Pale Horse Post-Apocalyptic Western - Live Action Role-Playing Game And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him.... Introduction What is LARP? Pale Horse is a western live action role-playing game that takes place generations after a post-apocalyptic event. The game’s focus is the survival of the human race in a harsh land. Mutants and the supernatural threaten to rid the world of humanity. In the game you will play a pioneer, a member of society chosen at birth to venture far from home and seek out a new place to build and begin. Each event takes place on the trail, moving ever closer to a place that the pioneers can call home. A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world while interacting with each other in character. Play may be very gamelike or may be more concerned with dramatic or artistic expression. Events can also be designed to achieve educational or political goals. The fictional genres used vary greatly, from realistic modern or historical settings to fantastic or futuristic eras. LARPs range in size from small private events lasting a few hours to large public events with thousands of players lasting for days. The game itself will contain elements common in both post-apocalyptic and spaghetti westerns. It also blends the mysteries of the supernatural through the belief system and the personification of Death. Author: Derrick Ferry Editing: Kristina Drozdiak, Derrick Ferry, Lisa Clare, and the Pale Horse Community. See the entire Wikipedia Article here http://en.wikipedia.org/wiki/Live_acti on_role-playing_game Table of Contents Pale Horse ................................................................................................................... 1 Post-Apocalyptic Western - Live Action Role-Playing Game .................................. 1 Introduction ................................................................................................................ 2 What is LARP? ............................................................................................................. 2 Setting ......................................................................................................................... 5 Tomorrow ................................................................................................................ 5 The Present .............................................................................................................. 5 The Pioneer ............................................................................................................. 6 Time ........................................................................................................................ 6 The Journal .............................................................................................................. 6 Pencil or Pen............................................................................................................ 7 Religion ................................................................................................................... 7 The Game ................................................................................................................... 7 General Rules .......................................................................................................... 8 Play State.............................................................................................................. 8 Stepping Out ........................................................................................................ 8 Hold ..................................................................................................................... 8 Use of Drugs & Alcohol ........................................................................................ 9 Fun ....................................................................................................................... 9 Harassment .......................................................................................................... 9 Out-of-Game (OOG) Bags .................................................................................... 9 In-Game Thieving ................................................................................................ 9 Counted Actions ................................................................................................. 10 Combat Resolution ............................................................................................. 10 Looting ............................................................................................................... 10 Supernatural Belief ............................................................................................. 11 The Refresh ........................................................................................................ 11 Life and Death .................................................................................................... 11 The Western Duel .............................................................................................. 13 Mutations............................................................................................................ 14 Extracts .............................................................................................................. 15 Glow Stick Colours ................................................................................................ 15 Resources .............................................................................................................. 15 Excursions.......................................................................................................... 15 Quartermaster .................................................................................................... 16 Well Fed ............................................................................................................. 17 Building a Character - Mechanics .......................................................................... 17 Starting Locations ............................................................................................... 17 General Skill List ................................................................................................ 22 Classes ............................................................................................................... 23 Building a Character - Story .................................................................................. 60 Backstory ........................................................................................................... 60 Costuming .......................................................................................................... 61 Combat .................................................................................................................. 61 Melee Combat ................................................................................................... 61 Ranged Combat ................................................................................................. 62 Valid Target Locations ....................................................................................... 63 Weapon Construction ........................................................................................ 63 Effect Calls ............................................................................................................ 63 Effect Type ......................................................................................................... 64 Setting The face of the world has been drastically altered, continents split, and forests mutated. In some areas the land experienced rapid growth while, other areas became desolate wastelands. Entire cities sank beneath the rising oceans, and others were torn apart by looters and mutants. This is a harsh land filled with humans, mutants, and the supernatural, all doing whatever it takes to survive. Tomorrow It’s always assumed that the apocalypse happens one day from the current date outside of the game world. In this way styles may shift, or technology that appears as an archeological find can be an mp3 player, Discman, or whatever the next music playing device may be. In relation to how long since the apocalypse, the answer out of game is; however long it needs to be for the setting to reach a blend of modern post-apocalyptic style and the North American wild west. What you know of the day the cataclysm happened is that; generations ago technology ceased to work, most people were either killed or instantly mutated, and you’ve heard that the world was changed forever by a great glowing green rock from the stars. The Present Humanity has fought very hard to survive to the present day. Some did it by banding together and forming settlements. Some tapped into the darkness and chaos of the supernatural passing down what they learned from generation to generation. Still others preyed upon their own kind, grinding the weaker humans under their boots so they could survive. Settlements enacted their own laws and learned what they could from the hostile world. They used the more docile mutated creatures they could find for food and transport, and relied on scavenging what they couldn’t make. Because controlled mutations more readily benefit a community, the rediscovery of technology has largely become an archeological pursuit. In most cases, old technology is repurposed to help with everyday life. Pistols and rifles were painstakingly rediscovered by the more mutant shy settlements, and this diligence has benefitted most in holding back hostile mutant and outlaw attacks. Children in settlements are mostly raised with a specific purpose. They know an arduous life, and, in most settlements, they are exposed quickly to the dangers of the world. The really unlucky ones are raised as pioneers and are removed from the settlement when they come of age to wander the trails of the world, discovering what they can and looking for others to work with and found settlements all their own. Travel is difficult but not impossible. There are trade routes between settlements, though people are rarely allowed to relocate, because of distrust and population control measures. Travel is often done on foot or, if you’re lucky enough, by mutated horse, an inventors iron horse, or gow pulled cart. *Gow: A cow sized mutant that has properties of a cow, sheep, and goat. Trade in most settlements is run on a barter system, but trade between settlements has led to silver being the common currency. The Pioneer Chosen at a young age to one day leave the settlement, the pioneer is trained with a group of at least 10 during childhood to one day ensure the continued existence of humanity. When the youngest of the pioneers turns 18, the entire group is given basic provisions based on the profession they trained in over the years. Their goal is to map out lands unknown and to start a settlement of their own far enough away from other settlements to detract the roving mutant packs. It’s not impossible for a settlement to hold off a fairly large pack or herd of hostile mutants, but larger settlements attract more mutants. The reason for this is unknown, but it has happened to too many settlements to be a coincidence. As a precaution, when a settlement reaches a certain size, the pioneer tradition is implemented, thus encouraging the potential growth and spread of the humanity while still preserving the overall safety of the settlement. No one knows who started this tradition but, regardless of a settlement’s beliefs, philosophies or political structure, they almost always follow the tradition of the pioneer. Time The concept of time is skewed in Pale Horse. In this LARP, every game happens the day after the previous one, so each game is just one more day on the trail/in the settlement. This means that any forum play or smaller events will make up the time between the morning before an event begins or the evening it ends. The game can be played over shorter durations, we recommend the game be run as a weekend long event. The Journal After the Pale Horse event that your attending is ended all players may choose to participate in a debriefing that aids in crossing the gap of time between events. Each player can take 15 minutes (or longer if needed) to document the events that are important for him/her/they to remember in their Pale Horse journal. This allows time in the game to stop from month to month and helps to ensure everyone remembers what was happening at that time. After the journals are complete a group discussion will be held with each player getting to share about the items that happened in their journal. A player does not have to share anything they do not wish to. evil must be purged by fire. While other groups believe that mutation is a gift from god(s) and should be embraced. Some religions foster connection to the old world, by looking at various icons as gods themselves; such as, the country singing pantheon that holds Gambler at its apex. Even if the player does not wish to share it is highly suggested by the organization team that all players find a method to document from game to game. You can choose to believe an old rock star is the true lord and savior, or that an ancient scripture, detailing an old television series must be followed to achieve the divine. Pencil or Pen Perhaps what destroyed the world