Nobility – A character with Nobility gets the title of Squire or Knight and earns 1 gold lion per event.
Middle Nobility – A character at this rank gets the title of Earl, Count or Baron and earns 1 gold Lion and 2 silver Eagles per event.
Prerequisites: Nobility.
High Nobility – A character of High Nobility gets the title of Duke or Prince and earns 2 gold Lions per event.
Prerequisites: Middle Nobility

Outside Training 1 – Character can take any un-starred (*) skill from another racial skill set at level 1.
Outside Training 2 – As with level 1 only includes level 2 skills. Character MUST have any prerequisite skills.
Prerequisites: Outside Training 1, as per skill taken.
Outside Training 3 – As with level 2, only includes level 3.
Prerequisites: Outside training 2, as per skill taken.

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Elf
Educated – As per the Human Skill.
Learned – Learned characters can read and make maps and gain access to one type of Lore.
Prerequisites: Educated.
Wise – A Wise Character gains access to three types of Lore.
Prerequisites: Learned.

Lore – Character gains access to one type of Lore.
Lore Keeper – Character gains access to three further types of Lore (total 4).
Prerequisites: - Lore.
Lore Master – A Lore Master gains access to five further types of Lore (total 9).
Prerequisites: Lore Keeper.

Meditate – A character who meditates for half an hour can regain one lost spell or power card. The start and end of the meditation must happen under Ref supervision.
*Trance – A character who Trances for an hour can regain all lost spell or power cards. A Ref must be present at the start and end of the trance.
Prerequisites: Meditate.
*Restoration – A character with Restoration can enter a trance for half an hour to regain all lost spell cards, power cards and body hits. As with other types of meditation a ref must be present at the start and end of the trance.
Prerequisites: Trance.
SPECIAL – A character meditating or trancing cannot take any other actions during that time without breaking the trance and losing the benefits.

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Dwarf
Educated – As per the Human skill.
Rune Wise – A Rune Wise character has learned the secret of the Runes, Dwarven writings of power. Rune Wise characters can pick a single spell from the Magic Section (Level 1) which they can use by inscribing the rune for that spell onto an item or person.
Prerequisites: Educated, Power card.
*Rune Carver – A Rune Carver has mastered the runic language of the ancient Dwarven people and can choose four first level spells and two second level spells to apply through Runes.
Prerequisites: Rune Wise, Power card.

Toughness – Toughness grants a character an extra body hit to each location.
Durability – Durability means that a character can continue to act on zero body hits as though uninjured. At the end of their death count they will still drop dead unless healed.
Prerequisites: Toughness.
Resistance – Characters with Resistance can spend a power card to shrug off the effects of poisons or diseases.
Prerequisites: Durability, Power card.

*Lineage – Lineage represents nobility and ancestry among the dwarves. Lineage 1 is lower nobility, the younger son of a clan chieftain or the descendant of an ancient hero. Earn 1 gold Crown per event.
*High Lineage – High Lineage is representative of the next in line for a clan chief, or the close descendant of a famous hero. 1 Gold Crown and 2 Silver Duties per event.
Prerequisites: Lineage.
*Ancient Lineage – Ancient Lineage is reserved for the Overkings of the Dwarves and their families and characters descended from truly legendary heroes. 2 Gold Crowns per event.
Prerequisites: High Lineage.

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Beastman
*Wild Sense – Wild Sense allows a character to enhance one of their senses to the strength of a beast, granting a range of benefits depending on the sense and the imagination of the player. A Referee will arbitrate what is acceptable, but examples include heightened taste to detect poison, enhanced hearing to eavesdrop on a distant conversation, enhanced smell to track a known scent and so on.
Prerequisites: Power card.
*Howl – Howl strikes fear into the hearts of enemies by disorienting them. A character hearing a howl is Confused and can take no action other than to turn around and defend themselves for 30 seconds. They can take no offensive action.
Prerequisites: Wild Sense, Power card.
*Fear – Fear unleashes the inner beast on an opponent to cause them to flee from the Beastman in terror. Victims must run directly away from the user of Fear for 30 seconds.
Prerequisites: Howl, Power card.

