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CHAPTER 1: INTRODUCTION TO GAME ​5

CHAPTER 2: GENERAL RULES ​6

CHAPTER 3: COMBAT ​7
COMBAT SYSTEM ​7
COMBAT ENCOUNTER ​11
BEGINNING AN ENCOUNTER ​11
JOINING AN ENCOUNTER ​11
ENDING AN ENCOUNTER ​11
COUNTS AND CALLS ​12
DAMAGE ​12
DAMAGE KEYWORDS ​12
STATUS EFFECTS ​12
THE RESIST CALL ​14
THE IMMUNE CALL ​14
PLAYER VS PLAYER COMBAT ​15
TRUST ​15
HUMILITY ​15
COMMUNICATION ​15
SAFETY ​15
LOOTING PLAYERS ​15
CAMPING OUTSIDE OF DESIGNATED SAFE ZONES ​16
SLEEPING CHARACTERS/PLAYERS ​16
CREATING A PARTY ​16
CURSES ​16

CHAPTER 4: CREATING A CHARACTER AND LEVELING UP ​17


CREATING A CHARACTER ​17
HIGHER-LEVEL CHARACTERS ​17
LEVELING UP ​17
HOW TO EARN XP ​17
CHECKING OUT AT THE END OF AN EVENT ​18

CHAPTER 5: CHARACTER RACES ​19


BEASTFOLK ​19
HUMAN ​20

CHAPTER 6: CHARACTER CLASSES ​21


BARBARIAN ​22
DESTRUCTION ​22
FURY ​22


MIGHT ​23
FOE-HUNTER ​23
RANGER ​24
MAGIC-USER ​26
SPECIALIZATIONS ​26
TALENTS ​27
MONK ​29
ORDER OF THE STONE FIST ​29
ORDER OF THE IRON MIND ​29
ORDER OF THE JADE SPIRIT ​30
ORDER OF THE FALLING STARS ​30
ORDER OF THE ARDENT SOUL ​31
ROGUE ​33
ASSASSINATION ​33
SHADOW ​33
ADVENTURER ​34
BARDIC ​34
SWASHBUCKLER ​35
WARRIOR ​37
DEFENDER ​37
WEAPON MASTER ​37
LEADERSHIP ​38
PALADIN ​38
DEATHKNIGHT ​39

CHAPTER 7: CHARACTER PERKS ​41


PERKS ​43
9 LIVES ​43
ALCHEMY ​43
ALE AND WENCHES ​43
BLACKSMITHING ​43
BODYGUARD I ​43
BODYGUARD II ​43
CLAWS ​43
DARKVISION ​43
DISABLE TRAPS ​44
DISENGAGE ​44
DISGUISE ​44
DRUNKEN MASTER ​44
DUAL STRIKE ​44
ENDURANCE ​44
ENVENOMED ARROWS ​44
FEARLESS ​44


FINAL STRIKE I ​44
FINAL STRIKE II ​44
FIRST AID ​44
FLEET OF FOOT ​44
GIANT’S GRIP ​44
KILLING BLOW ​45
LOREMASTER I ​45
LOREMASTER II ​45
MAGIC AFFINITY ​45
MAGIC IN THE BLOOD ​45
MAN-EATER ​45
PLENTY OF HATE ​45
QUICKSPELL ​45
SCOUT I ​45
SCOUT II ​45
SHIELD TRAINING I ​45
SHIELD TRAINING II ​45
SHIELD TRAINING III ​46
STEALTH I ​46
STEALTH II ​46
THOU DOST HOIST ​46
TITAN'S GRIP ​46
TOUGH BASTARD ​46
TOUGHNESS ​46
TRAPFINDING ​46
WARRIOR CULTURE ​46

CHAPTER 8: Spells & MAGIC ​47


CASTING SPELLS ​47

SPELLS ​48

CHAPTER 9: EQUIPMENT ​52


EQUIPMENT ​52
POTIONS ​54


CHAPTER 1: INTRODUCTION TO GAME


CHAPTER 2: GENERAL RULES
Don’t be a dick. If you are reading this version of the document, I trust you enough to know these rules.


CHAPTER 3: COMBAT

COMBAT SYSTEM 
THE BASICS
Combat is simple but fast and action packed. Rather than deducting hit points from a total, then notating it
(either on a piece of paper or with the authorities), simply remove the appropriate flag when successfully
hit by an attack. When you run out of flags, you begin dying. Combat is handled with flags. Flags
represent your character's overall health, and the integrity of your armor. There are two types of flags,
Health and Armor. Anytime you are hit with a damage source, you will lose a flag, and if you have no flags
to lose you begin a countdown towards defeat.

HEALTH FLAGS
Character health is determined by health flags. All characters have the ability to equip one health flag,
and can gain the ability to equip more through perks and classes. If you lose a health flag due to taking
damage or any other reason, remove your health flag from your person and throw it to the ground. Health
flags must be equipped visibly. Our health flags are represented as red nylon strips with “hook and loop”
fastener wristbands. These are provided by staff. If you would like to attach your health flags without
using the wristband, use the loop side of “hook and loop” fastener to create your flag attachment. Barring
a relevant power or perk, health flags may not be picked up off of the ground except by Staff or
designated gleaners.

BONUS HEALTH FLAGS


Bonus health flags are flags that your character can obtain during gameplay. These flags can be
equipped even if you have your maximum number of normal health flags. If you lose a health flag due to
taking damage or any other reason, remove your Bonus health flag from your person and throw it to the
ground first, before any other health flags. Bonus Health flags must be equipped visibly. Our bonus health
flags are represented as purple nylon strips with “hook and loop” fastener wristbands. These are provided
by staff. If you would like to attach your health flags without using the wristband, use the loop side of
“hook and loop” fastener to create your flag attachment.

ARMOR FLAGS
The condition of your armor is represented by armor flags. Your class dictates the type of armor your
character has access to. If you lose an armor flag due to taking damage or any other reason, remove your
armor flag from your person and throw it to the ground. Armor flags must be equipped visibly. Armor flags
are represented as yellow nylon strips with “hook and loop” fastener wristbands. These are provided by
Staff. If you would like to attach your armor flags without using the wristband, use the loop side of “hook


and loop” fastener material to create your flag attachment. Information about armor construction can be
found in the Armor Composition section in Chapter 8: Crafting Equipment and Loot. See the armor
section below for information on armor.

OVER-ARMOR FLAGS
Over-Armor flags are flags that your character can obtain during gameplay. These flags can be equipped
even if you have your maximum number of normal armor flags. If you lose an armor flag due to taking
damage or any other reason, remove your over-armor flag from your person and throw it to the ground
first, before any other armor flags. Over-armor flags must be equipped visibly. Over-armor flags are
represented as green nylon strips with “hook and loop” fastener wristbands. These are provided by staff.
If you would like to attach your health flags without using the wristband, use the loop side of “hook and
loop” fastener to create your flag attachment.

COMBAT DAMAGE
When you receive physical contact from an arrow, or boffer, or spell packet you have taken combat
damage. When you have taken combat damage, you should acknowledge this by throwing a flag to the
ground and calling out “HIT” if you lost a health flag or “ARMOR” if you lost an armor flag. Combat
damage has different effects based on where it hits you. All damage sources are tied to keywords, and
your attacker will be calling that keyword when they attack, except in the case of standard attacks from
melee weapons. This is to assist with figuring out if you should lose a health flag or not. Where you get hit
might have special consequences (See below). These are called strike zones.

LETHAL: The lethal strike zones are your head, and your torso. If you are hit in one of these strike zones,
you lose a flag. If you have no flags to lose, you die. Although the head is not a legal striking zone for
melee combat, you must still count any damage that comes from darts, arrows or disks.

NON-LETHAL: Your arms up to and including your shoulders, and your legs up to and including your hips
are considered your non-lethal strike zones. When struck in this zone, the limb that was struck is
disabled. When you have a disabled arm, you must let that arm hang to your side and you may not hold
items in that hand. If both arms are disabled, you must put anything held at the time it is disabled on the
ground. If you have a disabled leg, you must fake a limp and cannot run. If both legs are disabled, you
cannot move without another player (that can move) to help you move. Further hits to disabled limbs are
LETHAL hits (see above).

WHAT HAPPENS IF YOU HAVE NO FLAGS


WOUNDED: If you have no health flags equipped, you are wounded. When wounded, you cannot run and
other abilities may have special effects against wounded targets.

DYING: When you have no flags and you take damage that would cause to you lose a flag, you die.
Begin a count of “DYING (10)”. You must at least take a knee when dying. It is encouraged that you fall to
the ground and pretend to die. You do not have to lie down in anything wet or dangerous. Feel free to
move to the closest safe spot to die. When you are counting, you cannot do anything else but count. You
cannot move, unless it is for safety or to protect yourself from actual harm. You cannot speak, except to


count “DYING (10)”. You must count at a speed of one count per second. Intentionally prolonging your
count is a violation of Rule Number One. When you finish the count, you are defeated.

DEFEATED: When you reach the end of your dying count remain on the ground until the encounter has
ended. If another player walks to you and calls “looting”, you need to make a choice. You must either
indicate that you are ok with the character physically looting you (and thus have consented to physical
contact), or you can object. If you object, you must hand over all of your loot, the looter will not touch you.
The looter can also object to physical contact, and you must hand over your loot. After the encounter
ends, if there are no other players around to loot you, go out of game (remember to use the hand sign
from Chapter 2: Basic Rules). Your loot remains with you, out of game. Head to monster-camp and meet
with the staff there. If you have died more than 3 times in an event, you will need to make a new
character. Bring any loot you have on you with you to Monster Camp on your final death. This will be loot
on the next monster that you play.

DEAD FOLK TELL NO TALES


When you are in a dying count, or have been defeated, your character cannot use any information they
gain during that time. At the point of starting a dying count, you cannot use information that you gain in
game. This represents the fact that you are dying and the world around you has faded. For example, if
someone hits you from behind, and you never saw who it was before you started dying, you cannot go to
town and put a bounty out on that character. To do such will be considered a violation of Rule Number
One.

HEALING
Certain items or abilities can restore lost health and armor flags. If you are in a dying count, and one of
these items or abilities are used on you (if applicable) as soon as you receive the health flag, you are no
longer dying and may act as normal. You cannot receive healing if you are at your maximum amount of
equippable health flags.

ATTACKS
The following section details the rules behind attacking in combat. These rules are designed with safety,
fun and ease in mind.

MELEE COMBAT
Melee combat is represented by combat with foam/latex weapons. No body checking, tackles, or charging
into people. Do not strike people in the head with melee weapons. While you don’t need to swing so hard
that you hurt someone, “wiggle fighting” is discouraged. You must swing a melee weapon in an arc or
thrust as if it were the real thing, but with significantly less effort. This adds to the effect of the experience
for you, and everyone while not placing fellow players and staff in danger of actual physical harm. After
each swing, you must reset your weapon. This discourages unrealistic melee combat. Time between
swings must be at least one second. If you are wielding more than one weapon, you cannot attack more
than once a second, without a special ability that allows it. If you plan to bring your own melee weapons to
Backpacks and Bedrolls, they must follow the construction guidelines. All melee weapons must be


inspected by Game-Ops. Do not bring an item that you would not be willing to be hit with, as this may be
part of the inspection.