was a video game character riding on the back of a meteor to bring about the end of days. In Pale Horse, we have decided that pencil will be the in-game writing implement. This means any incharacter writing will be done in pencil and any writing meant to be outof-game will be represented in pen. The only exception to this rule is writing taken from the old world. In this case, the old world item will have an orange old world scrap tag attached, denoting the item as ingame. Pencil’s are an item that the wood worker class can make. Information on the play state (in-game/out-of-game can be found in the general rules section). Religion In Pale Horse, religion has become fractured. Some people believe that mutation is a sign of pure evil, and this Regardless of what you choose as your religion, if you choose one at all, remember that this is not meant to be a silly in-character, but a bastardization of the old world into a new purpose. Religion as it exists today is not something we will allow to be portrayed in the setting. The Game In this section, we talk about Pale Horse’s rules and mechanics. We also talk about what you as a player can expect when coming to a game. Pale Horse is a game that runs on the concept of “play to lose.” We believe that more stories are created when a player loses a battle, verbal confrontation, or poker game; than when he/she/they always needs to win. To this end, we expect players to always ask themselves not only what’s better for their character, but also what’s better for the overall story. General Rules Play State You have two states of being at an event. You can be either in-game (IG) or out-of-game (OOG). In-game means that you are playing your alias (character), and others will interact with you as that character. When you’re out-of-game you must be wearing a white headband or have a hand on top of your head signifying to everyone that your character is not currently present in the world. When you’re in-game your character is adding to the illusion/immersion of the fictional world. It’s important to keep as true to the fictional world as possible. Safety is our primary concern and that includes your mental and physical safety which is why we want you to be aware of stepping out. Stepping Out If at any point in time the role-playing becomes too intense or emotionally distressful for you as a player, you are, without consequence, able to go out of game to remove yourself from the situation. In such a case, speak to a member of the organization team, and they will inform you when the situation has passed. The organization team will be introduced at the beginning of every game. Hold If at any point in time you are injured, in a dangerous location during combat, have your glasses knocked off, or any other situation that you feel warrants the action to be stopped, take in a deep breath and call out “HOLD!” at the top of your lungs. At this time, everyone within hearing distance should cease all action, freezing the game. Once the situation is resolved, the person who called the hold or a member of the organization team may resume the game by calling “Lay On 1, Lay On 2, Lay On 3”. FIRST AID: If you require assistance due to an injury, call out “First Aid” at the top of your lungs after the HOLD call. A certified First Aider will be sent to your location to assist. CAUTION: It is important that people try to call their own holds at all times— it is a big immersion break and should only be used when required. Sometimes people will fall, dive or stumble and be fine. If they are injured, they will call their own hold, unless they are obviously unable to, in which case you may call one on their behalf. A good rule of thumb is when you go “holy shit…” and are about to call a hold—give it a three count. If the person is fine, play on. If the person is still down or something is wrong, shout out “HOLD” and ensure they get assistance as quickly as possible. If a hold is called for an in‐game or selfish reason, like you were getting your butt kicked and just wanted a break so you could fight back, a rules violation will be called and a possible character death, player suspension or ban issued. Use of Drugs & Alcohol Imbibing alcohol at events, using illegal drugs or substances, or breaking any out of game law (such as going through someone’s out-of-game bag or committing vandalism to the site) will be met with immediate suspension or banning. Authorities will also be informed, if appropriate. Fun Pale Horse is a game. As such, it should be fun most of the time. We’re not saying it won’t be hard sometimes or frustrating at others but, overall, the enjoyable aspects of the community and game should far outweigh those negative moments. Keep the experiences of your character separate from yourself as a player— playing your character through a difficult time in their life should not cause the player distress. Harassment It is key that we always remember that Pale Horse is a game; and, while it can get intense at times, we are all friends who strive to create a living and breathing western themed postapocalyptic world rife with dust, guts and lead. Anyone acting to ruin the out-of-game fun or pleasure of other game participants—whether at an event, on the forums, or through social networking sites—will immediately suffer a suspension, banning and possibly legal action. This rule also encompasses cheating—any intentional cheating will result in a rules violation which can lead to suspension or banning. For more information on our Harassment policy please refer to the 4th Dimension Labs website. Out-of-Game (OOG) Bags OOG bags will be marked with white tape or a strip of white cloth. It is suggested that each player have a single OOG bag at events. All OOG items must either fit into this bag or be left in the player’s vehicle. Anyone caught going through someone else’s OOG bag without permission will immediately be reported to the authorities and banned from the game. In-Game Thieving In Pale Horse, as in life, you may meet unscrupulous characters who won't mind helping themselves to your in‐ game property; you might even BE that unscrupulous character. This game is 18+ and other than an OOG bag, personal hygiene products, shoes, food and drink, your character's in‐ game property is considered to be up for grabs. However, should you steal an in‐game item, you are responsible for the treatment and care of that item for the rest of the game. At the next possible opportunity, the thief is required to report their theft to Plot. The MOST IMPORTANT thing is that, at end of game, ALL stolen items must be placed at Plot Camp on a specific table where pioneers can retrieve their physical representations (phys-reps). Counted Actions In some cases, it is too dangerous to perform a particular action—i.e. it would result in damage to an object or person. In these cases, counted actions are used. A counted action is an action that needs to be stated out loud. We usually do these actions if a visible effect can be seen by others, such as a mutant regenerating or tying someone up. These actions can also be done if it is unsafe for a target to do an action, such as climbing over a wall or breaking down a door. If a pioneer determines that a counted action is interrupted, the count restarts. It is up to the pioneer or the organizing team to determine an appropriate amount of time needed to complete an action. Combat Resolution Pale Horse uses a combat resolution technique known as Boffer Combat. A boffer is a foam replica weapon that when swung properly shouldn’t cause pain to the target. Boffer weapons can be purchased or made with minimal costs associated to them. Speak with the game community or organizers about proper construction techniques. The game also uses minimal touch mechanics in conflict resolution. This touching is done to the shoulders and relates to skill activation. If you have any concerns please speak to your game organizers. The final version of combat resolution is through foam projectile weapons such as Nerf or Buzzbee. We do allow minor modification to these weapons, but each will be approved on a case by case basis. No modifications can be made to weapon ammunition. Looting The looting system is a descriptive one. In this system, the pioneer (person looting) and the target enter into a game where the pioneer tells the target where they are checking. The target must answer truthfully, as this interaction represents the pioneer taking the time to check the area. The looting game continues until the looter is satisfied with what they have found, thus moves away from the target or engages in another action. It is possible to interrupt the looting game with certain effects, or if the looter takes hit point damage. Pioneer: I check your left pocket. Target: You find nothing. Pioneer: I check your right pocket. Target: You find this. Hands the pioneer 3 ammo and a bent tin of chew. Pioneer: I check your underwear. Target: Reaches into his underwear, pulling out a silver coin. Pioneer: Drops it on the ground. Ew… Items actually have to be in the location. For example, Jane could not say she has ammo hidden in her left sock unless the ammo was actually at or in that location. Supernatural Belief In the world of the Pale Horse, some folks have decided that it’s best not to look under rocks, yet others can’t help but take a peek to see what lies underneath. At character creation, you decide whether or not your character believes in the supernatural. If a character chooses to believe, they will see and hear supernatural creatures, rituals will affect them, as will boons and curses from creatures channeling supernatural power. Those who choose not to believe cannot be affected directly by these creatures; they cannot see or hear them and are immune to any direct effects caused by a creature or someone channeling supernatural powers, boon or curse—though disbelieving a pitchfork flying towards you from a spook’s power will only cause you to get 3 new holes. Someone who disbelieves states “I disbelieve” if affected by a supernatural creature. All supernatural creatures will wear Blue headbands to allow pioneers to determine whether they can interact with them. Finally, pioneers can always choose to begin believing, though once they believe they can’t go back. Speak with the organization team to change from disbelief to belief. The Refresh There is no singular time when a skill becomes reusable. This is done by gaining the refresh condition through food created by the Cook, Devices created by an Inventor or a relaxing circumstance created by the Barber. A secondary condition for a refresh is that you need to be well fed in order to gain one. Life and Death Pale Horse is a deadly place, and the chance of anyone making it through life without a visit to Death’s table is very low. The life and death rules are in the game to give life a sense of urgency and foster fear of death. But, we want to allow every character to enjoy the game and explore their story with the collaboration of others. If your time nears its end and you’re meeting Death for the last time. After (or during if you can work it into roleplay) the scene plays out speak with your organization team; if you feel there is still pieces of story you wish to explore with the character. After all Death is human…sorta. Wounded Phase If a character is wounded, it will take bandages and a trained professional to heal them. A character enters their wounded phase when they are at 0 hit points. In the wounded phase the character cannot move and must lean, sit or lay on the ground, and do one or all of the follow; moaning in agony, beating the ground, crying, cursing something or nothing in particular, or just calling out for help. Skills in the game allow the wounded individual to act differently than the above listed rules. The wounded phase lasts for 1 minute; then the character enters into their dying phase. The character can also be struck or shot which will instantly send them into their dying phase. Dying Phase Something happened in the early years of the apocalypse. Whatever had hidden Death’s involvement in ferrying us from one life to the next ceased to do so, or perhaps Death just arrived when the world went to shit. After the player leaves their wounded phase they arrive here in the Dying phase. This phase lasts for 1 minute then the targets spirit is picked up by crows and taken to Death’s table. During this phase the target is unconscious, unable to move or speak. When a character travels to Death’s realm, all items on them are left behind (this helps to represent where their corpse). If they win Death’s game, the crows will return their spirit to their corpse. If the corpse has been burned, destroyed (hacked up for stew as an example), or devoured then a new body is created for them. Remember to leave behind the meat card you gained at the start of the game to represent your corpse. If your body is in-tact you can re-claim the card if you need a new body, then a new card will be assigned. Death’s Game No one really knows when it started or why, we only know that Death is a sucker for Hold’em Poker. The poker chips you received at character creation are used here. In-game these chips don’t exist as physical objects to the character; they are only accessible when sitting across the table from Death. The player will find they ante in with 1 poker chip automatically. They get a single hand