Forage – Once per day, a forager can go into the wilds and search for useful ingredients and items. Foraging will be dealt with by referees at a specific time at each event.
Hunt – Hunt grants an additional pick on a foraging check and upgrades one pick to the next highest level, which can even cancel a negative pick.
Prerequisites: Forage.
Track – A tracker can identify a specific individual that they wish to follow and then pursue them as long as the trail is less than an hour old. Trackers can also foil the efforts of other trackers to pursue them.
Prerequisites: Hunt.

*Tough Skin
– The Beastman has a thicker hide than most, granting an extra body hit to each location.
*Natural Weapons – By providing an appropriate phys.rep. a Beastman can choose to have claws or horns that cannot be disarmed or dropped. Natural weapons can aid a character in escaping from bonds or fighting when disarmed.
Prerequisites: Tough Skin
*Regeneration – A character with regeneration heals faster than others and can quickly heal all wounds and even stave off the effects of poison and disease for a short time.
Prerequisites: Natural Weapons.

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Class Skills
Each class has its own sets of skills and each player character must have at least one from one of these lists.

Skill Descriptions
Each Skill serves a different function within the game. This list lets you know what each one does.

Fighter

Weapon Focus – This skill shows advanced practice with a specific weapon (which must be identified when this skill is chosen e.g. Sword) and allows the character to call “Double” damage on each hit, doing two points of damage instead of one.
Weapon Specialisation – Using a specific weapon (which must be identified when this skill is chosen e.g. Sword), the character has become a master and can call “Triple” damage when wielding that weapon.
Prerequisites: Weapon Focus
Weapon Mastery – Having reached the highest level of mastery for a single weapon, the character can call one of the rare and devastating damage calls of either “Mighty” or “Through” when using their specific weapon (as chosen in previous skills).
Prerequisites: Weapon Specialisation, Power card.

Medium Armour – Training in this skill allows a warrior to wear medium armour such as studded leather or light chain. Medium Armour gives two extra body hits.
Heavy Armour – Training in this skill allows a warrior to wear the heaviest chain, partial plate or reinforced bone armour. Heavy Armour gives three extra body hits.
Prerequisites: Medium Armour.
Extra Heavy Armour – Training in this skill lets a warrior wear the heaviest of plate armours. Extra Heavy Armour gives four extra body hits.
Prerequisites: Heavy Armour.

Shield Trained – A shield trained fighter can use a shield in their off hand to defend themselves and block attacks.
Arrow Block – A fighter trained in arrow blocking can use a shield to ignore arrow fire from any bow that it can successfully block.
Prerequisites: Shield Trained.
Shield Push – A shield master can use their shield to force an opponent back with a “Repel” call, stunning them with their shield (NB – Actually striking with a shield is strictly forbidden!).
Prerequisites: Arrow Block.

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Mage
Lesser Elements – This skill gives a Mage access to Level 1 Elemental Magic Spells. Mages can cast any of the spells they like, limited only by Spell cards.
Prerequisites: Level 1 Spell card.
Greater Elements – This skill gives a Mage access to Level 2 Elemental Magic Spells. Mages can cast and spell they like as long as they have Spell cards of the right level.
Prerequisites: Lesser Elements, Level 2 Spell card.
Elemental Mastery – This skill allows a Mage to select one of the Level 3 Elemental Magic Spells that they can cast as long as they have Spell cards.
Prerequisites: Greater Elements, Level 3 Spell card.

Lesser Enchantment – A lesser enchantment on an item will hold for a single hit, either with it or on it. Any Enchantment can be added as long as the Mage has Spell cards.
Prerequisites: Spell card.
Greater Enchantment – Greater Enchantments last for three hits, either with the item or on the item. Any Enchantment can be added as long as the Mage has Spell cards.
Prerequisites: Lesser Enchantment, Spell card.
Extended Enchantment – An Extended Enchantment lasts for a single scene (a fight, encounter, negotiation etc) and can be applied to any Enchantment known to the caster as long as they have Spell cards.
Prerequisites: Greater Enchantment, Spell card.

Lesser Divination – A lesser divination will give some form of cryptic response to a question or give a clue as to what steps a Mage can take to resolve a problem.
Prerequisites: Spell card, Divining prop.
Greater Divination – A Greater Divination will give a more helpful idea about how to resolve a difficult situation or will impart knowledge that a character would otherwise have no access to.
Prerequisites: Lesser Divination, Spell card, Divining prop.
True Seeing – True Seeing is a way of piercing all illusions and disguises, seeing invisible or otherwise undetectable creatures and exposing the true appearance of all that the Mage sees.
Prerequisites: Greater Divination, Spell card.
SPECIAL – All Divinations must be conducted using a ‘Divining prop’ which could be anything associated with divination – a crystal ball, tarot cards, I Ching coins or sticks etc.