THROWN COMBAT
Certain items can be used as thrown weapons. If you plan to bring your own thrown weapons to
Backpacks and Bedrolls, they must follow the construction guidelines. See Chapter 8: Crafting,
Equipment and Loot for more information on thrown weapons. An attack with a thrown weapon works just
like a melee attack for damage purposes.

RANGED COMBAT
Ranged combat is represented by combat with foam-dart blasters. When you fire the blaster, you must
call the keyword of the type of weapon you are firing. Once a dart has left a blaster, it is considered
“spent” and must not be picked up unless you have a special ability that allows you to do so. All darts
used in combat must be left on the ground until recovered by staff or staff appointed player volunteers. If
you plan to bring your own blaster or bow to Backpacks and Bedrolls, they must follow our construction
and safety guidelines. All blasters must be inspected at Game-Ops before they are allowed in game. Do
not bring an item that you would not be willing to be hit with, as this may be part of the inspection.

ARMOR
Armor is the physical items your character wears to keep themselves safe from the many sources of harm
in the wastes. You can bring as little or as much armor as you want for your character to wear. Armor is a
prop, and cannot be looted. Armor does not have to be purchased. Your armor will be scored when you
check in. See armor score below for more information. Only characters playing classes that are allowed to
use armor gain any benefit from wearing armor.

ARMOR COMPOSITION AND REPRESENTATION


Armor is represented by items made of rigid materials like plastic, metal, thick leather, rubber and foam.
All armor items will be inspected by staff for safety. Staff has the final say on if an item counts as armor or
not.

ARMOR SCORE
When your character has their armor scored by staff, they will receive an armor score. The score is based
on how much of your body is covered in armor and is measured in points. The maximum number of points
that your character can score is 6 and the minimum number of points your character can score and still
count as armored is 2. If your character does not have enough points to be considered armored, they
cannot equip any armor flags. Points are scored with the following rules.
● One point for each arm that is at least roughly 50% covered in armor.
● One point for each leg that is at least roughly 50% covered in armor.
● One point if your torso is at least roughly 50% covered in armor.
● One point for a helmet.
● One bonus point if your armor is thematically appropriate (medievally appropriate, non modern
construction)

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LIGHT ARMOR
Characters playing classes with light armor can equip one armor flag if they have scored 2 points or
higher on their armor score.

MEDIUM ARMOR
Characters playing classes with medium armor can equip one armor flag if they have scored at least 2
points on their armor score, and two flags if they have scored 4 points or more.

HEAVY ARMOR
Characters playing classes with heavy armor can equip one armor flag if they have scored 2 points or
higher on their armor score, two flags if they have scored at least 4 points and three flags if they have
scored 6 points.

CHANGING ARMOR
Characters who take off armor must adjust their armor flags appropriately to their new level of coverage. If
you have any armor flags in excess of your new maximum, remove it and leave it with your armor. If you
put your armor on again, you can equip any of these excess flags.

COMBAT ENCOUNTER 
A combat encounter is the period of time in which combat happens at Backpacks and Bedrolls. Certain
abilities and effects that characters and non-player characters can use

BEGINNING AN ENCOUNTER
The moment a player or non-player character uses a hostile ability against another character or makes an
attack, an encounter has officially begun.

JOINING AN ENCOUNTER
If an encounter is already in effect, and you enter the area, you are now part of that encounter. If you
have an ability that is only usable once per encounter per player, this new player is now applicable as a
target for that ability.

ENDING AN ENCOUNTER
An encounter ends once all hostilities from all parties involved in an encounter have ceased, or one side
has achieved victory. An encounter cannot end if anyone involved is making a dying count, or other
characters are using counts or abilities on other players. Any abilities that can only be used once per
encounter can now be used again, and effects that last until the end of the encounter no longer in effect.

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COUNTS AND CALLS 
A count or call is a way to represent doing something that would be hard to reproduce in game, such as
field surgery or looting a body.

Count: A count is represented by a formula (ex:“RAGE (3)”). The first part is the word that you say when
you start a count. The second part is the number of times you must count, starting from the top and
counting down (for example, "RAGE, 3, 2, 1"). To use a count, all you have to do is repeat the word and
the numbers of times that you have counted so far until you reach the number you reach the number in
the formula. Counts should be close to one second apart, and deliberately counting unreasonably fast or
slow is looked down upon and repeat offenses or abuse will result in negative consequences. If you find
you are having trouble keeping good time, feel free to repeat the call name again in between numbers,
this will help out spacing (for example "RAGE 3, RAGE 2, RAGE 1"). Counting should be loud enough
that those who are around you can hear it, and react accordingly.

Call: A call is a representation of an ability that happens at the moment the call is made, there are usually
no counts involved with calls.

DAMAGE 
All weapons in the Backpacks and Bedrolls combat system use damage keywords to define the effect
they have in combat when they strike an opponent.

DAMAGE KEYWORDS
All damage has assigned keywords (except melee, see below). EVERY TIME you attack you must call
the keyword out loud.

Light: ​Light is the damage keyword for most normal melee weapons and ranged weapons. Call this
keyword when you make an attack with these types of weapons. If you have armor flags equipped, you
lose an armor flag when hit with this damage code. If you have no armor flags, you lose a health flag. If
you have no health flags, you start dying.

Heavy: ​Heavy is the damage keyword for special abilities, magic melee and ranged weapons.Call this
keyword when you make an attack with these types of weapons. Heavy damage is not affected by armor
and you lose a health flag if you are hit with heavy damage. If you have no health flags, you start dying.

STATUS EFFECTS
Status effects are calls made in addition to normal damage keywords and melee attacks. When struck
with an attack with a status effect, you are then subject to the status effect in addition to any damage
dealt by the attack that hit you. If you are immune to a status effect, call "IMMUNE" when struck with that
status effect. When resolving a status effect that has a count, you are immune to any additional status

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effects requiring a count and cannot make any other calls until the status effect you are making a count
for is resolved. For example, if you are counting to resolve the Slow status effect, and are struck with the
Root status effect, finish your Slow count, ignoring the effects of the Root status effect. If you are in the
middle of a status effect count, and are struck with a status effect that does not require a count, you must
resolve that effect as normal. For example, if you are in the middle of a root count, and are struck with
the Break status effect, you must lose all of your armor flags, while still continuing your root count. If at
any time you are forced to make a dying count, stop the count from any status effect you are counting.

Break: When you are struck with break effect you lose all equipped armor flags instead of any damage
that the attack carrying this status effect would normally deal.

Bleed: When you are struck with bleed effect you cannot regain health flags in any way. Abilities that
restore health flags to your character cannot be used and you cannot use any items that restore health
flags on yourself. If anyone attempts to use an item or ability that restores health flags on you while you
are under the effect of bleed, you must call "IMMUNE" and the item or ability has no effect. If there was a
cost to use an ability that attempted to heal you, the cost is still spent, even though the ability failed. This
effect lasts until the end of the encounter.

Charm​: If you are within the effect of this ability, or hit with this effect, you must follow one command of
the creature that hit you with this ability. If you take a flag of damage (armor or health) this effect ends.
The commands must be generic, like, attack that person, or defend me. This ability is used by monsters.

Cripple (Limb): When are struck with the cripple effect, you must treat the limb or limbs called as
disabled. These can be healed normally. Any immunities or abilities that affect loss of limbs still apply.

Darkness: If you are within the effect of this ability, or hit with this effect, you must look at the ground and
count “DARKNESS(3)”. You cannot look up until this count is complete.

Disarm: If this attack hits a player (not the player's weapon), the player must drop any weapon they are
holding, or treat the arm(s) in contact with the weapon as disabled until the end of the encounter.

Critical: When you are struck with the Critical effect you must lose all health flags you have equipped
instead of any damage that the attack carrying this status effect would normally deal.

Fear: If you are within the radius of a fear call, you must run away from the source of the call until you
either take damage, or reach a count of “FEAR(5)”.

Knockdown: When you are struck with the knockdown effect you must kneel down and count
“KNOCKDOWN(3)”. You cannot stand until this count is finished.

Knockback: When you are struck by the knockback effect you must take three steps away from the
source of the effect. If you are under the some other effect that prevents movement, you must still take
these steps back but cannot move afterwards until you would normally be able to do so.

Murder​: When someone calls this status effect on you and you are in a dying count, your dying count
immediately ends, and you take a defeat as though you had reached the end of your dying count.

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Poison: When you are struck with the poison effect, you are considered to be under the Wounded
condition (see wounded above) until the end of the encounter. At the end of the encounter, you lose a
health flag. If you have no health flags, you start dying. This counts as taking damage for perks and
talents.

Revive​: When someone calls this status effect on you and you are in a dying count, your count
immediately ends, and you are no longer dying. You are restored to normal, with no equipped health
flags. The wounded condition applies as normal.

Root: When you are struck with the root effect you must plant your feet in place and count “ROOT(3)”.
You cannot move your feet until this count is complete.

Shatter​: If you are within the effect of this ability, or hit with this effect, the weapon you currently have in
your hand is destroyed. If you are wielding more than one weapon, choose one. After the encounter, give
your weapon card to the npc that used this ability. This ability is used by monsters.

Silence: If you are within the effect of this ability, or hit with this effect, you must count “SILENCE(3)”.
You cannot cast any spells, or speak (except required game calls) during this count. If you are casting a
spell at the time that this effect targets you, the spell you are casting is interrupted.

Stun: When you are struck with the stun effect you must freeze in place and count “STUN(3)”. You
cannot do anything until this count is complete.

Slow: When you are struck with the slow effect you must make a count of “SLOW(3)”. During this count,
you cannot run or jump.

Sunder: If an attack with this effect hits a shield, the player holding the shield must drop the shield. The
shield can be recovered after the encounter.

Terror: If a character points at you and makes this call, you must make a “TERROR(5)” count. During this
count you cannot move, or make any attacks or counts against the character that used this ability.

THE RESIST CALL 


“RESIST” is a special call that is made for many reasons. Certain races, perks and talents will give you
the ability to call resist to certain damage types or status effect. The resist call represents when you have
limited ability to resist effects or damage. If you are hit with multiple effects, and are resistant to some of
them, make sure to call the other effects, like “HIT” after you call your immunities.

THE IMMUNE CALL 


“IMMUNE” is a special call that is made for many reasons. Certain races, perks and talents will give you
the ability to call immune to certain damage types or effects. If you are hit with multiple effects, and are
immune to some of them, make sure to call the other effects, like “HIT” after you call your immunities.

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PLAYER VS PLAYER COMBAT 
TRUST
The key to player vs. player combat is trust. Always assume that your enemy knows what they are doing.
They have read the rules, they should know what their character is capable of. If they make a call or use
an ability you don't think they can do, just work with it. After the combat, ask how they were able to do it. If
they aren't taking damage, disengage, leave the situation and let a marshal know. They will handle it. If
you lose a fight, and suspect the other player of untrustworthy actions, find and consult with a Marshal.
They work to find a solution.

HUMILITY
If you are asked how you were able to do something, or find that you were doing something incorrectly,
allow both parties to reset to a mutually agreed starting point, and try again. We are all adults, and as
such should be able to handle simple mistakes. If tempers are getting high, disengage, leave the situation
and let a Marshal know.

COMMUNICATION
When anything meaningful occurs, know what your calls are. If you get hit and take a health flag, call
"HIT". If you get hit and lose an armor flag call "ARMOR". If your opponent's attack hits your clothes, but
not you, feel free to say "almost" or "clothes", if you are immune to an effect, call “IMMUNE”, as this
alleviate future possible issues. See the calls section for titles and descriptions of the various calls you will
encounter.