of poker with Death, which includes the standard rounds of betting. The player could lose and lose their ante as well as any chips that they bet. They could fold and just lose the ante, or they could win and get more time away from Death’s realm! If the character should win more chips than they had those chips will wait for them the next time they enter into Death’s realm. With this outcome the character potentially extends their life. If the character should lose all of their chips, then see the section below on Death Forever. If the character should lose, but still have chips in hand then they will still be returned by Death’s crows though they will have less chips the next time they sit across the table from Death. Death and Belief If the character believes in Death, they remember the crows and the poker game with Death; however, they don’t remember how they died or the hour leading up to their death. Death will reveal what happened to the character when they died in a high card draw from the top of the deck. If the player should lose then Death gets to keep their most precious physical item they have on them or left behind on their corpse. If the character should win, Death will reveal how they died in full detail. Those who believe come back at full health. Death and Disbelief If the character disbelieves in the supernatural, they still have to play a poker game with Death, but they will have no memory of the game, the crows, or the hour preceding their death. To them, it’s that they were very wounded but something or someone has taken pity on them and helped. Most believe that it was their strong constitution that allowed them to escape death. Those who disbelieve return with only 1 health and require medical attention; they should also role-play being very injured. Death (forever) Should you lose for the final time at Death’s table, Death will grant you 12 hours or until you have put your affairs in order, whichever is sooner, before he comes to collect you with his crows. During your 12 hours, regardless of your original choice, you believe in the supernatural and fully remember every death you have ever suffered. A pioneer within their 12-hour grace period is known as a Revenant, as they usually seek out those that have wronged them to get justice. These pioneers can only be seen and heard by those who believe in the supernatural and must wear a blue headband. A Revenant will have double the normal hit points. Should a Revenant hit 0 health, the crows will immediately intercede and remove them from the living realm. A Revenant is also able to give a crow speaker their name and spirit type (learned from Death) and permission to call on them if needed. The Western Duel With melee weapons, dueling is a simple matter. Participants swing at each other until one falls. But with pistols, things are a bit different. fighter counts any hit to their target as if it were a hit to the torso. Whether you've been wronged and you want vengeance, or there is a disagreement and it needs to be settled, there are times where you must settle it with cold iron and hot lead instead of words. Fine examples of this type of duel are found in climactic scenes of both modern and classic Western movies. Pale Horse would not be complete without such moments. Mutations Anyone working within the duel mechanic is able to use a pistol, even if they normally do not have proficiency with the weapon. A member of the organization team must be present at a duel for them to count under the duel mechanic rules. Both players obviously must agree to these rules beforehand as well, certainly as players and sometimes as characters. Regardless of location, opponents face away from each other, walk ten paces and then turn to fire at each other. Cheating is allowed, but considered to be very dishonourable, and may lead to shouts of murder. When the duel takes place, a shot to the extremities causes normal hit point loss. A shot to the torso causes your character to die and be taken immediately to Death’s game. Gun Fighter Exception: A gun fighter is an expert in this area. The gun These have become a way of life in Pale Horse. Mutation is one of the only methods to increase a characters hit points. Mutations can also grant pioneers additional powers. They usually come with a physical or mental detriment to go along with the positive. Throughout the world, glowing green objects can be found. If a living creature steps into the aura generated by the item, without protection, they will mutate permanently. The aura of a mutation object is usually represented by flagging tape or rope creating an area around the object. These items usually have a number of charges in them before they become lifeless; however, knowing how many charges are remaining or what mutation the character will get is an extremely rare skill held only by a fesser. Most of the time, this is figured out by crossing one’s fingers and stepping close to the stone; sometimes it works, sometimes it doesn’t. A character can have a number of mutations equal to his health. If a character ever goes beyond this mutation cap, they have two choices. The first is that they become a mindless raging mutant killing machine until they die, in which case Death won’t bother playing them a game of poker; instead, he will just send them off to his realm. The second option is they become overloaded with whatever energy causes the mutation and become severely wounded or die. Extracts Extracts are created from mutants in Pale Horse and allow for temporary mutations. Each extract will have a potency factor; a character can have a number of extracts active in his body with a combined potency equal to the character’s maximum hit points. Extracts that grant ‘like’ bonuses will not stack. If a character should drink a number of extracts beyond their potency limit immediately seek out a member of the organization team to find out what happens – it wont be good. Resources Pale Horse is a survival game at its heart. Characters will have to band together to face the threats from the hostile world. The world contains resources to help you fuel your class abilities and build tools to assist you with that survival. The collecting of these resources is done through our excursion system and will be detailed in the next section. Below is a list of the types of resources found in the world. Blue: Water (W) Red: Meat (M) Purple: Vegetable/fruit/ herb (V/F/H) Yellow: Leather or Hide (L/H) Grey: Basic Metal (BM) Gold: Precious Metal (PM) Glow Stick Colours Orange: Old World Scraps (OWS) Glow sticks are used to represent a few different things in the world. Below is a list of the most common uses for glow sticks. Brown: Lumber (L) Pink/Red: Supernatural Creature (this is to assist those who believe or disbelieve to react to the creature appropriately). Blue: Spook (usually worn by a spook to represent the glow they give off). Green: Mutation Location (An item in the area is radiating this colour). Every player starts with 1 meat card used to represent their body when they die. It can also be devoured by others if needed. You don’t have to memorize these colors, as each card contains any pertinent information. Excursions Since resources are such a big part of Pale Horse, we created the excursion system to allow players to go and collect them. When you wish to head off into the woods to find resources you need to seek out a quartermaster (described in the next section). Excursions usually take a minimum of an hour and should never take longer than two. While your character is on an excursion you can play a non-player character (NPC) for the organization team creating story for others in the camp. This is a great way to experience other aspects of the game and help create a fully realised fictional world. It is not required that you play an NPC during this time, but is a fun way to pass the time and try new things. We will provide costuming for roles you play while being a non-player character; however, it is a good idea to bring a set of plain black cloths (shirt and pants) that can be incorporated into the costume of your non-player character. Once your excursion is complete the quartermaster will inform you of anything out of the ordinary you encountered, and will give you the resource cards you were able to collect. Quartermaster The quartermaster is played by a member of the organization team and could be played by different members at various times. It will be identified at the beginning of each game who will be playing the quartermaster role and more importantly where you can find him, her, or they. The quartermaster organizes excursions beyond the camp. They have a map of the surrounding area and camp. This map lists player made improvements and known threats in the area. A quartermaster also informs players on the number of people that are needed for an excursion to be successful. Sometimes they happen in areas that have heavy mutant activity, or may requires some extra people to accomplish the labour in a reasonable amount of time. The community may need to pull together to complete some excursions while on others a solo trades person is able to accomplish the task. The Quartermaster has access to the camps ravens and is able to send messages to characters who aren’t currently present, or to non-player characters who may not be available at the moment. The out-of-game role of the quartermaster is to organize adventure modules that will target player(s) or areas that players will occupy. Each module will require a number of NPC’s to populate them in order to run. The organization team decides in which order the modules run; which directly relates to the type of excursion that needs to be undertaken. Well Fed It’s important that every pioneer in the group is well fed. When a pioneer isn’t well fed, they become more susceptible to diseases and are in a weakened state. When the organization team places a diseased object or person into play, characters with a lower disease score (everyone starts with 0) could be struck first. It is also true that some diseases can only affect targets that are weakened by a lack of food/water. In the Pale Horse, if you are under fed it should be role-played appropriately. You won’t be able to fight as quickly or potentially at all, while laborious tasks will become much more difficult and eventually impossible without proper sustenance. By noon on each day of the event, pioneers must turn in one of the below food hands to the organization team or lose the well fed condition. 1 x Red, 1 x Purple, 1 x Blue 2 x Purple, 1 x Blue Some mutations could allow for other card combinations, but the basic pioneer must turn in one of the above. Building a Character - Mechanics There are two ways of building a character in Pale Horse. You can start with the mechanics and add in the backstory and story points, or you can start with the story points then choose mechanics that fit into that character idea. We have chosen to show you the first method. You can find a character sheet on the last page of this book, or download the Character PDF from the website. Step 1: Determine your starting location. Step 2: Choose your primary class from the class list. Step 3: Choose your 5 primary class skills Step 4: Choose your secondary class. You can choose your primary class a second time if you would like more of those skills. Step 5: Choose your 3 secondary class skills. Step 6: If you have additional unspent skill points you may want to check the general skill list for any skills you may want to purchase. Step 7: Choose if your character is starting the game believing or disbelieving. Step 8: Send your choices to your organization team and get to work on your backstory and costume. Remember to ask any questions regarding character creation, backstory, event attendance etc. to your organization team or community. Starting Locations A pioneer’s journey needs to start somewhere. The lands in the shadow of the Mighty Tall mountains have banded together and started a very special pioneer tradition. Members of these three settlements have already committed, and an open call to the Roadies and Bush squatters has went out. Your first step in the character creation mechanic is to choose where your journey begins. Three Lakes Settlement The most peaceful of the three settlements run by mayor Doc Badway. Everyone in three lakes is considered to be one big family of man, wife, brother and sister. This communal way of living has served Three Lakes well, resulting in a population explosion, and bringing a plague of mutation upon the residents. The mutation outbreak was enough to convince Doc Badway, that the community needed to be part of the communal pioneer tradition. More information on Three Lakes can be found at the 4th Dimension Labs website. Starting from Three Lakes gives you the Read/Write skill from the general skill list for free. The school system in Three Lakes is the best in the region, and many members of the community become Doc’s or Fessers. Hangman’s Gulch Settlement Few walk Hangman’s Gulch after the sun goes down, those that do are lucky to see the following morning. The settlement of Hangman’s Gulch is situated on the northern edge of the badlands and is the largest of the three settlements. The ghost posse rules the night looking for wrong doers and hanging them for their crimes. The skull dogs follow in their wake, tearing up anyone caught