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Cleric
Lesser Miracle – This skill gives a Cleric access to the Level 1 Miracles. Clerics can call on any number of Miracles they like as long as they have the Spell cards.
Prerequisites: Level 1 Spell card.
Minor Miracle – This skill gives a Cleric access to the Level 2 Miracles. Clerics can call on any number of Miracles they like as long as they have the Spell cards.
Prerequisites: Lesser Miracle, Level 2 Spell card.
Greater Miracle – This skill gives a Cleric access to a single Level 3 Miracle. Clerics can call on that Miracle as often they like as long as they have the Spell cards.
Prerequisites: Level 3 Spell card.

Healing Hands – This skill heals one body hit per Spell card spend. The caster must be in contact with the recipient of the healing and must pray to their God for aid.
Prerequisites: Level 1 Spell card.
Cure – This skill heals all body hits on one recipient. The caster must be in contact with the recipient of the healing and must pray to their God for aid.
Prerequisites: Healing Hands, Level 2 Spell card.
Total Heal – This skill heals all body hits and removes all poisons and diseases affecting a character. The caster must be in contact with the recipient of the healing and must pray to their God for aid.
Prerequisites: Cure, Level 3 Spell card.

Blessing – The character can confer a blessing onto another character (or themselves). The caster can choose to give the recipient the benefit of a single use of Wild Sense, Toughness, Mental Strength or Courage. It costs one Spell card to use this power on yourself and two to confer it on another. The caster must be in contact with the recipient of the blessing and must pray to their God for aid.
Prerequisites: Level 1 Spell card.
Great Blessing – With a Great Blessing, a character can confer the benefit of a Blessing on up to three characters at once. It costs one level 1 Spell card per person Blessed. The caster must pray to their God for aid and perform a short ceremony over the recipients.
Prerequisites: Blessing, Level 1 Spell cards.
Divine Blessing – With a Divine Blessing, a Cleric can bless up to six characters with the benefits of a standard Blessing at once. It costs one level 1 Spell card per person Blessed. The caster must pray to their God for aid and perform a short ceremony over the recipients.
Prerequisites: Great Blessing, Level 1 Spell cards.

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Rogue
Pick Lock – A character with this skill can pick any mundane (non magical) lock by spending two minutes roleplaying opening it. There are rumoured to be tools that can speed this process up.
Disable Device – A character with this skill can work out how to disable traps and mechanisms that they encounter. This can be used to jam guns, block locks or harmlessly spring traps.
Prerequisites: Pick Lock.
Disarm Device – A character with this skill can not only prevent a device from working, but can leave it functional so it can be collected, stolen and re-used by an appropriately skilled character. A Disarmed Device must be reactivated by someone with the skills Disarm Device or Create Device through roleplaying mending the device for at least 30 minutes, although some tools exist that can speed up this process.
Prerequisites: Disable Device.

Backstab – Using a short weapon only, a Rogue with this skill can call “Double” or “Double Stun” damage if they can strike their opponent from behind or unexpectedly.
Cripple – By carefully aiming their blows, a Rogue with this skill can choose to cripple a limb on their opponent when striking from surprise. A crippled limb cannot be used to fight or move with. This skill does not work against foes wearing undamaged Heavy or Extra Heavy armour, but if the armour has been damaged in combat already this skill works to full effect.
Prerequisites: Backstab.
Fatal Strike – With this skill, a Rogue can strike from surprise and call “Fatal”, which immediately drops the body or head by five hits, putting anything but the most tough of Dwarven Stalwarts on their death count. This skill does not work against foes wearing undamaged Heavy or Extra Heavy armour, but if the armour has been damaged in combat already this skill works to full effect.
Prerequisites: Cripple.