SAFETY
Certain areas may be denoted as safe zones. No PVP combat may take place in safe zones. If you are
pursuing a player and they move into a safe zone, you must disengage. If you enter a safe zone, you
cannot engage in combat for about 10 minutes and must remain in the safe zone. You cannot attack from
inside a safe zone. If you are caught abusing the safe zone you will be held in violation of Rule Number
One. As we do play during hours of poor lighting, communication becomes extra important.

LOOTING PLAYERS
When you have defeated another player in PVP, you can loot that player. Call “LOOTING” before
attempting to retrieve the character’s loot bag. If they do not object, you can search their loot bag while
they wear it, and take their weapon tags (and only the tags, do not take the weapon itself, as these are
likely personally owned by the player). If they do object, then they must hand you their weapon tags and
loot bag. The looter can also object to physical contact, and you must hand over your loot. After you have
finished taking what you will, hand them back the bag. You can still only loot equipment and cannot loot
props- see Chapter 8 for more explanation.

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CAMPING OUTSIDE OF DESIGNATED SAFE ZONES
Camping in the wastelands carries its own hazards. Sure, you get the freedom to do what you want, but
you are also exposed to the elements, both natural, and man-made. You should anticipate interference
with your in-camp activities (including sleeping) at any point, day or night. The only times you can be
guaranteed safety is during designated meal breaks, because those exist for cooking safety. If you have a
condition, either physical or mental, that would make it hazardous for you and others to camp in these
conditions, please speak with Staff. The following rules apply to all players that are camped outside of the
specified safe zones.

SLEEPING CHARACTERS/PLAYERS
The following items may not enter your tent during the course of an event. These items must be left in
game, if you leave game to sleep. Items must be left either near your sleeping area or if you are sleeping
in an out of game area (like a car in the parking lot) these items must be left in an in game area.
● Character sheet.
● Your weapon tags.
● Your lootable items. (caps, loot items, quest items, ammo)

CREATING A PARTY 
While adventuring, you can declare people as members of your party (you should inform them of such).
These party members remain part of your party until you separate for more than about 5 minutes. Many
abilities require people to be in your party to affect them. You cannot form a party of more than 6 people.
You cannot be a member of more than one party.

CURSES 
If you are subjected to a curse, you will need to place a colored sticker (determined by the curse) on your
character card holder. If you get a curse removed by an ability or suffering a defeat, you can remove the
sticker.

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CHAPTER 4: CREATING A CHARACTER AND
LEVELING UP

A character is the persona that you are role-playing at Afterworlds. Your character is a collection of perks
and talents that represent skills and experience that your character has. Your character is also the
personality that you give them. Your character can act any way you want them to, from crusading hero to
vile slaver. Staff will provide you with a character card when you attend an event.

CREATING A CHARACTER 
When you create a new character, follow these steps.
1. Check in at game-ops. This is where all new characters are created.
2. You will receive a character sheet. This is what you will record your character on.
3. Your character sheet will need to be filled out with with your character name, Your actual name,
your race, your class, and any perks and talents you have.
a. You select one class.
b. You select one race.
c. All characters select one talent from the class they have chosen.
d. Choose perks granted by your race.
4. You start with 20 Gold worth of gear. Prices vary based on the economy and are available at
game-ops. You will also get one unlootable melee weapon or pistol.
5. Collect your health and armor flags from game-ops and any props required for your character.

HIGHER-LEVEL CHARACTERS
If you are creating a higher level character, these rules will be different. Please work with Staff to create
your character.

LEVELING UP 
As you adventure at a Backpacks and Bedrolls event, you will gain XP. XP can be turned in for a
character level if you can gain enough. To level at an afterworlds event, you must spend 10 xp per current
level of your character. For example, if you are fourth level and want to go to fifth you would need to
spend 40xp. Once a character levels up, if it is an even level, they choose a perk that they qualify for, and
if it is an odd level, they gain a talent that they qualify for. Perks and talents can be selected only once,
unless otherwise stated in their description.

HOW TO EARN XP
XP is one of the most valuable things in the game, and can be earned in a variety of ways.

17 
● Questing: Most quests award XP. Quests can be found all over the event. Wanted boards, npc’s
and sometimes other players are sources of quests.
● Monsters drop XP tokens, which represent XP gained from defeating game elements, such as
monsters and other hazards.
● Volunteer activities. Staff awards XP for assistance is taking care of things to run the game.
● Volunteer for Monster Camp! You earn XP when you play as a monster. You might even get to
eat your friends!
● Roleplay: Actively interacting with NPCs, game elements and other players as your character is
highly encouraged and often rewarded with XP

CHECKING  OUT  AT  THE  END  OF  AN 


EVENT 
When you leave an event, you will check your character sheet out with Staff at the designated Check-Out
point. The next time you attend an event, you will have access to this character. Please be sure to leave
your camping area free of trash and debris- “cleaner than you found it” is a good guideline.

18 
CHAPTER 5: CHARACTER RACES

BEASTFOLK
 
Starting Health Flags
Beastfolk start with 2 health flags.

Racial Perk
Beastfolk start with two bonus perks that have the Beastfolk race as a prerequisite. You can select any
perk that you qualify for that also has the Beastfolk race listed as a prerequisite.

Costuming Requirements
Beastfolk must have characters must wear animal like ears. The image below is an example of a
Beastfolk character looking to portray a feline character.

(CATFOLK EXAMPLE)

19 
HUMAN
 

Starting Health Flags


Humans start with 2 health flags.

Bonus Perks
Humans start with two bonus perks. They can select any perks that they qualify for.

Minimum Costuming Requirements


Humans have no costuming requirements.

20 
CHAPTER 6: CHARACTER CLASSES

21 
BARBARIAN  
CHOSEN SPECIALIZATION
Every Barbarian must choose one specialization. This specialization can never be changed, and alters

 
your character. You can choose talents from any tree (unless that talent states it is chosen specialization
only), but you can only select one tree to be your chosen specialization. See Chosen specialization under
each tree for details.

Heavy​. You can only use one ability per


DESTRUCTION opponent you force into a dying count.
Requires:​ Siege Strike or Cleaving
Chosen Specialization
Armor​: Light Armor. If this character is wearing TASTED BLOOD
2 points of armor coverage, they can then equip
(Chosen Specialization Only)
one armor flag. They gain no additional armor
If you force an opponent into a dying count, for
flags from additional coverage.
the remainder of the encounter, all of your
attacks with two handed weapons are ​Heavy​.
Requires: Wrath and Destruction as chosen
OVERPOWER specialization.
Once per encounter, You can call ​Knockback
on an attack with a two handed weapon. See FURY
Chapter 3: Combat Rules for the effect of the
Knockback ​status effect. Chosen Specialization
Armor​: No Armor. They gain no armor flags
from armor coverage.
SIEGE STRIKE
Once per encounter, You can call ​Sunder on an
attack with a two handed weapon. See Chapter
3: Combat Rules for the effect of the ​Sunder BERSERKER
status effect. You can begin a count of “RAGE(3)”. During this
Requires:​ Overpower count you are immune to damage (but not status
effects), you can only use melee weapons and
CLEAVING STRIKE you cannot use any other counts. When you
finish the count (or are forced to stop counting),
Once per encounter, You can call ​Disarm ​on an
You lose a health flag. This ability can be used
attack with a two handed weapon. See Chapter
once per encounter. You cannot use this ability if
3: Combat Rules for the effect of the ​Disarm
you have no health flags. When hit with any
status effect.
damage during your count, call “IMMUNE”.
Requires:​ Overpower

WRATH ETERNAL RAGE


You are no longer limited to once per encounter
If you force an opponent into a dying count, your
on your berserker talent.
next attack with a two handed weapons is
Requires:​ Berserker

22 
UNRELENTING ANGER BRUTE
You are no longer affected by the ​Bleed​, You can equip an extra health flag.
Darkness​, ​Disarm​, ​Root​, ​Knockdown​,
Knockback​, ​Silence​, ​Slow​, or ​Poison ​status INDOMITABLE
effects or the ​Fear ​and ​Terror ​special effects
Once per encounter, when you are about to start
while using your berserker talent. When hit with
a dying count, you instead start a "DIE
any of those status effects during your count,
HARD(10)" count. During this time you are still
call “IMMUNE”. You are still vulnerable to the
under the effect of the wounded condition. If you
Break​, ​Critical​, ​Stun ​and status effects.
reach the end of the DIE HARD count you are
Requires:​ Berserker
alive, with no health flags and in the wounded
condition. If you take damage during this count,
WAR CRY you start a dying count as normal.
Once per encounter, while making a “RAGE” Requires:​ BRUTE
count, you can call out “WAR CRY”, and any
party members that can hear you can call Heavy IGNORE PAIN
on their next melee attack. You should make You are immune to the Bleed, Critical, and
sure your party members know you can do this. Poison status effects. When hit with these
Requires:​ Eternal Rage or Unrelenting Anger special damage codes, call “IMMUNE” ​(See
Chapter 3: Combat for status effects)​. This does
DEATHRATTLE not prevent any other damage that comes along
(Chosen Specialization Only) with the attack.
Once per encounter, if you are making a dying Requires:​ BRUTE
count, you can fight as normal until you reach
the end of your dying count or your dying count WHIRLWIND ATTACK
stops. You are still considered wounded. Further Once per encounter you can call ​HEAVY 5ft.
damage does not affect you, but status effects Swing your weapon above your head in a circle
work as normal. You cannot make other counts to help indicate the source of the call. You are
or calls while making your dying count. Call not hit by this ability when you use it. You must
“DEATHRATTLE” when you use this ability. have a weapon equipped in your hand to use
Effects that increase your dying count cannot be this ability.
used while you are using this talent. Requires: ​Indomitable or Ignore Pain
Requires: War Cry and Fury as chosen
specialization​.
REVENGE
(Chosen Specialization Only)
MIGHT If you take an armor or health flag in damage,
Chosen Specialization your next melee attack is heavy. If you take
multiple hits before you use this attack, you do
Armor​: Medium Armor. If this character is
not bank attacks, only the next attack is heavy.
wearing 2 points of armor coverage, they can
Requires: Whirlwind attack and Might as
then equip one armor flag. If they are wearing 4
chosen ​specialization​.
points of coverage, they can equip 2 armor
flags. They gain no additional armor flags from
additional coverage. FOE-HUNTER
Chosen Specialization

23 
Armor​: Light Armor. If this character is wearing encounter when you call out for your trap, you
2 points of armor coverage, they can then equip can call “TRAP STUN”. Once per encounter,
one armor flag. They gain no additional armor While making your count using Feign Death if
flags from additional coverage. you make a melee attack that attack is ​Heavy​.
Requires: ​Feign Death or Trapping
Barbarians with the Foe-Hunter chosen
specialization are granted the ​Scout I​ and HATED ENEMY
Loremaster I perks​.
(Chosen Specialization Only)
Whenever you make an attack against a
member of the race chosen for Favored Enemy
FAVORED ENEMY your attacks are ​Heavy​.
Choose a playable race. Whenever you make Requires: Tier 3 and Hunter as chosen
an attack against a member of that race your specialization​.
attacks also have the ​Root ​status effect.
RANGER
FEIGN DEATH
You can make a fake dying count, at any time. If
Chosen Specialization
someone hits you during this dying count, or Armor​: Light Armor. If this character is wearing
while you pretend to be dead afterwards, you 2 points of armor coverage, they can then equip
takes damage as normal. At the end of a fake one armor flag. They gain no additional armor
dying count, you do not die. If forced to make a flags from additional coverage.
real dying count, this talent does not prevent him
from suffering a defeat at the end of the real
count. No ability that affects players in a dying HINDERING SHOT
count may affect a you in Feign Death. If an To use this called shot, you must plant your feet
ability would force you to do something during a and count “AIMING (2)”. You cannot move
dying count, and you are using feign death, call during this count. Once you finish the count, you
"FEIGN DEATH" and the ability that was used can call the ​Slow ​status effect on your next
on you fails. projectile attack in addition to its normal damage
Requires:​ Favored Enemy keyword.