in the open. More information on Hangman’s Gulch can be found on the 4th Dimension Labs website. Starting from Hangman’s Gulch grants the Wood Workers Reinforce skill for free. Keeping out skull dogs, means knowing how to reinforce the doors and windows on a regular basis. Roiling Rapids Settlement This formerly lawless, bandit-ridden town, has recently got a new mayor. He is trying to bring law to the settlement. People from Roiling Rapids are usually thieves and cutthroats, but the occasional good person has been known to come from this hole in the north. More information about Roiling Rapids can be found on the 4th Dimension Labs website. Starting from Roiling Rapids allows the character to start with the Hook-Up skill from the general skill list. Everyone from Roiling Rapids knows the power of talking to the right person to get what you need. Bush Squatter Bush Squatters choose to live out their lives away from civilization. They are usually either wolf children, who came together after being released by their wolf pack (as is the custom when a man or woman reaches adulthood and the wolves kick them out), or survivors of the cataclysm, banded together and forming clans; they eventually reach the point where civilization is a faint memory. It’s important to remember that when building a Bush Squatter character, you have made the choice to join the pioneer caravan in starting a new life. You may not fully understand what that means, or you may just have nowhere to go, but your life is in the hands of those you travel with now. Spook Forest The howling tree clan of Spook Forest has lived among the spirits of the wood for countless generations. They understand the harm the spirits of Death’s realm can do, so they trap the spirits in trees, stopping them from moving about. It is rare to find a non-believer among the clan and rarer still to see one of its members outside of the spook wood. Those who are born to the howling tree clan are able to use the Crow Speaker’s ability Spirit Trap for free. Northern Bush The bush north of Roiling Rapids has numerous human clans all dedicated to ancient ways and customs. Most however are expert hunters and can survive in some of the most mutant infested woods west of the Yeller Sea. The clans exist peacefully with the wolf tribes in the area. They have gone without war amongst each other for over twenty years. The clans trade peacefully with Roiling Rapids, and if they do want to make a move against the other clans they usually barter with members of that community to do the dirty work for them. Those who live in the northern bush are able to use the Bow and Spear proficiency skills for free. Yeller Sea The burnt and fire obsessed clans of the Yeller sea are as violent and explosive as the crop they hide beneath. The Yeller Sea called such for the Yeller weed that grows throughout leaks an oil that is highly flammable while the plant itself is very fire resistant. The land is mostly populated by the belcher mutant and weed fires that stretch to the horizon. The clans that live here are always fighting and move ahead of the weed fires stalking the few animals that flee the heat. Life is fast, on the move and usually short for the Yeller Sea rover. Members of the Yeller Sea clans are able to push themselves to the limits and have the Survivalist skill from the general skill list for free. Bad Lands The home of rattlers and scorpions. Those who call these wastelands home know that water is the most precious substance in the world. The clans differ widely from peaceful sun god worshippers to cannibalistic raiders. The only commonality they share is the distrust and outright xenophobia of those from more civilized lands. Members of the Bad Land clans are able to track down water gaining access to one rank of Dowsing from the dowser class. Mighty Tall Foot Hills The hill clans are a bunch of brutish, waring, superstitious mongrels. Each clan has a god that takes the form of a human animal hybrid. Holding the animal of their god sacred. They can be angered quickly and are prone to violent outbursts. When they aren’t moving about the hills following the herds of deer and fighting each other, or mutants their raiding the settlements and road houses looking to prove themselves to their animal gods. Members of the Hill clans get access to the Faithful skill from the general skill list. Roadie The Road houses in the area aren’t big enough to be considered settlements in their own rights. Think of them more as fortified militia outposts put together by someone that fancied themselves a king. Usually created by folk that were ostracised or disallowed in the settlements, but had the fortitude and sense to create a safe haven for the outcasts. Dusty Jerry’s Road House The infamous mutant road house lead by someone simply known as YellowEyes. Yellow-Eyes is said to have taken the road house from the previous owner and turned it into a haven for mutants of all kinds. Sitting on the only road between Roiling Rapids and Hangman’s Gulch travellers are forced to pay a toll for use of the road and the military members of Dusty Jerry’s do what they can to keep the road safe. Those that were raised at Dusty Jerry’s most likely have a mental or physical mutation that had them banned from one of the settlements or tribes. You get the Mental Mutation or Physical Mutation for free from the general list. The Naked Gow Roadhouse Bubba’s Chomper Farm The Naked Gow Roadhouse is more of a casino that sits between Hangman’s Gulch and Three Lakes. Everyone thought Bubba was mad! Here they raise up professional gamblers and send them out into the world to return with a share of the profits. It’s said that the Naked Gow employees a great deal of Barbers to go after their gamblers should they fail to return with the houses share. Those from the Naked Gow get to start the game with the Ace skill from the general skill list. Mirage Sallie’s Bad Land Oasis Sally went and died two years back, but her Oasis is still running strong. A place that specializes in the wrangling and breeding of gow out in the middle of the badlands. Though constantly under threat of raids by the Bush Squatter clans, fire raiders, xoodoo raiders, or the dangerous thunderbird; the members of this Oasis road house have never lost the sand stone walls that surround the compound. These folk provide protection in the middle of the Bad Lands and for the well-to-do people of Hangman’s Gulch their Gow auctions are well worth the perilous journey. Residents of Mirage Sallies are trained to use the Rifle from a young age and gain the proficiency for free. He went and turned a small hut north of Roiling Rapids into one of the best logging mills around. The most fortified of all the Roudhouses; this large wooden hill fort is protected by trained chompers and mercenaries, hired by the silver the lumber sales bring. Bubba was able to train chompers to chop the trees down and hall them back to be stacked. He then trained more men to work with the chompers, and now, while there’s still at least one death by chomper a quarter, the profits easily outweigh the cost of life. Residents of Bubba’s chomper farm automatically start the game knowing the Chomper Language. Glow Green Trapper Haven The residents of the Glow Green Trapper Haven make their money trapping the beasts of the northern woods. They also find and containing mutation objects. They specialize in controlled human mutations, and are far enough away from civilization, that most factions that would posse up and tear the place to the ground, are too far away to make the journey safely. The residents are generally friendly though xenophobic of most outsiders, and rarely open their gates unless a sack of silver is to be gained. Residents of the Glow Green Trapper Haven are trained in the art of identifying the type of mutation an object can bring about as the Mutation Object Identification skill of the Fesser. General Skill List Each skill from the below list costs 1 skill point and can be purchased at character creation by any class. Unless the skill says otherwise it can only be purchased once. Fire-Building: Your character has learned how to build a fire without the aid of matches, lighter or flint. You are allowed to keep an out of game fire starting method on you for the purposes of starting a fire. This skill is automatic for Smiths. Iron Horse Riding: Your character has learned how to ride a one or two wheeled Iron horse. Your character is able to ride bicycles or unicycles in game. As a safety precaution, these items cannot be ridden when combat is present. Combat cannot be initiated while riding one. This skill is automatic for Inventors. Mental Mutation: You get to begin the game with an organizer approved mental mutation. Speak with the organizers about creating one for your character. Mental mutations usually have a positive and negative associated with them. This mutation will require additional prosthetics / make-up or costuming to represent it. Physical Mutation: You are able to begin the game with an organizer approved physical mutation. Physical mutations usually have a benefit and negative associated with them. Speak with your organization team about starting with a customizable mutation. The physical mutation will require additional prosthetics / make-up or costuming to represent it. Read/Write: Your character has learned how to read and write. While others were honing their pioneer skills, you figured that the schoolmarm had something to teach you. This skill is automatic for the Fesser and Doc. Faith: You believe that you know who God is or who the Gods are. You have faith that your god(s) are the right ones, and this faith gets you through tricky situations. Someone with faith is able to pray to their god(s) for 10 minutes in order to regain a single skill refresh. This will take a lot out of you mentally so can only be used once before needing a refresh of its own. Black Market Chatter: You know black market speak, usually more common at road houses than settlements. Black market speak is a language only known to those that deal in nefarious goods. In order to speak in black market chatter, hold up you left hand making an L with the thumb and index finger, then say “activating black market chatter” and speak with the L held for those around you to see. Anyone that understands the language (also has this skill) can understand what your saying and respond back by also hoisting an L into the air. Hook-Up: You know how to get resources out of unsavory individuals. You can start an event with 2 of any resource cards. Ace: You always have one of these up your sleeve. During a card game you can designate any card in your hand as an Ace of <suit>. You can use this skill any number of times but doing so is at the card players own risk. Survivalist: You are a master at surviving. If you would starve you can rely on your survivalist skills to find the food and water you need. This skill allows you to only cash in one set of well fed cards during a weekend event. Classes The following mechanics are the meat and taters of your character. This is a guide that helps to determine what your character can and cannot do during the game. In this system you can pick 1 primary class and earn 5 skill points and 1 secondary class and earn 3 skill points. You are allowed to choose the same class twice granting 8 skill points in the class. Each skill costs 1 skill point to purchase and unless the skill says otherwise you can only purchase it once. If you have extra points you can purchase skills from the general skill list found in the previous section. Apothecary The Apothecary specializes in the creation of extracts, poisons, and toxic gases. Apothecary’s rely heavily on their lab equipment, the apothecary workbench. The apothecary workbench is created by an inventor and depending on the quality of the creation has a number of charges ranging from 10-30. Hit Point Gained: 2 Spirit Chips Gained: 5 Skills Glass Blowing Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredient(s): None By spending one charge from your apothecary workbench you are able to create 10 vials that can be used for extracts, grenades, or poisons. These vials can also be used to hold 1 water card. Knife Your able to use a knife boffer proficiently in combat. Brew Extract Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): Glass Vial, Mutant Heart, 2W, 2V/F/H. You are able to create an extract that temporarily mutates the individual that drinks it. Extract durations are 1-hour and each has a potency factor. Potency doesn’t reset on a character until they receive a refresh. Apothecary Glue is also included in this formulae list as it’s most often created from mutant meat. Extract Formulae List Name: Granted Mutation (Potency) Belcher: Fire Immunity (5) Blood Sucker: Drink the blood of someone in their wounded phase. This takes a 10 feed count to complete and sends the target to their dying phase, healing the blood sucker to full hit points (2). Chomper: When going on an excursion you can chop trees like a logger who has 5 points in the skill (3). Digging Dog: You can burrow underground to hide. To dig beneath the surface or to return takes a 3 ‘burrowing’ count. While under the ground you’re considered out-of-game and must stay at the physical location where you dug under to hide. You can hear what is happening around you, but cannot see. If the extract wears off