Camouflage – A character with this skill can spend a Power card to hide themselves in their surroundings, becoming all but invisible as long as they do not move. Only Wild Sense, Track and True Seeing will pierce Camouflage and it can be an excellent way to prepare a Backstab attack.
Prerequisites: Power card.
Stealth – By developing their skill at hiding, the character has learned to move while hidden. Taking any offensive action immediately causes the Stealth to expire. Stealth must begin and end in hiding. Only True Seeing will pierce Stealth and it can be an excellent way to prepare a Backstab attack. Trackers and characters with Wild Sense can often sense Stealth characters, but not identify their exact location.
Prerequisites: Camouflage, Power card.
Ghost Strike – Masters of stealth are able to move unseen and strike their foes from total surprise. Many of the greatest assassins have mastered this skill to sneak up on and strike their target. This skill means that a character moving using Stealth can strike once (and only once!) without breaking their Stealth. Of course if they also have the Fatal Strike skill, one hit can be enough... Only True Seeing will pierce Ghost Strike.
Prerequisites: Stealth, Power card.
Suspect



Last edited by MrC on Sat Sep 25, 2010 6:32 pm; edited 1 time in total

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Secondary Class Skill Descriptions
Each Skill serves a different function within the game. This list lets you know what each one does.

Paladin
Holy Strike – This skill allows a Paladin to call “Holy” damage for 30 seconds by spending a Power card. Holy damage always affects Undead and some Demons.
Prerequisites: Power card.
Turn Undead – By presenting a symbol of their faith, a Paladin can drive back any Level 1 undead in a half circle directly in front of them. The undead will flee the Paladin for 30 seconds. Level 2 undead will back away from the Paladin, but do not have to flee and may take action against the Paladins allies...
Prerequisites: Holy Strike, Power card.
Unbinding – With this skill, a Paladin can destroy level 1 undead and injure level 2 and 3 undead. By presenting the symbol of their faith and declaring an Unbinding, up to three Level 1 undead will be destroyed or a level 2 or 3 undead will take 5 body hits.
Prerequisites: Turn Undead, Power card.

Heal Self – By spending a Power card and praying to their God, the Paladin can heal two body hits.
Prerequisites: Power card.
Heal Other – By spending a Power card, the Paladin can heal two body hits on another character. The Paladin must be in contact with the target and must pray to their God.
Prerequisites: Heal Self, Power card.
Regeneration – By spending a Power card and praying to their God, the Paladin heals one body hit per minute for ten minutes. This cannot take them over their maximum body hits, but can enable them to heal fully twice!
Prerequisites: Heal Other, Power card.

Courage – The Paladin inspires his comrades to shake off the effects of mind affecting powers such as Fear and Howl. By spending a Power card, the Paladin negates one use of Fear, Howl or Confusion.
Prerequisites: Power card.
Calm Aura – At this level, the Paladin becomes immune to mind affecting powers such as Fear, Howl or Confusion.
Prerequisites: Courage.
Compel Truth – This skill shows that the Paladin has such an aura of leadership that they can even compel their foes to tell the truth. By spending a Power card, the Paladin can ask three questions of a target that they cannot lie when answering. Wise Paladins are aware though that some creatures can still twist the truth to serve them...
Prerequisites: Calm Aura.

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Ranger
Longbow – The longbow is the most powerful of all bows. This skill grants proficiency with the longbow, the signature weapon of Rangers. Unlike short bows, a longbow does “Through” damage on every shot.
Double Shot – By spending a power card, the Ranger fires two arrows simultaneously (The player only fires one arrow, which does “Double Through” damage), hitting their target twice.
Prerequisites: Longbow, Power card.
Barrage – The character fires several arrows at once (the player only fires one!), striking not only their main target, but also a target on either side of them, doing “Barrage Through” to three targets at once.
Prerequisites: Double Shot, Power card.

Forage – Once per day, a forager can go into the wilds and search for useful ingredients and items. Foraging will be dealt with by referees at a specific time at each event.
Hunt – Hunt grants an additional pick on a foraging check and upgrades one pick to the next highest level, which can even cancel a negative pick.
Prerequisites: Forage.
Track – A tracker can identify a specific individual that they wish to follow and then pursue them as long as the trail is less than an hour old. Trackers can also foil the efforts of other trackers to pursue them.
Prerequisites: Hunt.