TRAPPING PINNING SHOT


You get a 10ft loop of rope and after a To use this called shot, you must plant your feet
"TRAPPING(10)" count you can deploy this on and count “AIMING (2)”. You cannot move
the ground. Once per encounter, per enemy you during this count. Once you finish the count, you
can call out "TRAP ROOT" which deals the Root can call the ​Root ​status effect on your next
status effect to the enemy in the rope. The projectile attack in addition to its normal damage
enemy does not have to be fully inside the rope, keyword.
but must have at least one foot on the ground Requires:​ Hindering Shot
inside it.
Requires:​ Favored Enemy
TRICK SHOT
To use this called shot, you must plant your feet
MASTER HUNTER and count “AIMING (2)”. You cannot move
Once per encounter you can call stun against during this count. Once you finish the count, you
one of your favored enemies. Once per can call the ​Disarm ​status effect on your next

24 
projectile attack in addition to its normal damage
keyword.
Requires:​ Hindering Shot

DEAD-EYE SHOT
To use this called shot you must be wielding a
bow and you must plant your feet and count
“AIMING (2)”. You cannot move during this
count. Once you finish the count, you can call
the ​Critical ​status effect on your next projectile
attack instead of its normal damage keyword.
Requires: ​Pinning Shot or Trick Shot

SHOT ON THE RUN


(Chosen Specialization Only)
You no longer have to plant your feet and can
move when using Archer ​specialization​ talents.
Requires: Dead-Eye Shot and Archer as
chosen ​specialization​.

25 
MAGIC-USER  
CHOSEN SPECIALIZATION
Every Magic-User must choose one specialization. This specialization can never be changed, and alters

 
your character. You can choose talents from any tree (unless that talent states it is chosen specialization
only), but you can only select one tree to be your chosen specialization. See Chosen specialization under
each tree for details.

Armor​: Magic-Users do not have armor.

Spell-Orbs​: Magic-Users gain a spell-orb every odd level. While in nexus, at the mage tower, you can
change the colors of your spell-orbs.

Spells​: Magic-Users start with 2 permanent spells. These spells are not items, and cannot be looted.
Every even level, they can select 1 more spell to add to their known spells.

Prohibited Spells​: If a specialization lists a prohibited type of spell, that means that you cannot select
these spells as spells for your permanent spell choices.
Necromancer
SPECIALIZATIONS When a Magic-User selects this as their chosen
specialization, they are undead, and must call
out “UNDEAD” in addition to their normal race
ARCHMAGE
when someone calls “Lore”. Any health flags
When a Magic-User selects this as their chosen
they have are converted to armor flags. They
specialization they gain an additional spell-orb
cannot receive health flags in any way. If a perk
and they can permanently reduce the count for
or talent would grant them a health flag, they
any Arcane spell they cast by 2 to a minimum of
instead receive an additional armor flag. If they
1.
would receive an health flag from a Necromancy
Prohibited Spells​: Nature
spell, they can find and equip an armor flag from
the area instead. They are immune to ​Bleed​,
DRUID Critical​, ​Murder​, ​Poison​, ​Fear​, and ​Terror​.
When a Magic-User selects this as their chosen Heavy ​damage counts as ​Light ​when you are
specialization, they can permanently reduce the hit with it. ​Reduce the count of any Necromancy
count for any Nature spell they cast by 2 to a spell they cast by 2 to a minimum of 1.
minimum of 1. Prohibited Spells​: Life
Prohibited Spells​: Arcane

PRIEST
ELEMENTALIST
When a Magic-User selects this as their chosen
When a Magic-User selects this as their chosen
specialization, they can permanently reduce the
specialization, they can permanently reduce the
count for any Life spell they cast by 2 to a
count for any Pyro or Cryo spell they cast by 2 to
minimum of 1.
a minimum of 1.
Prohibited Spells​: Necromancy

26 
Warlock MANA FONT
When a Magic-User selects this as their chosen You can recover a Spell-Orbs with a count of
specialization, they can equip two additional Mana(2).
health flags and can lose a health flag at any
time to recover a green Spell-Orb with no count. Panicked Cantrip
Prohibited Spells​: Nature, Life  Once per encounter, if you are casting a spell
that requires a Spell-Orb and take damage, you
TALENTS can immediately throw that Spell-Orb as a
ranged attack and call ​Heavy​.
Magic-Users have a pool of talents and these
talents do not have pre-requisites.
QUICKEN SPELL
Once per encounter, you can half the count of a
Arcane Archer spell, rounded down. This reduction is applied
When using any spell that allows you to throw a after any other reductions.
Spell-Orb​, you can instead fire an arrow as if it
were the ​Spell-Orb​. If that spell does not have a
RECALL ARCANA
count involved, you must make a count of
Once per encounter, you can use a spell that is
“IMBUE(5)”. If the spell already has a count, it is
limited to once per encounter an additional time.
increased by 5. When using this talent, you can
cast any spell that allows you to throw a
Spell-Orb ​as though you had a hand free. SHARE SPELL
Once per encounter, when you cast a spell that
ArMORed SPELLCASTING only affects you, and does not allow you to cast
it on someone else, you can share that spell
You gain light armor. If this character is wearing
effect with one other person. You should explain
2 points of armor coverage, they can then equip
this ability to them before you use it.
one armor flag. They gain no additional armor
flags from additional coverage.
Spell CHANNELING
ARCANE BATTERY You can cast spells without having a hand free.
Gain an additional Spell-Orb.
SPELL MASTERY
COMBAT CASTING Select two spells and add them to your known
Once per encounter, when you take damage spells. These spells are not items, and cannot
during a count to cast a spell, you can continue be looted.
counting, and the spell is not ruined. Any further
damage interrupts the spell as normal. Spell Rage
If you are forced into a dying count while casting
Counterspell a spell, you can finish casting that spell before
Once per encounter, you can throw a Spell-Orb starting your dying count.
without a count. When you do, call ​Silence 5ft​.
Spell Shield
MANA Fluid Once per encounter, if you are casting a spell
Once per encounter, you can recover a that requires a Spell-Orb and take damage, you
Spell-Orb without a count. can drop the Spell-Orb you are using and ignore

27 
the damage and any status effects from that SWIFT ARCANA
attack. Call “Resist” when you use this talent. All cast counts are reduced by 1 to a minimum
of 1. This reduction is applied before any other
SPLIT SPELL reductions in cast time.
Once per encounter, When casting a spell that
requires you to touch a single target, you can Widen Spell
touch two targets, and they both receive the Once per encounter, you can add 3 to the count
spell effect. If the spell requires the use of a of a spell that has an area effect. If you do, when
Spell-Orb (such as a shield), you must use an you use the spell, increase any area called in
additional Spell-Orb for the additional target. the spell by 5 feet.

28 
MONK 

Armor:​ Monks do not have armor and can NEVER use shields.

CHOSEN SPECIALIZATION
Every Monk must choose one specialization. This specialization can never be changed, and alters your
character. You can choose talents from any tree (unless that talent states it is chosen specialization only),
but you can only select one tree to be your chosen specialization. See Chosen specialization under each
tree for details.

melee attack ​(See Chapter 3: Combat for status


ORDER OF THE STONE FIST effects)​.
Requires:​ Combination
Chosen Specialization
Bonus Perks​: Monks with the Body chosen
FALLING SKY STRIKE
specialization gain the Ogre’s Grip perk, even if
Once per encounter you can call ​Light
they do not have the prerequisites for the perk.
Knockdown 5ft. Swing your weapon above
your head in a circle to help indicate the source
of the call. You are not hit by this ability when
COMBINATION you use it.
When attacking with one handed weapons, after Requires: ​Palm Heel Strike or Dragon Fist
you make 2 strikes with light damage that make
contact with an opponent, even if they are TOUCH OF DEATH
blocked or parried, you can call heavy on your
(Chosen Specialization Only)
next attack. You also receive 2 unlootable fist
Once per encounter, While wielding a melee
weapon props.
weapon, you can make a count of “FOCUS (2)”
and then make a melee attack. When you do,
PALM HEEL STRIKE you can call the ​Critical and Break ​status effect
While wielding a melee weapon, you can make with your melee attack ​(See Chapter 3: Combat
a count of “FOCUS (2)” and then make a melee for status effects)​.
attack. When you do, you can call the Requires: Falling Sky strike and body as
Knockback ​status effect with your melee attack chosen ​specialization​.
(See Chapter 3: Combat for status effects)​.
Requires:​ Combination
ORDER OF THE IRON MIND
DRAGON FIST Chosen Specialization
When a Monk selects Order of the Iron Mind as
Once per encounter, While wielding a melee
their chosen specialization, they gain the ability
weapon, you can make a count of “FOCUS (2)”
to equip an armor flag, but are not required to
and then make a melee attack. When you do,
wear armor. After an encounter has ended in
you can call the ​Stun ​status effect with your

29 
which this monk has lost their armor flag, they Once per encounter, when you are hit with a
can recover one from the ground and equip it. ranged attack (any non melee attack) that is not
a ​Spell-Orb​, you can call “DEFLECT” and ignore
the damage from that attack. This negates any
status effects that came with that attack.
WATER FLOWS ETERNAL
Once per encounter, when you would lose your
last health flag you must call “IMMUNE”. The KI BLAST
damage from this attack is negated. This Once per encounter you can call ​Knockback
negates all damage and status effects from that 10ft. Swing your weapon above your head in a
damage. circle to help indicate the source of the call. You
are not hit by this ability when you use it.
Requires:​ Deflect Arrows
EARTH NEEDS NO EYES
You are immune to the ​Darkness ​and Poison
status effects. ASTRAL TRAVEL
Requires:​ Water Flows Eternal Once per encounter, you can make a count of
“ASTRAL (10)”. During this count you can only
walk backwards and are immune to damage and
RIDE THE CLOUDS status effects.
You are immune to the ​Knockdown ​and Requires:​ Deflect Arrows
Knockback ​status effects.
Requires:​ Water Flows Eternal
DEFLECT MAGIC
If you hit a ​Spell-Orb ​out of the air with a melee
DANCE WITH FLAMES weapon, the spell fails. Any effect called by the
You may call immune to all​ ​status effects. spellcaster is negated. Call “DISPELLED” when
Requires: Ride the Clouds ​AND ​Earth Needs you make contact with the ​Spell-Orb​.
No Eyes Requires: ​Ki Blast or Astral Travel

KNOW THE VOID BODY OF JADE


(Chosen Specialization Only) (Chosen Specialization Only)
After an encounter has ended in which this Once per encounter, you can begin a count of
monk has lost a health flag, they can recover “JADE (300)”. During this count, you cannot
one from the ground and equip it. move, cannot attack and cannot use items or
Requires: Dance with Flames and Mind as abilities. During this count you are also immune
chosen ​specialization​. to all damage, and status effects. You can end
this count at any time.
ORDER OF THE JADE SPIRIT Requires: Deflect Magic and Spirit as chosen
specialization
Chosen Specialization
When a Monk selects Order of the Jade Spirit as
their chosen specialization, they gain the ability ORDER OF THE FALLING
to recover any disabled limbs they have at the STARS
end of any encounter that they survive.
Chosen Specialization
When a Monk selects Order of the Falling Stars
as their chosen specialization, ​they get 3 free
DEFLECT ARROWS

30 
throwing weapons (See equipment section for what qualifies as a throwing weapon). Once per
what qualifies as a throwing weapon). These encounter, you can throw a thrown weapon and
items cannot be looted and can be enchanted. call ​HEAVY 5 FT​.
All normal attack speed rules must be followed Requires: Meteor Storm and Order of the
when using these weapons and you can only Falling Stars as chosen specialization.
throw one at a time. These weapons deal light
damage.
ORDER OF THE ARDENT SOUL
Shooting Stars Chosen Specialization
You get a free non-lootable throwing weapon When a Monk selects Order of the Ardent Soul
(See equipment section for what qualifies as a as their chosen specialization, they get 1
throwing weapon). Once per encounter, you can Spell-Orb. The color of this spell orb can be
call the ​Disarm ​status effect on an attack with a changed at any time in nexus.
thrown weapon.