while underground, you are sent to Death’s table (5). Fiddle Back: You mutate little mouths and pincers on your index fingers and can touch someone on the shoulder who is out of combat and call “Fiddle Back Bite: 1-damage, contract Wasting Disease – See Plot”. You have enough venom to do this 5 times (8). Fire Water Raider: You can drink water and spit it out as fire. This is a packet attack, and if the packet strikes the target call out “10 Fire Damage”. You are able to do it three times per water tag (2). Giant Growler: Your attacks have the strength of the giant growler behind them. Every fifth swing you deliver deals 10 points of damage if it successfully connects. On a fifth swing call “10 Physical Damage” (10). Giant Sturgeon: You are able to breath underwater as you develop gills (2). Howler: You are immune to normal weapon damage as your body regenerates to quickly. If you are struck by a silver weapon this effect ends (8). Long Legs: You develop small glands and gas vents along the side of your body that shoot out sleep gas. Call out “Poison Sleep - 1 Minute” If someone strikes you with a melee weapon (6). Night Froster: You drink water and breathe out a mist that freezes anything it touches. This is a packet attack that deals 10 points of ice damage. If you successfully hit the target with a packet call out “10 Ice Damage”. This can be done 3 times per water tag (2). Rattler: The nails on your index and middle fingers grow long and sharp like the fangs of a snake. You can tap a target on the shoulder and tell them “Rattler Bite: 1 damage - Poison Paralyze 1 Min” You have enough venom to do this 5 times (6). Salt Golem: If hit into your wounded phase, you shatter! You reform at full hit points 1 minute later. If while shattered someone dumps 2 water cards on you then you head immediately to Death’s Table (6). Scorpos: Your finger nails grow to sharp points and you can tap someone on the shoulder and call “Scorpos Sting 1 damage - Poison Death 1 Hour”. You have enough poison to do this 5 times (6). Scratch Cat: You grow large knife length claws where your hands were. You can strike for “Poison Death - 1 minute” for three strikes (hit or miss). You can also fight with the claws normally until the extract expires (10). Shrewminator: Your jaw distends allowing you to devour a humanoid in it’s wounded phase whole, instantly digesting the entirety of the corpse gear and all. Doing so takes a 3 count and heals the shrewminator to full. You will also be considered well fed for the day (4). Shrooms: You can plant yourself on top of a corpse and absorb its nutrients healing 1 hit point every 3 seconds (2). Skull Dog: Immune to cold and poison effects. (5). Thunder Bird: You are able to drink water and breath lightning. You can throw a packet that deals 10 lightning damage three times per water card. If the packet strikes the target call “10 damage lightning” (2). Tusker: You can continue fighting in your wounded phase, and are immune to damage during your 1-minute timer (7). Wastrel: You are able to devour spirits that are possessing a target or trapped in a tree. This takes a 3 count and heals you to full health (3). Xoodoo Raider: You are immune to all spirit possession and are able to warp a spook back into a spirit and send it home by muttering gibberish at it for 1 minute and touching it on the shoulder (5). Additional Formula Apothecary Glue (1): This is a heavy glue used in binding wood or glass products together. This formula makes 10 doses. 1M, 1W. Gas Bombs Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): Glass Vial Gas bombs are represented by a labelled vial, but you throw an orange packet of bird seed as the bomb. (talk to your organizers for a tutorial on how to make packets). You throw the packet and if it strikes a target call out “Poison <Effect> <Duration>”. The one exception to the orange packet rule are smoke grenades which are allowed in outdoor locations (speak with your organizer). Bombs are made in bundles of 3. Gas Grenade Formulae List Smoke Grenade: A store bought smoke grenade of either a 1-minute or 3-minute duration. Speak with your organization team. 1V/F/H, 1PM. Fairy Bomb: This bomb causes the confused effect. “Poison Confused – 1 Minute”. 3V/F/H, 1W. Fire Bomb: This bomb deals 10 points of Fire damage and is called “Fire Damage 10” instead of the standard call. 2V/F/H, 1BM. Flash Bomb: This bomb causes the blindness effect. “Poison Blind – 1 Minute”. 3V/F/H, 1W, 1M. Nerve Bomb: This bomb causes the paralysis effect. “Poison Paralysis – 1 Minute”. 3M, 1V/F/H. Silver Bomb: This bomb deals 10 points of damage and is called “10 Silver Damage”. 3PM, 2V/F/H. Sleep Bomb: This bomb creates the sleep effect. “Poison Sleep – 1 Minute”. 3V/F/H, 1W. Extract Poison Workbench Charge Spent: 1 RP Time Requirement: 1 Min. Base Ingredients(s): Glass Vial You are able to extract injury based poison from plants, animals, and mutants with an empty glass vial and 1 minute of role-play. You can preserve the poison and create a paste that allows it to be applied to weapons with 1 minute and 1 charge from the apothecary’s workbench. The poison paste can be applied to a weapon with a 1-minute role-play. Poison Brewer Workbench Charge Spent: 1 (see below) RP Time Requirement: 10 Min. Base Ingredients(s): Glass Vial, 5V/F/H, 1W You are able to create a lethal poison that can be applied to melee weapons, arrows, or thrown weapons with a 1minute count, or ingested, by mixing into food with a 1-minute count (5 herb, 1 water). This poison causes death after a period of time. With each workbench point spent you increase the potency of the poison. You activate this poison by successfully striking the target and saying “Poison Death <Time Duration>”. You can also poison food in which case an organizer will need to be informed so they can inform the poisoned player of how long the have to live. The death timer starts as soon as the target is informed of the Death effect. 1 Point: 24 Hours 2 Points: 10 Hours 3 Points: 3 Hours 4 Points: 1 Hour 5 Points: 1 Minute Self-Tester After years of testing your own extracts and toxins; you've developed an ability to resist a poison effect. This still takes a toll on the body so you can only do it once until you refresh in some way. Antidote Case Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): 10 Glass Vials The Apothecary usually carries a case of all common poison antidotes found in the area. The antidote case has 10 charges. To use the kit, it requires 1 minute of role-playing various cutting to let the poison seep from wounds and feeding the contents of a vial to the poisoned target. This will nullify a single poison effecting the target. Create Vaccine Workbench Charge Spent: 5 RP Time Requirement: 20 Min. Base Ingredients(s): Glass Vial & a sample of blood taken from a living diseased subject. The Apothecary is able to create a vaccine for specific diseases The Vaccine allows one target to become immune to the disease if drunk. The Apothecary while not trained in medical arts can have a Doc draw blood without dealing damage or deal 1 hit point themselves to a target and drain the blood into a vial. Magic Mushrooms If the apothecary goes on an excursion they are able to find 2 doses of a special mutated mushroom in the woods. This mushroom causes hallucination if ingested granting the hallucination effect. This mushroom has also been linked to prophetic visions and spiritual awakenings. Excursions are tiring and only one excursion can be undertaken before requiring a refresh. Barber The Barber is the master of knives and close shaves. A respected and feared individual in most settlements a Barber usually finds herself either working with the settlement to maintain peace, or running the settlements illegal activity. Hit Points: 4 Spirit Chips: 3 Skills Knife Your able to use a boffer knife proficiently in combat. Twin Knife You are trained in the art of wielding a knife boffer weapon in each hand. Throwing Knives You are trained in the art of throwing coreless boffer knives. Pommel Throw You expertly throw one of your knives so the pommel connects with the target giving them the stun effect. After the throwing knife boffer successfully strikes the target call “Physical Stun – 1 Minute”. This skill requires concentration and physical exertion so it can only be executed once before needing to be refreshed in some manner. Second Smile This skill allows you to instantly put a target into their dying phase. In order to use this skill, you need to have a knife boffer in one of your hands. You need to surprise and tap the knife on the targets shoulder, from behind the target, and say “Physical Instant Death”. Surprise: This ability only works if you surprise the target. This is actual surprise and not a game mechanic so the target of the effect determines if they were surprised or not. Stun/Paralysis: If the target is under these effects you are able to use this ability on them without surprise and it can be executed from the front or back. This skill requires concentration and physical exertion so it can only be executed once before needing to be refreshed in some manner. Hamstring You strike a target in the leg forcing them to limp and be unable to run until they have the wound bandaged. You activate this skill by calling “Physical Slow – Until Healed” after a successful strike to the leg. This skill requires concentration and physical exertion so it can only be executed once before needing to be refreshed in some manner. barber is able to ask 3 questions all of which the target must answer honestly. Close Shave The barber is unable to activate this skill on herself. Allows the barber to dodge a single ranged attack that would have hit. This skill requires precision and timing so it can only be executed once before needing to be refreshed in some manner. Hidden Blade When bound with rope or something that can be cut a barber is quick to escape by putting a hidden blade to work. A barber can remove these bindings with 1 minute of role-playing. Kick Dirt This is a packet attack that the barber uses to blind the target. The barber throws the packet and if it strikes the target calls out “Physical Blindness”. The barber must be within 5 steps of the target when activating this ability. Cook The cook is the master of meat and spice! Creating delectable food even whilst on the road and dealing with scraps. A cook is a needed member of the community they keep the camp running even when they want to lay down in the dirt and die. A cook is only as good as his kitchen. A kitchen is created by a smith and can have between ten and thirty charges depending on the quality of the kitchen. Hit Points: 4 Spirit Chips: 3 Skills Burn it This skill requires precision and timing so it can only be executed once before needing to be refreshed in some manner. Kitchen Charge Spent: 1 Hot Shave or Trim The Cook is able to cook meat to preserve it and add 10 days to its expiry date. Doesn't matter what part of the body the barber is shaving or trimming. It costs a water, meat, and herb resource. The shave or trim is extremely refreshing and allows for the target to receive a refresh. This takes 10 minutes of role-play to complete and during this time the RP Time Requirement: 10 Min. Base Ingredients(s): None Meat can only be preserved once by cooking it. Canning Kitchen Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): Glass Vial The Cook is able to preserve fruit/herb/veg resources. This adds 30 days to the expiry date. Knife Resources can only be canned once. Throwing Knife Feast Kitchen Charge Spent: 3 RP Time Requirement: 1 Hour Base Ingredients(s): 3M, 3W, 3V/F/H The Cook is able to prepare a feast for up to 10 people. The feast takes 30 minutes to prepare and 30 minutes of RP to rest and enjoy it. The Cook receives the benefit, but does not count towards the 10 people. Those who partake and complete the meal gain a refresh. The Cook and anyone that partakes for the entire duration is considered to be well fed for the day. Mutated Chicory Your able to use a boffer knife proficiently in combat. You are trained in the art of throwing coreless boffer knives. Expert Spice Use Kitchen Charge Spent: +1 RP Time Requirement: +1 Min. Base Ingredients(s): +1V/F/H, Poison The cook is able to mask the taste or scent of poisons so they cannot be detected. This adds the listed charge requirement, resource and preparation time. This skill can also be used to cover up other less appealing flavours; such as, burnt meat. Meal Preparation Kitchen Charge Spent: 1 Kitchen Charge Spent: 1 RP Time Requirement: 20 Min. RP Time Requirement: 10 Min. Base Ingredients(s): 1M, 1W, 1V/F/H Base Ingredients(s): 1V/F/H, 1W A delectable meal for one. This meal grants the target consumer a refresh and grants them the well fed condition for the day. It takes 10 minutes to prepare and 10 minutes to consume the meal. This beverage once brewed can serve up to 6 people. Once they drink the entire cup they begin to vibrate slightly as the mutated caffeine takes hold of them. For the next hour they can complete any task in half the required amount of time. Once they come down off the Chicory Coffee though they gain the sleep condition. Sweet Mead and Bitter Beer Kitchen Charge Spent: Various RP Time Requirement: 10 Min. Base Ingredients(s): Glass Vial Your able to brew various beverages from the list below. Each recipe has its own resource requirement. Each creation of the beverage grants one bottle with 5 doses (cups). You may be wondering when drinking when do I become ‘drunk’? We have left this up to players to determine and decided to forgo a stamina style system. You get to determine how much fortitude your character has. A guiding principle is a number of drinks equal to half your hit points to become drunk, and equal hit points to become passed out. Beverage Recipe Meaty Mead (1): This heavy honey mead is like drinking a meal. You’re considered well fed for the day. 1M, 2V/F/H, 2W. Rattler Tonic (3): This spicy brew causes a complete loss of taste for the next week, but also instantly allows you to piss rattler poison. Enough to fill 3 vials. 