Dual Wield – Rangers are known for their ability to use two weapons at once. A Dual Wield trained character can use a medium weapon in one hand and a short weapon in the other.
Improved Dual Wield – By improving their ability to use two weapons, a ranger can use two medium weapons at once.
Prerequisites: Dual Wield.
Blade Storm – With the Blade Storm, the Ranger becomes a whirling engine of death, dealing “Double” damage with each hit from either weapon.
Prerequisites: Improved Dual Wield, Power card.

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Druid
Brew Lesser Potion – With the right time and equipment, a Druid with this skill can brew Level 1 potions from the Potions list. Brewing a potion takes at least half an hour and must be role played. Sometimes potion makers are called Apothecaries.
Prerequisites: Appropriate ingredients, recipes, some may require brewing equipment.
Brew Greater Potion – With this skill, potion makers are able to make Level 2 potions from the Potions list. Brewing greater potions takes at least an hour and always requires brewing equipment.
Prerequisites: Brew Lesser Potion, appropriate ingredients and recipes, brewing equipment.
Distil Poison – With this skill, a Druid can brew poisons from the Poisons List. Brewing poisons always requires a laboratory and an hour of role play.
Prerequisites: Brew Greater Potion, appropriate ingredients and recipes, laboratory.

Forage – Once per day, a forager can go into the wilds and search for useful ingredients and items. Foraging will be dealt with by referees at a specific time at each event.
Seek Herb – This skill lets a Druid specify exactly what they want to find on Foraging trip from each draw category (For example – a Druid who drew a Basic ingredient could choose whatever Basic ingredient they wanted). The Druid can also choose to upgrade their pick by one level if they choose.
Prerequisites: Forage.
Grow Plants – As long as a Druid has a sample of an ingredient, they can choose to grow it instead of Foraging. Using cuttings and Druidic magic, the Druid spends an hour cultivating the exact crop that they want. Growing plants can be used to get three Basic, two Common or one Unusual ingredient. Alternatively, the Druid can spend two uses of Grow Plant to get one Rare ingredient (on the second day). Unique ingredients cannot be grown in this way.
Prerequisites: Seek Herb

Entangle – Using Druidic magic, this skill allows the Druid to cause plants in the area to Entangle one individual, preventing them from moving their legs for 30 seconds. An Entangled character cannot take offensive actions, but can try to defend.
Prerequisites: Level 1 Spell card.
Entrap – With more advanced use of their Magic, the Druid can cause the plants around a character to grow rapidly, fixing them in place and paralysing them for one minute, preventing them from taking any action at all.
Prerequisites: Entangle, Level 2 Spell card.
Tree Shape – This power enables the Druid to take on the shape of a tree, becoming completely undetectable to anything short of True Seeing. While in Tree Shape, the character can still see and hear and can use Entangle and Entrap, but cannot move or take any other offensive action.
Prerequisites: Entrap, Level 3 Spell card.

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Stalwart
Power Stance – A Stalwart is difficult to move once they put their mind to staying somewhere. Using this power lets a Stalwart ignore any effect that would force them to move for 30 seconds. However if they move their feet, the power is considered dropped.
Prerequisites: Power card.
Healing Stance – While using this power, the Stalwart is able to heal one body hit every two minutes for ten minutes.
Prerequisites: Power Stance, Power card.
Mighty Stance – This power lets a Stalwart strike with incredible strength while locked into a Power Stance. For one Power card, the Stalwart can call “Mighty” on each hit for 30 seconds.
Prerequisites: Healing Stance, Power card.

Toughness – With this skill, the character gains an extra body hit on each location.
Great Toughness – With this skill, the character gains yet another body hit to each location.
Prerequisites: Toughness.
Enduring Toughness – With this skill, the character gains a further two body hits to each location.
Prerequisites: Great Toughness.

Mental Strength – This skill gives the character a chance to resist mental effects that cause confusion or distraction by spending a Power card.
Prerequisites: Power card.
Mental Fortitude – This skill lets a character ignore the effect of pain, illness and poison. The character may act as though unaffected by the debilitating effect of injury, diseases or poisons, but can still drop dead if acting in their death count or from a poison or disease they are ignoring!
Prerequisites: Mental Strength, Power card.
Iron Mind – This skill shows that the character has hardened their thoughts against outside influence. Characters can spend a Power card to ignore the effect of Fear, Compel Truth or Influence.
Prerequisites: Mental Fortitude, Power card.

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