Palm Throw SOUL SHIELD


You get an additional free non-lootable throwing Add the spell ​Arcane Armor to your character as
weapon (See equipment section for what a permanently known spell. This spell is not an
qualifies as a throwing weapon). You can throw item, and cannot be looted. You gain a purple
2 thrown weapons at once. Call ​Light Light Spell-Orb. The color of this spell orb cannot be
when attacking with this talent. changed. When casting this spell, you can only
Requires:​ Shooting Stars cast it on yourself, and the count to cast it is
reduced to ARCANE(1).

Comets Escape
You get an additional free non-lootable throwing
Frozen Soul
weapon (See equipment section for what Add the spell ​Glacial Armor to your character as
qualifies as a throwing weapon). Once per a permanently known spell. This spell is not an
encounter, you can call the ​Root ​status effect on item, and cannot be looted. You gain a blue
an attack with a thrown weapon. Spell-Orb. The color of this spell orb cannot be
Requires:​ Shooting Stars changed. When casting this spell, you can only
cast it on yourself, and the count to cast it is
reduced to CRYO(1).
Meteor Storm Requires:​ Soul Shield
You get an additional free non-lootable throwing
weapon (See equipment section for what
qualifies as a throwing weapon). When throwing
Blazing Soul
a single throwing weapon, you can ignore the Add the spell ​Fire Aegis to your character as a
one attack per second rule. This talent cannot permanently known spell. This spell is not an
be used with Palm Throw. item, and cannot be looted. You gain a red
Requires: ​Palm Throw or Comets Escape Spell-Orb. The color of this spell orb cannot be
changed. When casting this spell, you can only
cast it on yourself, and the count to cast it is
Shatterstar reduced to PYRO(1).
(Chosen Specialization Only) Requires:​ Soul Shield
You get an additional 3 free non-lootable
throwing weapons (See equipment section for

31 
Requires: Soul Blast and Order of the Ardent
SOUL BLAST Soul as chosen specialization.
Add the spells ​Flame Blast, Frost Bomb and
Magic Missile to your character as permanently
known spells. These spells are not items, and
cannot be looted.
Requires: ​Frozen Soul or Blazing Soul

SOUL GUARDIAN
(Chosen Specialization Only)
You gain 1 additional Spell-Orb. ​The color of this
spell orb can be changed at any time in nexus.
Add the spells Death Ward and Death Shroud to
your character as a permanently known spells.
These spells are not items, and cannot be
looted. When casting these spells, you can only
cast them on yourself, and the count to cast
them are reduced to LIFE(10) and NECRO(10)
respectively.

   

32 
ROGUE 

Armor:​ Rogues have light armor.

CHOSEN SPECIALIZATION
Every Rogue must choose one specialization. This specialization can never be changed, and alters your
character. You can choose talents from any tree (unless that talent states it is chosen specialization only),
but you can only select one tree to be your chosen specialization. See Chosen specialization under each
tree for details.

COUP DE GRÂCE
ASSASSINATION When wielding a melee weapon, you can call
the ​Bleed ​status effect on a melee attack. You
CHOSEN SPECIALIZATION
can call the ​Murder ​status effect on characters
When a Rogue selects this as their chosen
in a dying count.
specialization, they are immune to ​Poison​.
Requires: ​Poisoned Blade or Expose
Weakness

BACKSTAB ASSASSINATE
With this talent, you can gain great advantage (Chosen Specialization Only)
when striking behind a target. This ability can Once per encounter, when using your Backstab
only be used once per enemy per encounter. talent, you can call ​Critical ​instead of H
​ eavy​.
For the purposes of this skill, imagine a vertical Requires: Coup de Grâce and Assassination as
plane which passes through both of the targets chosen specialization.
shoulders from left to right, dividing the body into
front and back portions. Being behind a target
means that your torso must be completely
SHADOW
behind this imaginary plane. When striking in CHOSEN SPECIALIZATION
this manner, you can call the ​Heavy ​status When a Rogue selects this as their chosen
effect with a melee weapon. specialization, they are immune to ​Darkness.

POISONED BLADE
You can call ​Poison ​on all of your melee
SMOKEBOMB
attacks.
Once per encounter you can call ​Darkness 10ft.
Requires:​ Backstab
Swing your weapon above your head in a circle
to help indicate the source of the call. You are
EXPOSE WEAKNESS not hit by this ability when you use it.
Once per encounter, you can call ​Break ​on a
melee attack.
SHADOW STRIKE
Requires:​ Backstab

33 
When you attack an opponent under the effects and you do not take any flags of damage or
of ​Darkness ​you can call ​Heavy ​on your melee suffer any status effects.
attacks against that opponent. Requires:​ Fortune
Requires:​ Smokebomb
INFILTRATE
SHADOWSTEP Once per encounter you can count
Once per encounter, you start a count of “INFILTRATE(3)”. During this count you are
“SHADOW(10)”. ​During this count you are immune to all damage, and status effects.
immune to all damage, and status effects. During this count you cannot make attacks, any
During this count you cannot make attacks, any other counts, or use any other abilities or items.
other counts, or use any other abilities or items. When hit with any damage during your count,
You cannot voluntarily end this count early. call “IMMUNE”. You can end this count at any
Requires:​ Smokebomb time.
Requires:​ Fortune
SAP
Once per encounter, you can call the ​Stun FLURRY OF BLADES
status effect on a melee attack. Once per encounter while wielding two melee
Requires: ​Shadow Strike or Shadowstep weapons, you can make a call of “FLURRY(3)”.
During this count, there is no limit to how many
SHADOWSTORM attacks you can make in a second. You must still
make full swings or thrusts with the melee
(Chosen Specialization Only)
weapons (wiggle fighting is still discouraged).
Once per encounter you can call ​Light Root
Requires: ​Tier 2 1 or Tier 2 2
10ft​. You are not hit by this ability when you use
it.
Requires: Sap and ​Shadow as chosen FREEDOM
specialization​. (Chosen Specialization Only)
You are immune to slow, root and stun.
Requires: Flurry of Blades and ​Thievery as
ADVENTURER
chosen specialization​.
CHOSEN SPECIALIZATION
When a Rogue selects this as their chosen BARDIC
specialization, they get the perks Lockpicking I
and Lockpicking II. CHOSEN SPECIALIZATION
When a Rogue selects this as their chosen
specialization they gain 2 purple Spell-Orbs and
FORTUNE must select 2 Arcane spells. The chosen spells
are added to their character as permanently
When you take damage for the first time an
known spells. These spells are not items and
encounter, you must call “​RESIST​”. The damage
cannot be looted.
from this attack is negated. This negates all
damage and status effects from that damage.

EVASION BATTLE SONG


Once per encounter, if you are within range of a You can perform for your party by singing a
spell or ability that calls a radius, call ​“RESIST” song, playing an instrument or whistling a tune.
As long as your party members can hear you

34 
and you are performing during an encounter, Once per combat, while performing during an
any counts your party members have to make encounter, you can make a call of ​Fear 10ft​.
because they are under a status effect is Your party is unaffected by this ability. You
reduced by 1. You should make sure your party should make them aware that you have this
members know you can do this. You cannot use ability. You cannot use this ability while you are
this ability while you are under the effect of the under the effect of the ​Stun ​or ​Silence ​status
Stun ​or ​Silence ​status effect. Multiple bards effect.
using this ability do not stack with each other Requires: Melody of Life and Performance as
and the count is only reduced by a total of 1. chosen ​specialization

INSPIRED STRIKE SWASHBUCKLER


Once per encounter, while performing during an
encounter, you can call out a party member by
Chosen Specialization
name and say “I inspire thee”. The next melee When a Rogue selects this as their chosen
attack the called out character makes is ​Heavy​. specialization, they are granted the perk ​Shield
You should make sure your party members Training I​.
know you can do this. You cannot use this ability
while you are under the effect of the ​Stun ​or
Silence ​status effect. DEADLY STRIKES
Requires:​ Battle Song All of your melee attacks also have the ​Bleed
status effect.
SONG OF SILENCE
Once per encounter, while performing during an EN GARDE
encounter, you can make a call of ​Silence 10ft​. Once per encounter, per enemy, while wielding
Your party is unaffected by this ability. You a one handed weapon and a small shield, a one
should make them aware that you have this handed weapon and nothing in your other hand
ability. You cannot use this ability while you are or two one handed weapon you can call ​disarm
under the effect of the ​Stun ​or ​Silence ​status on a melee attack.
effect. Requires:​ Deadly Strikes
Requires:​ Battle Song

SWEEPING STRIKE
MELODY OF LIFE Once per encounter, per enemy, while wielding
Once per encounter, while performing during an a one handed weapon and a small shield or
encounter, you can call out a party member by nothing in your other hand you can call
name and say “I revive thee”. The the called out Knockdown ​on a melee attack.
character is hit with the ​Revive ​status effect. Requires:​ Deadly Strikes
You should make sure your party members
know you can do this. You cannot use this ability
while you are under the effect of the ​Stun ​or DODGE!
Silence ​status effect. Once per combat, when you are hit with an
Requires: ​Inspired Strike or Song Of Silence attack, you can call ​“RESIST” instead of taking
any damage from that attack. This prevents any
status effects that were on that attack as well.
POWER CORD Requires: ​En Guarde or Dodge!
(Chosen Specialization Only)

35 
Requires: Tier 3 and Swordplay as chosen
specialization

OPPORTUNIST
(Chosen Specialization Only)
Anytime you attack an opponent who is making
a ​Knockdown​, ​Stun ​or ​Root ​count your attacks
are ​Heavy​.

36 
WARRIOR 
Armor:​ Warriors have medium armor.

Chosen Specialization
Every Warrior must choose one specialization. This specialization can never be changed, and alters your
character. You can choose talents from any tree (unless that talent states it is chosen specialization only),
but you can only select one tree to be your chosen specialization. See Chosen specialization under each
tree for details.