3V/F/H, 1M, 1W. *Please don’t actually urinate in vials, apple juice is a great phys-rep* Whiskey (1): Standard Whiskey is good to drink when the waters bad. Whiskey can be made with contaminated water and cause no ill effect. Whiskey can also be turned in as a substitute for a water card to gain well-fed status. 2V/F/H, 1W. Yeller Rye (2): You are able to drink Yeller Rye and breath fire once within 1 minute of taking a drink. This is done by throwing a packet and if the packet hits the target calling out “10 Fire damage”. 3V/F/H, 1W. Holy Shine (3): To finish brewing Holy Shine it must be given to someone with the Faithful skill. The faithful must activate the skill and ask for the shine to be blessed. If this is done the Holy Shine can be drunk as a potent alcohol that gives a blessing to the target healing them from dying or wounded to 1 hit point. 3V/F/H, 2W. Bitter Beer (0): A standard beer, this is meant for drinking and recreational purposes. You can brew beer with contaminated water to make it drinkable, but it cannot substitute a water card for the well fed condition like Whiskey. 1V/F/H, 1W. Honest Schnapps (3): This drink is usually found at a settlement court house, and given as a shot to witnesses before they take to the stand. For the next hour you can only tell the truth, though nothing saying you got to speak. 2V/F/H, 1M, 1W. Dark Beer (1): This beer instantly renders you blind, and makes you immune to spiritual influences for the next hour. This is an exception to the standard blind effect as the blindness also lasts for this hour. The components to create are; 1 hit point of blood, 2W, 2V/F/H, 1PM. Silver Slugger (2): This heavy drink (literally a bottle weighs about 10lbs) can be given to a possessed target and if a spirit resides within the target. The spirit is immediately purged from the vessel. This drink removes any possession and makes you immune to possession for 1 hour. 2V/F/H, 2PM, 3W. P. N. R (Pat and Ron) (5): One of the more expensive alcohols to make as it contains a spiritual entity known as the death worm. The worm can only survive while the bottle of P.N.R contains at least one cup of the alcoholic substance. If you die with a full bottle on you then it travels with your spirit to Death’s table. Offering Death that bottle of P.N.R can get you a gift of release without gambling. P.N.R can be drunk as a very potent alcohol in the mortal realm and is usually found at very special community festivals. 2PM, 5W, 3V/F/H, 1M. Bed Time Snack Kitchen Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): 1M, 1H/F/V You create a bed time snack that allows for a good and full night sleep. The target will be refreshed after a minimum of 4 hours sleep. Crow Speaker The Crow Speaker has peered across the veil that separates life from death and found ways to communicate with Death’s servants, the crows. The Crow Speaker is a master of calling forth spirits of protection, manipulation, sacrifice, and gun slinging. They can also trap and exorcise spirits from this realm. Hit Points: 2 Spirit Chips: 5 Skills Staff The crow speaker is trained in how to use a boffer staff in combat. Knife Your able to use a boffer knife proficiently in combat. Ritual of Binding This ritual calls forth a spirit and can only be performed at night once the sun has fully set. With the crow speakers force of will, blood sacrifice, and black jack she is able to summon and bind spirits. Step #1: Closing the circle. Every crow speaker has a slightly different ritual for this step. The general guidelines are it must take 10 minutes to complete, requires a member of the organization team to be present and a circle must be laid out where you want the spirit to appear. It costs 1 hit point from the crow speaker in blood to finish this part of the ritual. You must tell the crow that arrives the name of the spirit you wish to call forth. If you don’t know the name then the type of spirit should be named (gunslinger, martyr, manipulation or protection). Step #2: If you did not know the spirits name, then in this step you figure it out. If you already knew the spirits name, then you move to the third step. Sitting down outside the circle and facing the spirit you can challenge the spirit to a game of blackjack. You deal the cards (outside the circle) but where you and the spirit can both see them. The spirit bets it’s name you bet 1 hit point of your blood. Every time you lose a round you lose 1 hit point and receiving any healing during the ritual will cause it to break and release the spirit from the circle as a spook. This can continue until you become wounded, dismiss the spirit back to the Death’s realm, or gain the spirits name. Step #3: Now that you know the spirits name you can wager any number of hit points to a single round of black jack. If you win the spirit owes you that many services/tasks. If you lose you lose that number of hit points. You can repeat this step until you win and the spirit becomes bound to a spirit chip, become wounded, or give up and send the spirit back to Death’s realm. You can have one spirit bound to each of your spirit chips. If you bind a spirit while all your spirit chips are filled, you must report to the organization team and they will inform you which spirit just escaped and became a spook to wander the land of the living. Call the Protector - Multiple You have learned to work with the protector spirit to twist and alter its being in order to accomplish strange feats of a supernatural quality, or spells For every point you put into this skill you can choose a spell from the list below. Fulfilling the task description expends 1 promised servitude from the spirit. In order to activate the task. You must call up the spirit by speaking its name (you must pretend the spirit appears) and define the task by stating the name of the spell. You then need to explain the effect to the person the spirit is effecting. Remember that a spirit cannot affect anyone that does not believe in the supernatural. Protector Spells Spirit Vest: You command the spirit to protect you from the next three bullets and/or arrows that strike the front or back torso. If a bullet or arrow would hit you call “Spirit Vest” to negate the hit. Spirit Shield: You call up the spirit by name and designate a target for him to protect by naming the target and touching him with a packet and saying “Spirit Shield”. The spirit becomes a wall of force between the target and any enemies stopping the next five melee and/or ranged attacks that strike the front (not back) of the protected individual. To negate a hit, the protected individual must say “Spirit Shield”. Crumple: The Crow Speaker is able to call up the spirit by name and tell it to crumple an item. The Crow Speaker then throws the packet (representing the spirit) if the packet strikes the individual anywhere they then name the item “Knife, Blanket, Hat, Shovel, etc. <Broken>”. The spirit renders this item broken until repaired. Spirit Locked: You call up the spirit by using its name then ask it to seal a door, window, lid or hatch. The spirit will continue to keep the item locked until dismissed by the Crow Speaker or by another method. A person who does not believe is able to open the item without incident. Haunted: The Crow Speaker calls up the spirit by name and tells it to keep all but <name people> out of a dwelling. The spirit haunts the dwelling (building or tent) keeping all those that believe but are not named from entering. Death’s Grasp: You call up the spirit by name and tell it that if you die you want a specific item to meet you in Death’s realm. The spirit will bring the item to you at the table. Ecto Shield: You call up the spirit by name and instruct it to protect you with an ecto shield. The next melee, ranged, or supernatural attack that strikes you will be caught by the spirit and sent back at the original target. This is represented by throwing a packet after being struck and calling the same effect. “<Spirit><Copied Attack effect”. The person who disbelieves can call resist to an ecto shield attack. Guardian: You call up the spirit by name and ask it to defend a target from possession or mental manipulation. The spirit possesses the target and defends it from the inside until midnight. Sacrifice: You call up the spirit by name to defend <name>. A hit that would have put you into or beyond your wounded phase is instead absorbed by the spirit causing it to explode in energy and healing the defended target to full hit points. Dying Aid: You call upon the spirit while wounded to possess the nearest believing target to pick you up and take you to the closest Doc. This is done by throwing a packet and saying “Spirit Possession. Take me to a Doc”. Stun Round: You call on the spirit by name to possess a round of ammunition. When this bullet is fired from a pistol or rifle, and successfully strikes a target. The target gets the stun effect. “Spirit Stun - 1 Minute”. Call the Gunslinger - Multiple Spectral Bullets: You call up the spirit to possess up to two pistols wielded by the same person. The wielder of the pistols plants his feet with a three count, and as long as his feet remain planted he is considered to have unlimited ammo. You cannot load any specialty ammo during this time. You have learned to work with spirits of long dead gunslingers to defeat your enemies Many ignorant people call what the gunslinger’s can bring about as witchcraft or mutant tricks but these spells are the spirit carrying out a task at the Crow Speaker’s direction. For every point you put into this skill you can choose a spell from the list below. Fulfilling the task description expends 1 promised servitude/task from the spirit. In order to activate the spell, you must call up the spirit by speaking its name (you must pretend the spirit appears) and define the task by stating the name of the spell. You then need to explain the effect to the person the spirit is effecting. Remember that a spirit cannot affect anyone that does not believe in the supernatural. Gunslinger Tasks Nitro Round: You call up the spirit by name to possess a round of ammunition. This bullet when fired from a pistol or rifle, and successfully strikes the target. Then the target gets 10 points of fire damage. “Spirit 10 Fire”. Lightning Round: You call up the spirit to possess a round of ammunition. When this bullet is fired from a pistol or rifle, and successfully strikes the target. Then the target gets the paralysis effect. “Spirit Paralysis - 1 Minute”. Hammer Round: You call up the spirit to possess a round of ammunition. The bullet when fired from a pistol or rifle, and successfully strikes the target. Then the target gets the confused effect. “Spirit Confused - 1 minute”. Powder Round: You call up the spirit to possess a round of ammunition. When the bullet is fired from a pistol or rifle, it explodes on contact (successful hit) causing the blindness effect in the target. “Spirit Blind - 1 minute”. Ice Round: You call up the spirit to possess a round of ammunition. When fired from a pistol or rifle, and successfully strikes the target. Then the bullet freezes the targets joints causing the slow effect. “Spirit Slow – 1 Minute”. Bola Round: You call up the spirit to possess a round of ammunition. When fired from a pistol or rifle, and successfully strikes the target. Then the bullet causes the bound effect. “Spirit Bound - 1 Minute”. Death Dealer: You call up the spirit to possess a pistol for the purposes of a double tap. You aim the pistol at the individual in the wounded phase and say “Spirit Double Tap”. The pistol is not required to be loaded for this to work. For every person sent to Death’s realm this way the spirit transfers the stolen life force to the pistol wielder healing them to full health. The spirit will leave after the third double tap or if dismissed. Specialty ammo cannot be fired by the pistol while it’s possessed. Warning Round: You call up the spirit to possess a round of ammunition. The bullet when fired from a pistol or rifle, and successfully hits causes the fear effect. “Spirit Fear - 1 Minute” Call the Manipulator - Multiple You have learned to work with spirits of long dead manipulators to swindle and hoodwink your enemies…and friends. For every point you put into this skill you can choose a spell from the list below. Fulfilling the task description expends 1 promised servitude/task from the spirit. In order to activate the spell, you must call up the spirit by speaking its name (you must pretend the spirit appears) and define the task by stating the name of the spell. You then need to explain the effect to the person the spirit is effecting. Remember that a spirit cannot affect anyone that does not believe in the supernatural. Manipulator Tasks Bigger Prey: You call up the spirit by name and have it convince the target you aren’t worth of its time. Throw a packet and if it strikes the target say “Spirit Charm – Don’t attack me”. Cheating: You call up the spirit by name before you initiate your game with Death and inform it to assist you in the game. You are able to redraw your hand once after the first 3 cards are revealed. Finger Wrapped: You call up the spirit by name and have it possess a target for a brief moment. In that moment the spirit convinces the target to become your trusted friend and ally for the duration. “Spirit Possession – Lets be friends - 1 Hour” This only works if you and the target share a mutual language. Shift Blame: You call up the spirit by name and ask it to protect you from any accusations. If the target is accused, they are able to throw a packet at the accuser and charm them to think it was someone else who did the action. “Spirit Possession – <name> did it” The target will believe it true unless irrefutable evidence is brought forward. Snake Oil: You call up the spirit by name to help you bluff a target that something does something it actually doesn’t do. You convince the target that a rock can fly or a bow shoots magic arrows, or that whisky can wake the dead. You do this by throwing a packet and saying “Spirit Possession – <A single effect the item can do>” The target believes that the item can do the action even without proof. Lucky Find: You call up the spirit by name to travel with a group going on an excursion. The spirit guides them secretly to find a cache of 5 additional resources. The Crow Speaker must inform the organization team that the spirit is tagging along. Game Changer: You call up the spirit by name in Death’s Realm you throw a packet at Death (don’t miss) and state a game (you will have to phys-rep the game). Death will agree to play the game suggested. “Spirit Possession – lets play <game name>”. Clean Slate: You call up the spirit to alter the targets mind, erasing all brushes with the supernatural and turning the mind from one of belief to one of disbelief. This takes 10 minutes to complete. A target who has their mind wiped in this way will not become a believer again for at least 10 in-game days. Slip Inside: You call up the spirit by name to aid you in bypassing a lock. The spirit possesses the lock and causes it to open. Sandman: You call up the spirit by name to cause a target to fall asleep. You do this by throwing a packet and striking the target. “Spirit Sleep - 1 Minute”. Call the Martyr – Multiple You have learned to work with spirits of sacrifice in order to protect your friends. For every point you put into this skill you can choose a spell from the list below. The Crow Speaker can never gain the positive benefits from a martyr spirit. Fulfilling the task description expends 1 promised servitude/task from the spirit. In order to activate the spell, you must call up the spirit by speaking its name (you must pretend the spirit appears) and define the task by stating the name of the spell. You then need to explain the effect to the person the spirit is effecting. Remember that a spirit cannot affect anyone that does not believe in the supernatural. Martyr Tasks Revitalize: You call up the spirit by name allowing it to deal 3 hit points of damage to you. You then throw a packet at a target to heal them to full health. “Spirit Heal Full”. Death’s Pity: You call up this spirit by name at Death’s Table. No matter how high the betting goes you can only win or lose a maximum of one chip. Spirit Grasp: You call up the spirit by name and have it swap you for a target currently at Death’s Table. This spell must be done at the corpse of the targeted individual. Transfer Disease: You call up the spirit by name and have it remove the disease from the target and move it to the Crow Speaker. The disease is considered to be in its first stage once the crow speaker receives it. “Spirit Heal Transfer <disease name>” Transfer Mutation: You call up the spirit by name and have it transfer a mutation on a target to the Crow Speaker. “Spirit Heal Transfer <mutation>”. Purge: You call up the spirit by name and allow the spirit to deal 3 hit points to you in order to have it remove an effect from the target. “Spirit Heal <effect name>”. Disease cannot be removed in this manner. Savior: You call up the spirit by name to have it siphon all of your hit points sending you to deaths table. Your spirit throws a packet that deals (Hit Points x 5) damage to the struck target. “<Number> Spirit Damage”. Spirit Transfer: You call up the spirit by name and have it swap the spirit chips from one target to the other target. Both targets must agree to the exchange before the spirit is able to unbind the spirit chips. Bait: You call up the spirit by name to possess you and create an irresistible aroma to animals and mutants. They will all attack you until your body is devoured or they are dead. “Spirit Bait! Animal! Mutant!” as loud as you can. Whenever a new aggressor enters your line of sight shout it again to draw them to you. Second Chance: You call up the spirit by name and the two of you speak to a revenant walking around. You can give up one spirit chip to the revenant to allow him or her to play a round with death and be restored to life. Exorcism Removes a spook or spirit from possession and stops them from possessing anyone again for 24 hours. This takes a 10-minute ritual and the individual must be laying in a bed (some reason once an exorcism starts they are unable to leave the containment of the bed) or bound in some way. After the exorcism is complete the Crow Speaker takes the knock out effect. More powerful spirits may require additional time and cause other affects in the nearby area. This includes flying objects, bleeding walls, spontaneous combustion etc. This skill is mentally exhausting and can only be preformed once before requiring a refresh. Spirit Trap A tree can be used to trap a spirit. The crow speaker drains 1-10 hit points of their blood into a glass vial and paints a face with an open mouth on the tree. The amount of blood used determines how much power the crow speaker can siphon before the spirit is sent back to Death’s realm. If a spirit or spook comes within 5’ of a prepared tree it will instantly be sucked into the tree and trapped (a tree with a spirit should have an X painted over the mouth). Any crow speaker that puts their hand on the tree can use the spirits energy to utilize their abilities (tasks) as long as the spirit matches their skill. The spirit has tasks to grant equal to the initial hit points spent in creating the trap. Forming a spirit trap is mentally exhausting and only one can be created before requiring a refresh. A darker use of the spirt trap is to twist the spirits within into demons. This can be done to the spirit even if it doesn’t match the type you know how to control. This is done by placing your hand on the tree and spending a number of tasks (points) to warp and twist it. This process takes 1 minute per point spent. Once complete you can release the demon with the name of a target. The demon will pursue the target, whether spirit or mortal until it dies or the target visits Death’s table. If the target dies and the demon lives it is left to wander the mortal realm. Demons Imp (1): The imp is a small demon that specializes in ambush attacks and poison. Blood Vulture (3): They surprise their target from above. The blood vulture specializes in wielding twin swords and can travel great distances in pursuit of their prey. War Pig (5): Larger than even the giant growler, the war pig punches with large fists, can call weapons out of the air, and call forth great gouts of flame. Hypno Toad (7): This human sized green skinned individual seems far from dangerous in it’s innocent stare. It has the power to hypnotize anyone that looks into it’s eyes then calmly walks up and slits their throat with hidden claws or devours the target whole with a demonic whip like tongue. Fire Ape (10): Large, wreathed in fire and has the ability to teleport in an instant. There is no recounting of a Fire Ape being defeated, nor of a known Crow Speaker dumb enough to unleash one on this world. Corpse Bind Dark Crow Speakers choose to transfer their spirit bindings to corpses causing undead abominations to rise up. Those that take this skill can have a number of undead created equal to their number of bound spirits. Transferring the bond to a corpse is done through a simple 1-minute ritual and placing a small ruby (precious metal) into the mouth of the target. Each undead lasts for a number of hours equal to the number of services promised by the spirit. These undead maintain some of their independence and will only follow a command given by the Crow Speaker for 1 minute before doing what it chooses. The Crow Speaker can refresh the command by giving it again once it wears off or by giving the undead a new command. Spirits bound in corpses tend to become hateful of the living so Crow Speakers need to keep a close eye on the spirits temperament. If you take this skill you will receive stat cards to hand out to those that become your abominations. Undead Abominations Wight: Spirits of protection become wights. These undead creatures can move at full speed, and are just as intelligent as humans. They can form and telekinetically influence Ice. Zombies: Gunslinger spirits create zombies. A zombie is able to move at full speed and heal by devouring the brains of the wounded. They also cause a disease known as the wasting and anyone they scratch with their long claw like fingernails may contract this disease. Ghoul: Spirits of manipulation create ghouls. These quick moving cackling fiends emit a gas that paralyzes anyone that strikes them with a melee weapon. They also excrete a poison that paralyzes from their claws. Devourer: The martyr spirit creates the deadliest of undead known as the Devourer. The Devourer has human like intelligence and is able to turn the target to stone with a gaze. The devourer is then able to feed on the spirit of the statue and if allowed to complete this feeding will turn the target into a devourer as well. ** All of these undead are immune to damage from normal weapons. Silver is required to damage the bodies of these creatures or spirit spells. It is also important to note that a corporeal undead is able to attack and target non-believers** Doc Specializing in healing and tending the wounds of those in the community; it isn’t beyond the doc to twist the knife a little to get answers when she feels her community is in danger. The Doc is always able to tell if a target is in their wounded or dying phase. Hit Points: 4 Spirit Chips: 3 Skills Knife Your able to use a boffer knife proficiently in combat. Doc's Bag You are trained in the use of the medical tools found in a Doc’s Bag. The doc’s bag has a number of charges between 10-30 depending on the quality of the bag. The bag can be recharged and created by an Inventor. In an emergency the Doc’s bag can be used to heal a target’s wounds. The Doc with this skill can spend 5 charges to heal a target as if they had a bandage and the first aid skill. Repair broken bones You can set broken bones and through the use of mutated poultices mend the bones in ten minutes. Requires 1 charge from the Doc's bag. Purge sickness Even most viruses can be combated against thanks to a pioneer’s hearty constitution mixed with the power of science! This takes 10- minutes and 1 charge from the Doc's bag. This ability removes the sickness effect. Disease Treatment A Doc may not be able to cure a disease completely, but they can stave off the more detrimental stages of the disease. A treatment takes ten minutes and requires 1 charge from the Doc's bag. Torture Some Docs can use their skills to brutally question a patient. A Doc can maintain a targets wounded phase indefinitely, asking questions that the patient must answer truthfully between cries of pain. Requires 3 charges from the doc's bag and the target to already be in their wounded phase. While being tortured no other healing will work on the target as the Doc continues to damage the patient. When the torture ends the target immediately goes to Death’s table. First Aid A Doc can patch up an individual in their wounded phase. If the Doc starts to bandage someone in their wounded phase the target’s wounded count stops. If the Doc is interrupted while bandaging someone in their wounded phase (by being attacked or if they choose to do something else) the target immediately goes to their dying phase. This skill does not work on someone in their dying phase. The skill requires 1 minute of bandaging and one bandage to heal a target by 1 hit point. Heart: You gain an additional hit points Resuscitate Liver: You’re able to resist one poison effect before requiring a refresh. The Doc is able to bring a dying target back to life through skill and care. This requires 2 charges from the Doc’s bag and 1 minute of care. This will put the target at 1 hit point and the doc will need to use first aid from that point. Organ Extraction The Doc is able to remove organs from a target with 1 charge per organ from the doc bag. The Doc can store these organs properly for 24 hours. The Doc is also able to sustain organ viability through most mutation exposures. The procedure of removing most organs will result in a Death effect