If you have your maximum number of armor


DEFENDER flags equipped, you are immune to ​Critical​. If
you have your maximum number of health flags
Chosen Specialization equipped you are immune to ​Break​. If you are
Armor​: Heavy. hit with these status effects and have your
maximum flags equipped you must call
When a Warrior selects this as their chosen “IMMUNE”.
specialization, they are granted the perk ​Shield Requires: ​Dented or Tighten the Straps
Training I​.

IRON SKIN
(Chosen Specialization Only)
MASTERWORK ARMOR
If you are hit with ​Heavy ​damage, lose an armor
You can equip an extra armor flag. Your armor
flag instead of a health flag. If you have no
type is unchanged.
armor flags, lose health flags as normal.
Requires: Shining Armor and Armor chosen
DENTED specialization​. 
When you are hit with the Knockdown, Root, or
Stun status effects you can lose an armor flag to
WEAPON MASTER
immediately end the count for the effect. This is
in addition to any damage dealt with the attack. Chosen Specialization
Requires:​ Masterwork Armor When a Warrior selects this as their chosen
specialization, they are immune to ​Disarm​.
TIGHTEN THE STRAPS
Once per encounter in which you have lost at
least one armor flag, you can recover one armor CLEAVE
flag from the ground and equip it. You cannot Once per encounter, you can call ​Light 5ft​. You
use this ability in an encounter where you lost no are not affected by this ability.
flags, and you cannot use this ability if you have
the maximum number of armor flags equipped.
Requires:​ Masterwork Armor
DEVASTATE
Once per encounter, you can call ​Heavy ​on a
melee attack.
SHINING ARMOR Requires:​ Cleave

37 
Requires:​ Rallying Cry
HAMSTRING
Once per encounter, you can call ​Knockdown VICTORY STRIKE
on a melee attack. Anytime one of your party members forces an
Requires:​ Cleave enemy into a dying count, your next melee
attack is ​Heavy​.
SHATTER STRIKE Requires:​ Rallying Cry
Once per encounter, you can call ​Sunder ​or
Break ​on a melee attack. LEAD THE CHARGE
Requires: ​Devastate or Hamstring Once per combat, you can call out “CHARGE”
and any party member that can hear you can
WARRIOR’S HEART call out ​Knockdown ​on their next melee attack.
Make sure your party knows you can do this.
(Chosen Specialization Only)
Requires: ​Stand Together or Victory Strike
Any Training talent that states that you can only
use it once per encounter can be used twice per
encounter. FOR THE KING
Requires: Shatter Strike and and Training as (Chosen Specialization Only)
chosen ​specialization​.  Once per combat, after you have forced an
enemy to start a dying count, you can call out
“FOR THE KING” and any party member who
LEADERSHIP
hears you and is in a dying count, can get back
Chosen Specialization up and is alive with no health flags.
When a Warrior selects this as their chosen Requires: Lead the Charge and Leadership as
specialization, they are immune to ​Fear​, ​Terror chosen ​specialization​. 
and ​Charm​.
PALADIN
Chosen Specialization
RALLYING CRY When a Warrior selects this as their chosen
Once per combat you can call out “RALLY” and specialization they gain 2 white Spell-Orbs and
any party member that can hear you that is must select 2 Life spells. The chosen spells are
under the effect of a ​Stun​, ​Root ​or ​Silence added to their character as permanently known
count immediately ends that count. Make sure spells. These spells are not items and cannot be
your party knows you can do this. looted.

STAND TOGETHER
You are immune to ​Fear and ​Terror​. If you are BULWARK
hit with the ​Fear ​or ​Terror ​status effects you When you use this ability, you must plant your
must call “IMMUNE”. You can also call "STAND feet, lose one armor flag and count “DEFENDER
TOGETHER" once per encounter. Any party (5)”. During this count, you cannot move your
member that can hear you under the effect of feet. You are immune to damage (but not status
the ​Fear or ​Terror special ability can effects) during this count. You cannot use this
immediately end their count as though they had ability if you don’t have an armor flag to spend.
reached the end of that count. Make sure your
party knows you can do this.
FORWARD MARCH

38 
Every count of your Bulwark ability allows you to If you force an opponent into a dying count, on
take one step. your next melee attack you can call ​Stun​. You
Requires:​ Bulwark can only use one ability per opponent you force
into a dying count.
STAND YOUR GROUND Requires:​ Dark Fortitude
When you are making a "DEFENDER" count
using your Bulwark ability you are immune to UNLIVING
Knockdown, Fear, Stun and Root. When hit with You are immune to the ​Fear​, ​Critical​, and
these special damage codes, call “ IMMUNE”. Poison ​status effects and must call “IMMUNE”
Requires:​ Bulwark when hit with these effects.
Requires:​ Dark Fortitude
GUARDIAN
Any allied player who is touching you shares LORD OF SLAUGHTER
your immunity to damage from your Bulwark If you force an opponent into a dying count, on
ability. can point to an opponent within 10ft and call
Requires: Forward March or Stand Your Terror​. You can only use one ability per
Ground opponent you force into a dying count.
​ r Unliving
Requires: ​Executioner​ o
MArtyr
(Chosen Specialization Only) DEATH KNIGHT
Once per encounter, you can call ​Revive 20ft.
(Chosen Specialization Only)
After you make this call, lose all of your health
A character with this talent that reaches the end
flags, and start a dying count. If you reach the
of their dying count immediately rises as an
end of your dying count, you suffer a defeat as
undead monster called a Ghoul. If a character
normal.
that has risen as a Ghoul and is able to use their
Requires: Guardian and Righteousness as
Drain Life spell to gain a health flag, they cease
chosen ​specialization​. 
being the "Ghoul" and may return to playing their
character with that single health flag. A Ghoul
DEATHKNIGHT has the following statistics:
● A Ghoul must follow normal monster
Chosen Specialization rules.
When a Warrior selects this as their chosen ● A Ghoul has 2 health.
specialization they gain 2 green Spell-Orbs and ● A Ghoul is Non-Intelligent and must
must select 2 Necromancy spells. The chosen follow the normal rules for
spells are added to their character as Non-Intelligent monsters with one
permanently known spells. These spells are not exception, they must attempt to use
items and cannot be looted. their Drain Life talent on any character
in a dying count near them. If that
character calls "IMMUNE" to the Drain
DARK FORTITUDE Life talent, they can move on from that
You can equip an extra health flag. Immune to dying character in search of someone
Bleed ​status effect, If you are hit with the Bleed else to attack.
status effect, you must call “IMMUNE”.. ● A Ghoul is Feral combat style, but can
use any melee weapons they
EXECUTIONER possessed while living (but not shields).

39 
● A Ghoul is Fast speed. ● A Ghoul has the Drain Life spell, but
● A Ghoul loses all perks, spells and does not require a Spell-Orb to cast it.
talents they had when Alive.
Requires: Lord of Slaughter and Death as
chosen ​specialization​.

40 
CHAPTER 7: CHARACTER PERKS
Perks are abilities that can be obtained at even numbered levels and at character creation. Perks set your
character apart from the other players that share your class. Certain class abilities can grant perks to
characters, so look ahead before you make perk choices. When you get a perk, you can choose any perk
you qualify for and have qualify for. Perks can only be selected once, unless the perk states it can be
taken multiple times. The chart below give a general description of perks, and following the chart is a
detailed list in alphabetical order.

PERKS
 
PERK PREREQUISITES BENEFIT

9 Lives Catfolk race You have 9 defeats before you actually die.

Alchemy -- Recover herbs and create potions.

Ale and Wenches -- Regain lost health with alcohol at a pub

↪ Drunken Master Ale and Wenches Recover lost limbs when you use Ale and Wenches

Blacksmithing -- Create items and repair armor.

Bodyguard I -- Take hits for other people

↪ Bodyguard II Bodyguard I Lose armor first when using Bodyguard I

Claws Catfolk race You receive 2 unbreakable, unlootable fist weapon props that
cannot be disarmed.

Darkvision Dwarf, Gnome or Orc race You are immune to Darkness

Disguise -- You can fool people by covering your appearance

Dual Strike -- You can attack with two weapons faster than normal

Endurance -- You are no longer wounded when you lose your last flag

↪ Tough Bastard Endurance Increase your dying count by 10.

41 
↪ Toughness Endurance Gain an extra health flag

Envenomed Arrows -- Once per encounter, call poison with a bow or crossbow

Fearless -- You are immune to fear.

Final Strike I -- During your dying count you can make a melee attack

↪ Final Strike II Final Strike I During your dying count you can cast a spell or use an ability

First Aid -- You can keep someone from dying until help can arrive.

Fleet of Foot -- You are immune to slow

↪ Disengage Fleet of Foot Once per encounter, you can back away from danger

Killing Blow -- Use murder on enemies

Loremaster I -- Identify the various races of the land

↪ Loremaster II -- Learn special information about defeated monsters

Magic in the Blood Elf or Gnome race Choose a spellball color, you get one more of those spellballs

Man-Eater Catfolk, Goblin, Hobgoblin or You can eat dying characters to regain health
Orc race

Plenty of Hate Ranger, Favored Enemy Talent Choose another race for your Favored Enemy talent

Scout I -- Identify the various classes of the land

↪ Scout II Scout I Spot hidden characters

Shield Training I -- You can use a small shield.

↪ Shield Training II Shield Training I You can use a medium shield.

↪ Shield Training III Shield Training I, Shield You can use a large shield
Training II

Stealth I -- You can hide from dumb monsters.

↪ Stealth II Stealth I You can hide from intelligent characters

Thou Dost Hoist -- Once per encounter you can call knockback with two handed
melee weapons

↪ Ogre’s grip Thou Dost Hoist You are immune to the disarm status effect.

↪ Giant’s grip Thou Dost Hoist Your Thou Dost Hoist perk can be used with one handed weapons

↪ Titan’s grip Thou Dost Hoist, Giant’s Grip Use two handed weapons in one hand.

Trapfinding Rogue Class You are no longer hit by traps

↪ Disable Trap Rogue Class, Trapfinding You can move traps out of the way for allies

Warrior Culture Dwarf, Hobgoblin or Orc race Increase your allowed armor type

42 
 
9 LIVES BODYGUARD I
The amount of times you can be defeated each If you are within arms reach of someone who
event is increased to 8. If you are defeated a takes damage from any source, you can touch
ninth time, you are dead, and you must create a them, call “BODYGUARD” and take the damage
new character. from the attack yourself instead. This is always a
Requires:​ Catfolk Race health flag of damage, even if it would have only
taken an armor flag. If you have no health flags,
ALCHEMY you are defeated. If the attack had a status
You can create potions at an alchemy station. effect, you are also affected by that status effect.
Follow the instructions for creating the item as
listed in the potion descriptions. You must fulfill BODYGUARD II
all requirements for ingredients and perks When you call “BODYGUARD”, you lose armor
required. In addition, you can gather herb flags first, then health flags, then you are
reagents with a count of "Gather(60)". Each time defeated.
you finish this count, you can recover 1 herb Requires:​ Bodyguard I
reagent. Herb reagents are represented by
colored popsicle sticks.
CLAWS
ALE AND WENCHES You get a pair of unlootable fist weapon boffers.
While wielding these weapons they count as one
If you buy a drink in a tavern and spend at least handed melee weapons and cannot be
5 minutes roleplaying in the tavern, you can disarmed. If you are wielding these weapons
leave game afterwards to retrieve a health flag and you are hit with the ​Disarm ​status effect,
from game-ops. You must immediately equip you must call “IMMUNE”.
this flag. You cannot use this ability if you have Requires:​ Catfolk Race
the maximum number of health flags equipped.
DARKVISION
BLACKSMITHING
You are immune to the ​Darkness ​status effect.
You can create items at a smithy station. Follow If you are hit with the ​Darkness ​status effect,
the instructions for creating the item as listed in you must call “IMMUNE”.
the item descriptions below. In addition, you can Requires:​ Dwarf, Hobgoblin or Orc Race.
repair armor flags at a smithy station. To do so,
you must spend 3gp and make a count of
DISABLE TRAPS
“SMITHING(20)”. After this count, recover an
armor flag from the smithy and equip it to a You can move traps found on the ground. You
player that does not have the maximum amount cannot move them more than 5 feet from where
of equipped armor flags. you found them.
Requires​: Trapfinding

43 
DISENGAGE FEARLESS
Once per encounter, you can make a count of You are immune to the ​Fear ​status effect. When
"DISENGAGE(3)". During this count, you must you are within 10ft. of a character that uses the
take a step backwards during each count. You fear ability, call "IMMUNE".
cannot make any other counts, attacks or calls
during this count. You are immune to all FINAL STRIKE I
damage, but not status effects, during this count.
At any point during your dying count you may
If you receive damage during this count, you call
call “FINAL STRIKE”. You may make one final
"IMMUNE".
melee attack, but may not make any counts or
Requires:​ Fleet of Foot
calls when doing so. After this attack. You must
continue your dying count as normal. All normal
DISGUISE melee combats rules, and physical interaction
If you are wearing a hood, or mask, you can call rules apply to final strike. You must remain on
any race you wish on “LOREMASTER” call and the ground, or on a knee as normal for dying.
any class you wish on a “SCOUT” call.
FINAL STRIKE II
DRUNKEN MASTER As Final Strike, but you can cast a spell or make
When you use your Alcoholic perk, you can also a call in addition to your attack.
recover a lost limb. Requires:​ Final Strike I
Requires:​ Ale and Wenches
FIRST AID
DUAL STRIKE If you lay BOTH your hands on a dying player,
With this perk, you can use two one handed you pause their dying count. If you remove even
weapons more effectively in combat. When one hand from the player for any reason, the
striking with these weapons, you can make 2 count resumes, and they cannot receive the
attacks (one with each hand) during the First Aid benefit again from any source. This
standard one second period allowed for melee ability does not allow the dying player to move.
combat. Normally characters are limited to one
attack per second. FLEET OF FOOT
You are immune to the Slow status effect.
ENDURANCE
You are no longer under the wounded condition GIANT’S GRIP
when you have no health flags equipped. When
When you use Thou Dost Hoist, you can use a
you lose your last flag, call "ENDURANCE".
one handed melee weapon instead of a two
handed weapon.
ENVENOMED ARROWS Requires:​ Thou Dost Hoist
Once per encounter you can add the ​Poison
status effect to your standard damage when
attacking with a bow or crossbow. KILLING BLOW
With this perk you can touch a melee weapon to
dying character and count "KILLING BLOW (5)".

44 
When you finish the count you can call ​Murder
on that character. PLENTY OF HATE
Select an additional Playable race. This extra
LOREMASTER I race counts for your Favored Enemy Talent.
When you spot a character, you can call out This perk can be taken multiple times.
“LOREMASTER”. They must call back their race Requires:​ Ranger, Favored Enemy Talent
(in game race, not rp race). Characters with the
Disguise perk can call false information. QUICKSPELL
Once per encounter, you can lower the count on
LOREMASTER II a spell by 5.
When you are involved with defeating a
monster, you can call out “LOREMASTER 2”, SCOUT I
and look at the dead Monster Camper’s monster
You can call "SCOUT" when you encounter
card. While you are looking at the card, you
another character. If that character has a class,
cannot read the card aloud or write the
they will respond with their character class.
information down. Once you hand the card back
Otherwise, they will call “IMMUNE”.
to the Monster Camp member, you can write
down anything you remember and share
information with other. SCOUT II
Requires:​ Loremaster I Players with the ​Scout II ​perk are immune to the
Stealth II perk and must call “IMMUNE” when a
MAGIC AFFINITY character calls “STEALTH 2”.
Requires:​ Scout I
Any spell you cast that has a count, that count is
reduced by 1.
SHIELD TRAINING I
MAGIC IN THE BLOOD You can use a small size shield. You can only
use one shield at a time. Shields stop all
When you select this perk, choose a ​Spell-Orb
incoming damage that hits the shield instead of
color. You gain a ​Spell-Orb ​of that color. You
you. If your shield stops an attack that has an
cannot use that ​Spell-Orb ​until you have a talent
attached ability (like Stun or Knockdown), the
that allows the use of a ​Spell-Orb ​of that color.
ability has no effect. You must be holding the
Requires:​ Elf or Gnome Race
shield in your hand to use it to stop damage. If
you are not holding the shield, but instead
MAN-EATER wearing it, it counts as armor. See the
You may make a call of “CANNIBAL (5)” on a Equipment Section for information on shield
dying character. When you complete this count, sizes and construction. You must provide the
call the Murder status effect and the dying player shield yourself.
ends their dying count, taking a defeat. Retrieve
a health flag from the nearby area, and equip it. SHIELD TRAINING II
You can only equip this flag if you have less
You can use a medium size shield.
than your maximum number of health flags
Requires:​ Shield Training I
equipped.
Requires​: Catfolk, Goblin, Hobgoblin or Orc
race SHIELD TRAINING III
You can use a large size shield.

45 
Requires:​ Shield Training II
TOUGH BASTARD
STEALTH I Adds 10 seconds to your dying count when you
To use this perk, you must stand in rough take this perk. You can take this perk multiple
natural cover and cannot be directly observed by times. Its effects stack.
characters that are not in your party (characters Requires:​ Endurance
under the effect of ​Darkness ​or ​Stun ​cannot
directly observe you). While holding still, you TOUGHNESS
become invisible to all non-intelligent monsters.
You can equip an extra health flag.
This does not work on intelligent monsters or
Requires:​ Endurance
players. If an monster approaches you, simply
call “STEALTH” while standing in appropriate
cover ​and they must ignore you until you attack, TRAPFINDING
move or make any other call​. If that NPC is You are immune to traps. If someone calls
immune to your ability, they will call “IMMUNE”, “TRAP” you must call immune. You cannot
and can notify npcs who are not immune of your move or alter the traps, even though you are not
location. If you are discovered, you cannot use affected by them.
this ability for the rest of the encounter.
WARRIOR CULTURE
STEALTH II
Dwarf characters granted light armor from their
When you use Stealth, you may now consider class are considered to have medium armor,
yourself hidden from intelligent monsters and and Dwarf characters granted medium armor
players while hiding. If any character from their class are considered to have heavy
approaches you, call “​STEALTH 2”, and they armor.
must ignore you until you attack, move or make Requires:​ Dwarf, Hobgoblin or Orc
any other call. Any player with the perk Scout is
not affected by this perk and will call “IMMUNE”
when you use this ability, and can notify players
who are not immune of your location. If you are
discovered, you cannot use this ability for the
rest of the encounter.
Requires:​ Stealth I

THOU DOST HOIST


Once per encounter, you can call ​Knockback
on a melee attack with melee weapon wielded in
two hands.

TITAN'S GRIP
You can use two handed weapons in one hand.
When wielding a two handed weapon in one
hand, it still counts as a melee weapon wielded
in two hands for perks and talents.
Requires:​ Thou Dost Hoist

46 
RACIAL PERKS
 
PERK RACE REQUIREMENT BENEFIT

9 Lives Beastfolk You have 9 defeats before you actually die.

47 
CHAPTER 8: Spells & MAGIC

CASTING SPELLS
You must have both hands free (holding nothing) to cast spells. If both of your arms are disabled, you
cannot cast spells. Holding a Spell-Orb in your hand does not count against this rule. If you are casting a
spell, you cannot make attacks against opponents until the casting count is complete. If you are hit while
making a count, the count is interrupted and the spell is ruined.

SPELL-ORBS
Spellcasters need spell-orbs,

RECOVERING SPELL-ORBS
Mana(4)

COMPONENT POUCH

SPELL DESCRIPTIONS
Phys-rep Requirement:
Duration:
Count:
Effect:

48 
SPELLS
Barkskin can be stacked as many times as you
have Spell-Orbs on a single player. You should
APOCALYPSE explain the effects to the player who you place
(NECROMANCY) this on.
Phys-rep Requirement​: Green Spell-Orb.
Count​: NECRO(30).
BLINK (ARCANE)
Effect​: When the count is complete, ​you can
throw the green spell-orb as a ranged attack Phys-rep Requirement​: Purple Spell-Orb.
with the call ​Heavy Silence Knockback Poison Duration​: BLINK(5).
10ft​. The count for this spell cannot be effected Count​: ARCANE(3).
by talents or perks. Effect​: When the count is complete, ​you can
make a count of “BLINK(5)”. During this count
you are immune to damage and status effects
ARCANE ARMOR (ARCANE, but cannot make counts, use items or make
SHIELD) attacks.
Phys-rep Requirement​: Purple Spell-Orb.
Duration​: Until end of encounter.
Count​: ARCANE(2). BLIZZARD (CRYOMANCY)
Effect​: ​When the count is finished, you can loop
Phys-rep Requirement​: Blue Spell-Orb.
your purple Spell-Orb over your neck, or another
Count​: CRYO(15).
player’s neck. This magic shield can be
Effect​: ​When this count is finished, you throw a
discarded at any time to call ​“RESIST” ​ to one
Spell-Orb as a ranged attack with the call ​Heavy
attack that has just hit you, and take no damage
Stun 10ft​. This is a spell.
or status effects from the attack. The spell can
only be used during an encounter. You can only
have one arcane armor spell in effect on each CAUSE FEAR
player. You should explain the effects to the
(NECROMANCY)
player who you place this on. If this spell is cast
on a construct, that construct is hit with ​Revive​. Phys-rep Requirement​: Green Spell-Orb.
Count​: NECRO(8).
Effect​: When the count is complete, You can
BARKSKIN (NATURE, SHIELD) throw your green Spell-Orb as a ranged attack.
Phys-rep Requirement​: Brown Spell-Orb. Call ​Fear​.
Duration​: Until hit.
Count​: NATURE(4).
DEATH WARD (LIFE, SHIELD)
Effect​: ​When the count is finished, you can loop
your brown Spell-Orb over your neck, or another Phys-rep Requirement​: White Spell-Orb.
player’s neck. This spell-orb is used like an Duration​: Until hit.
armor flag. Anytime you would lose an armor Count​: LIFE(40).
flag, you must lose this spell-orb instead.

49 
Effect​: ​When the count is finished, you can loop
your white Spell-Orb over your neck, or another
player’s neck. This magic shield can be
discarded during a dying count to stop the dying FIRE AEGIS (PYROMANCY,
count of the player wearing the ward. That SHIELD)
player is now alive, and has no health flags, and Phys-rep Requirement​: Red Spell-Orb.
is in the wounded state. You can only have one Duration​: Until hit.
Death Ward​ spell in effect on each player. You Count​: PYRO(4).
should explain the effects to the player who you Effect​: ​When the count is finished, you can loop
place this on. your red Spell-Orb over your neck, or another
player’s neck. This magic shield can be
discarded after taking a hit to call ​Light 5ft​. If
DEATH SHROUD
you do this, you do not take damage from the
(NECROMANCY, SHIELD) attack that hit you, but are still affected by any
Phys-rep Requirement​: Green Spell-Orb. status effects that the hit carried and do not take
Duration​: Until end of encounter. damage from the effect of this spell. You can
Count​: NECRO(20). only have one ​Fire Aegis​ spell in effect on each
Effect​: ​When the count is finished, you can loop player. You should explain the effects to the
your green Spell-Orb over your neck, or another player who you place this on.
player’s neck. While wearing this ​Death Shroud​,
the player is immune to ​Bleed​, C​ ritical​, ​Murder​,
Poison​, ​Fear​, and ​Terror​. You can only have FIREBALL (PYROMANCY)
one ​Death Shroud ​spell in effect on each player. Phys-rep Requirement​: Red Spell-Orb.
You should explain the effects to the player who Count​: PYRO(10).
you place this on. Effect​: When the count is complete, Throw the
red Spell-Orb and call ​Heavy 10ft​.

DRAIN LIFE (NECROMANCY)


Phys-rep Requirement​: Green Spell-Orb. FLAME BLADE (PYROMANCY)
Count​: NECRO(4). Phys-rep Requirement​: Red Spell-Orb.
Effect​: When the count is complete, you can ​call Duration​: Until end of encounter.
the Murder status effect on a dying player. If the Count​: PYRO(10).
player takes a defeat from this, retrieve a health Effect​: ​When the count is finished, you can loop
flag from the nearby area, and equip it. You can your red Spell-Orb over your weapon, or another
only equip this flag if you have less than your player’s weapon. When that weapon is used to
maximum number of health flags equipped. If make attacks, it deals ​Heavy ​Damage. If the
you use drain life on a player that has no nearby weapon is disarmed, the effect ends. You should
health flags, the player dies, but you recover no explain the effects to the player who you place
flags. this on.

ENTANGLE (NATURE) FLAME BLAST (PYROMANCY)


Phys-rep Requirement​: Brown Spell-Orb. Phys-rep Requirement​: Red Spell-Orb.
Count​: NATURE(4). Count​: PYRO(2).
Effect​: When the count is complete, Throw the
brown Spell-Orb and call ​Root 10ft​.

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Effect​: When the count is complete, You can
throw your red Spell-Orb as a ranged attack. HASTE (ARCANE)
Call ​Heavy​. Phys-rep Requirement​: Purple Spell-Orb.
Count​: ARCANE(6).
Effect​: When the count is complete, place your
FROST BOMB (CRYOMANCY) hand on a character. That character is hit with
Phys-rep Requirement​: Blue Spell-Orb. the ​Haste​ status effect​.
Count​: CRYO(5).
Effect​: When the count is complete, Throw the
blue Spell-Orb and call ​Light Slow 5ft.​. HEAL, LESSER (LIFE)
Phys-rep Requirement​: None.
Count​: LIFE(10).
Effect​: When the count is complete, place your
FROST NOVA (CRYOMANCY) hand on a character​. Your target regains one
Phys-rep Requirement​: Blue Spell-Orb. health flag (from your component pouch). This
Call​: CRYO(5). spell allows you to pick up and store 3 additional
Effect​: When the count is complete​ you can call health flags from the ground in your component
Root 10ft.​ Put your hand in the air to indicate pouch.
the source of this call. You are not hit by this
ability when you use it​, but allies are.
HEAL, GREATER (LIFE)
Phys-rep Requirement​: None.
FUMBLEBOLT (ARCANE) Count​: LIFE(30).
Phys-rep Requirement​: Purple Spell-Orb. Effect​: When the count is complete, place your
Count​: ARCANE(2). hand on a character​. Your target regains up to
Effect​: When the count is complete, You can two health flags (from your component pouch)
throw your purple Spell-Orb as a ranged attack. and restore use of all lost limbs. This spell
Call ​Light Disarm ​or​ Light Sunder​. allows you to pick up and store 3 additional
health flags from the ground in your component
pouch.
GLACIAL ARMOR
(CRYOMANCY, SHIELD)
“INVISIBILITY” (ARCANE)
Phys-rep Requirement​: Blue Spell-Orb.
Duration​: Until end of encounter. Phys-rep Requirement​: Purple Spell-Orb.
Count​: CRYO(5). Call​: ARCANE(3).
Effect​: ​When the count is finished, you can loop Effect​: When the count is complete​ you can call
your blue Spell-Orb over your neck, or another Darkness 10ft.​ Put your hand in the air to
player’s neck. This ice shield can be discarded indicate the source of this call. You are not hit by
at any time to start a count of “ICE(3)” during this ability when you use it​.
this count you are immune to damage and
status effects but ​you cannot do anything until
LIGHT (ARCANE)
this count is complete.​ This is a spell but
discarding the ice shield is not. Removing a Phys-rep Requirement​: Purple Spell-Orb,
shield without being hit requires a count of Flashlight (Up to 100 lumens).
“CRYO(4)”. Count​: No Count.
Effect​: You can use a real flashlight.

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another player’s weapon. When that weapon is
MAGIC MISSILE (ARCANE) used to make attacks, it deals the ​Push​ status
Phys-rep Requirement​: Purple Spell-Orb. effect in addition to its normal damage. If the
Count​: No count. weapon is disarmed, the effect ends. You should
Effect​: You can throw your purple Spell-Orb as explain the effects to the player who you place
a ranged attack. Call ​Light Knockback​. this on.

STABILIZE (LIFE)
MERCY (LIFE) Phys-rep Requirement​: None.
Phys-rep Requirement​: None. Count​: LIFE(2).
Count​: LIFE(5). Effect​: When the count is complete, place your
Effect​: When the count is complete, place your hand on a character who is in a dying count and
hand on a character​. Your target regains the use call “STABILIZE”. ​That character pauses their
of one disabled limb. The target can be yourself. dying count, and at the end of the encounter,
they are hit with the ​Revive ​status effect. If the
character is hit again, they continue their dying
RESURRECTION (LIFE) count.
Phys-rep Requirement​: None.
Count​: LIFE(60).
Effect​: When the count is complete, ​Once per TELEPORT (ARCANE)
encounter you can count “HEALING(60)” and Phys-rep Requirement​: Purple Spell-Orb.
place a hand on a player who reached the end Duration​: Until you return to nexus.
of their dying count during this encounter, after Count​: ARCANE(15).
the count is complete your target returns to life Effect​: When the count is complete, you leave
and regains one health flag (from your game. The only thing you can do while out of
component pouch) and restore use of all lost game is walk directly to Nexus. Do not stop to
limbs. The target cannot be yourself. This is a talk out of game. If asked why you are out of
spell. game, reply “TELEPORT”. Once you arrive at
Nexus, you return to game.

RUSTBOLT (NATURE)
Phys-rep Requirement​: Brown Spell-Orb. TIME WARP (ARCANE)
Count​: NATURE(6). Phys-rep Requirement​: Purple Spell-Orb.
Effect​: You can throw your brown Spell-Orb as Call​: No count.
a ranged attack. Call ​Break​. Effect​: ​Once per encounter, when you reach the
end of a dying count, or your dying count is
ended prematurely, you can then begin an
SHILLELAGH (NATURE) "Arcane(3)" count. During this count you are
Phys-rep Requirement​: Brown Spell-Orb. immune to damage and status effects and
Duration​: Until end of encounter. cannot do anything but make the count. At the
Count​: NATURE(1). end of this count, you are alive with no health
Effect​: ​When the count is finished, you can loop flags. If you do not reach the end of your dying
your brown Spell-Orb over your weapon, or count, this ability cannot be used.

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53 
CHAPTER 9: EQUIPMENT

EQUIPMENT

VALUE
MELEE WEAPON 5 GP
Melee weapons are all hand held weapons
used in melee combat. A melee weapon is
considered two handed if it is over 42 inches
long. Shorter weapons are considered one
handed. The crafting requirements for melee
weapons are all the same.If you bring a melee
weapon to an event, staff will need to safety
check it, and give it a weapon class. ​ALL
MELEE WEAPONS MUST MEET OUR
CONSTRUCTION AND SAFETY
GUIDELINES​. See the weapon construction
guidelines below. This item will have an item
card associated with it. Melee weapons are
lootable.

Creation Requirements

To create an Melee weapon, you must have the


Blacksmithing ​perk. Fill out an item card for this
item. To craft this item, you must pay its value.

VALUE
MITHRIL SHIRT 100 GP
This lootable item allows you to equip an armor
flag. This flag is in addition to any armor flags
you normally get to equip. You can still equip
this extra flag if you do not normally have any
armor. You do not need to have any armor
coverage to use this item.

Creation Requirements

To create an Mithril Shirt, you must have the


Blacksmithing ​perk. Fill out an item card for this
item. To craft this item, you must pay its value.

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VALUE
ARROW/BOLT 3 GP
Arrows and Bolts are ammunition fired from
bows and crossbows. These can be recovered
from the ground only by the player that fired
them. Arrows are lootable.

Creation Requirements

To create an arrow or bolt, you must have the


Blacksmithing ​perk. Fill out an item card for this
item. To craft this item, you must pay its value.

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POTIONS

VALUE
ANTIDOTE 10 GP
If you reach the end of an encounter in which
you are under the effect of the ​Poison ​status
effect, you can use this potion instead of taking
the damage from ​Poison​.

(This item is a piece of paper inside of a bottle.


Tear the paper in half, keep the bottle and torn
paper, and drop it off at game-ops the next time
you visit there)

Creation Requirements

To create an antidote, you must have the


Alchemy ​perk. Fill out a potion slip, and place it
in an empty potion bottle. The following
reagents are required:
● 1 Nightshade

VALUE
BERSERKERS BREW 40 GP
When you use this potion, you can use the
Barbarian talent ​Berserker ​until the end of the
encounter.

(This item is a piece of paper inside of a bottle.


Tear the paper in half, keep the bottle and torn
paper, and drop it off at game-ops the next time
you visit there)

Creation Requirements

To create a fortitude potion, you must have the


Alchemy ​perk. Fill out a potion slip, and place it
in an empty potion bottle. The following
reagents are required:
● Example

VALUE
FORTITUDE POTION 50 GP

56 
When you use this potion, you gain one
over-health flag. This potion cannot be used if
you already have an over-health flag equipped.

(This item is a over-health flag inside of a bottle.


To use, take the flag from the bottle and equip
it, keep the bottle, and drop it off at game-ops
the next time you visit there)

Creation Requirements

To create a fortitude potion, you must have the


Alchemy ​perk. Grab a health flag, and place it in
an empty potion bottle. The following reagents
are required:
● Example

VALUE
HEALING POTION 25 GP
When you use this potion, you regain one
health flag. This potion cannot be used if you
already have the maximum amount of health
flags equipped.

(This item is a health flag inside of a bottle. To


use, take the flag from the bottle and equip it,
keep the bottle, and drop it off at game-ops the
next time you visit there)

Creation Requirements

To create a healing potion, you must have the


Alchemy ​perk. Grab a health flag, and place it in
an empty potion bottle. The following reagents
are required:
● Example

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UNCRAFTABLES

VALUE
FOOLS POUCH 100 GP
This unlootable item is usable when you have
suffered a defeat and another character is calls
“LOOTING” on you. You cannot be looted for
this defeat. Give the looting player this item.
This item lasts until the end of the event.

58 
SHIELD SIZES
SMALL: 12 x 12 Maximum
MEDIUM: 24 x 24 Maximum
LARGE: 36 x 36 Maximum

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