being placed on the target. The duration until death depends on the organ removed. Organ Implantation The Doc is able to swap out a failing organ for a replacement organ, add an additional organ to a patient through mutation, or implant a mutated organ. This requires 5 uses from the doc bag. Each mutation organ that replaces your current organ counts as a mutation and the ability gained depends on what mutant the organ was originally from. Additional Implanted Organs This requires 1 physical mutation object to mutate the subject undergoing the procedure. Kidney: You increase your disease resistance by 3. Stomach: You can turn in an extra day of food and water to be stored until the following day. Lungs: You can resist one poison gas effect before you a refresh. Dowser The Dowser is an expert in finding water sources. One of the most highly sought after pioneer for caravans the Dowser has been known to save entire caravans with her near mystical ability with the dowsing rod. Hit Points: 4 Spirit Chips: 3 Skills Dowsing - Multiple You are able to find a source of water on an excursion that has a number of water cards equal to the number of points you have in this skill. Excursions are tiring, which means you can only go on a single excursion before requiring a refresh. Testing You can determine if water is contaminated, diseased or will cause sickness in those who drink it. This takes 1 minute of role-play for each water resource card. Hatchet A Dowser knows how to use a boffer hatchet with combat proficiency. Like a Camel A Dowser does not need to turn in water cards during an event to be well fed. They are always considered to be able to find enough water to survive; as long as water can be found in the area. Cooper Training Dowsers are able to carve buckets, barrels and other wooden containers to hold water. The dowser spends 5minutes per lumber and up to 10 lumber constructing the container. The container is water tight and can hold a number of water cards equal to the amount of lumber spent in the containers construction. Dumpster At one point of time you might have been called a scavenger or perhaps even an archeologist by the more wellto-do folk, but now the only name communities know you as is Dumpster. They can choose to call you whatever they like though, because you know that a treasure is waiting right around the corner. the number of points you put into this skill. Excursions are physically exhausting so it requires you refresh before heading out on another one. Knife You are combat trained in how to use a boffer knife. Glow Dodge The Dumpster has survived in the wilderness for so long, and trained around mutation objects to the point where she can determine just before the point of infection what type of mutation will be contracted. Then she reacts with heightened reflexes to avoid if required. If you would take a mutation from a glow object you can choose to avoid it (after you find out what it does) as your adept at avoiding mutation objects. This maneuver puts a great deal of strain on the Dumpsters body; you will require a refresh before attempting it again. Lockpick You are an expert at getting into places you shouldn’t be in. You're able to use lock picks to open locks. Spirit Chips: 5 Lockpicks have a total of 10 charges, and are created by the Inventor. It costs a number of charges equal to the level of the lock to open it. Skills Scrap Hit Points: 2 Treasure Hunter - Multiple When you go on an excursion you find a number of old world scrap equal to A Dumpster knows how to break things down. They are able to take old world scrap and recover the basic components of the scrap with only 1minute role-playing. The skill is extremely tiring and can only be done once before a refresh. Farmer Stubborn A person of the land. The Farmer specializes in tending crops and gardens. When they don’t have time to tend they have the knowledge to seek out wild gardens or caches of crop. A farmer is the backbone of any new settlement. Hit Points: 6 Spirit Chips: 2 Skills Polearm A farmer is able to wield boffer representations of pitchforks, hoes, scythes, and other long implements proficiently in combat. Harvest - Multiple A Farmer will never give out answers while being tortured and goes to their wounded phase when torture is complete instead of directly to Death’s table. Rock Hard A Farmer gains +2 bonus hit points and can move around slowly while wounded. Fesser The Fesser (short for professor) is the hope for the future; they are meant to train the young and advise the leaders of any pioneer caravan. Specializing in teaching, mutant languages and old world knowledge they help make the right choice in any situation. A farmer is able to tend their fields or garden when they go on an excursion. Earning a number of Herb/Veg/Fruit cards equal to the number of points they have in this skill. Hit Points: 2 Know the Land The Fesser is trained in the use of pistols. These weapons are represented by foam projectile weapons. A farmer is almost magical in what they can coax the land to do. A farmer who spends an hour getting to know and exploring a camp can find the supplies he needs to stabilize himself with 1 minute of role-play during his wounded phase and heal to 1 hp. This skill stops the wounded timer once begun, but if interrupted sends the farmer to his dying phase. Spirit Chips: 5 Skills Pistol Mutant whisperer If the Fesser spends 10 minutes conversing with a human turned mutant, they are able to speak the language of that mutant species. The Fesser who takes this skill automatically knows 3 languages from the list below. within 24-hours. The skill traded must be within the current realm of the individual’s skill set. When speaking the language hold up the left hand and make an L shape, announcing that you are speaking in that mutant’s language. Occasionally state what language is being spoken. The pioneer can also change their class with the Fesser, but that requires one hour of training for each skill within the new class the pioneer plans to take. Starting Languages – Choose 3 No skills will transfer with a class switch until all skills are swapped. The class training can be done over the course of a year. Belcher, Black Growler, Blood Sucker, Chomper, Digging Dog, Fiddle Back, Fire Water Raiders, Giant Growler, Giant Sturgeon, Grim Paw, Howler, Long Legs, Mutts, Night Froster, Rattler, Salt Golem, Scorpos, Scratch Cat, Shrewminator, Shrooms, Skull Dog, Spook Wailer, Shredder, Thunder Bird, Tusker, Wastrel, Xoodoo Raider Book Learning The Fesser studies the old world and the new. Whenever a Fesser runs into a new mutant or piece of old world scrap they may study it for 10 minutes and request the out-of-game write-up on the object allowing them to build their base of knowledge. In some instances, no information will be available on the object, so further study or looking for additional clues may be required. Teacher A Fesser can train a pioneer in a new skill set by spending an hour of training for each skill swapped. This hour can be broken up over a 24hour period but must be completed Teaching can be exhausting, so the Fesser can only teach one skill before needing to refresh. Mutation Object Identification A Fesser can spend 1 minute with a mutation object to determine exactly what type of mutations the object causes. This is a mentally draining skill and the Fesser will require a refresh before attempting the skill again. Make-shift shielding The Fesser is able to protect herself from the effect of mutation objects. She is able to approach the object without special equipment in order to place the object in containment (gold box), or study the object. This only allows the Fesser to be in proximity of the object without proper shielding for 5 minutes. Expert Lecturer If a Fesser has the write-up for a mutant, they are able to give a 10minute lecture on the mutant. Anyone who attends the lecture can avoid 1 attack from the mutant if they are attacked by one in the next 24 hours. A person can benefit from one lecture on a specific mutant once every event as no new information can be discovered in that short amount of time. Smarty Pants A Fesser is able to create a single object in double the amount of time and for double the resources from the smith, apothecary, cook, inventor, tailor or wood worker list. The Fesser still needs access to the work bench, this skill does not cost any charges from the workbench. A Fesser is not a craftsman and becomes pretty exhausted after crafting. He can only create a single item before requiring a refresh. Handy The Fesser can aid a craftsman to complete a task with fewer resources than required. A Fesser can remove 1 required resource from a crafting recipe or reduce the workbench charge required by 1 (to a minimum of 1). This resource is first taken from the highest amount required resource first. Fisher The Fisher is equally good on the road as in a community. Bringing food to the table and the odd piece of scrap to the Inventors means the master of rod and spear is beloved by most. Hit Points: 4 Spirit Chips: 3 Skills Fishing - Multiple You gain a number of meat cards for every point you have in this skill during an excursion. You are able to only go on one excursion before requiring a refresh. Lucky Catch - Multiple You gain 1 old world scrap card for every point in this skill during an excursion. You are only able to go on one excursion before requiring a refresh. Strangle You can surprise and strangle someone with your fishing line. This is a 20 count and you must place both hands on the targets shoulders from the behind. This can also be done on a stunned, paralyzed or sleeping opponent (though the hands still must be placed on the back of the targets shoulders). If the count hits 20 and the executor of the skill has not been interrupted, then the target goes to their dying phase. This skill is physically exhausting and can only be done once before requiring a refresh. Staff Your fishing pole can double as a deadly weapon. trained in how to use the boffer staff in combat. Spear You know how to use a boffer 1handed spear in combat. Gun Fighter Whether you’re an outlaw, duelist or peace keeper the pistol is a way of life for you. Master of the gun fight, your swagger is known by all and potentially infamous in many settlements and road houses. Hit Points: 6 Spirit Chips: 2 Skills Pistol You've been trained in the use of a pistol. These guns are represented by foam projectile weapons. Trick Shot You are able to turn a missed shot into a potential hit. You can fire a second round (not counting against your actual ammunition total) calling out “Trick Shot” this free shot gives you a second chance at striking the target. This skill is mentally intensive and can only be done once before a refresh is required. If you are trick shooting specialty ammo, or a skill (eg. Spirit possessed ammo), then you would need to call the effect on the second shot also. Knee Cap You're shot strikes the target in the knee causing the slow effect. “Physical Slow – Until healed to full!”. This skill is mentally intensive, requiring precision. It can only be undertaken once before a refresh is required. Pistol Whip Allows the gun fighter to sneak up behind a target and knock them unconscious with their pistol. The Gun fighter must surprise the target and tap the target on the shoulder and say “Surprise Physical Knock Out – 1 minute”. Disarming Shot You are able to fire a bullet hitting the target and it’s as if you struck an object the target is holding and knocked it from their hand. “Physical Disarm <Item>”. Knife Your able to use a boffer knife proficiently in combat. Twin Pistols You are able to wield two pistols simultaneously True Grit You gain +2 hit points and are able to move around as if under the slow effect in your wounded phase. Two-Step With quickness and grace you dance with your opponent negating the next three melee blows that land. To activate the skill, say “Time ta two step!” After being struck say “Evade” to negate the hit. This skill is physically intensive and requires a refresh before it can be activated again. Run like stink You are able to run to a predetermined point within line of sight as quickly as you're able, and avoid all damage taken between the two points. You are able to fire your pistol during this run. “Yips” and “Yee-haws”; curses and battle cries should be used during the run to emphasis the madness of it. This skill is physically intensive and requires a refresh before it can be activated again. If you stop or reach your destination the skill is considered over. Hero The soldier and defender on the settlement wall is called a Hero in most settlements. The Hero is just that, a hero to the settlement keeping the dangerous world of the outside away from small bastions of civilization. Masters of the rifle and soldier techniques the Hero is a welcome addition to any pioneer caravan or new settlement. Hit Points: 6 Spirit Chips: 2 Skills Rifle You are trained in how to use rifles. These guns are represented with single shot foam projectile weapons. Soldier's Sabre You are trained in the use of a 1handed boffer sword. Knife Your able to use a boffer knife proficiently in combat. Crack Shot You know how to hit the vital spot, this shot deals 5 points of damage. “Physical 5 Damage”. This takes mental effort and requires a refresh before being activated again. Snipe You aim for a vital spot for 1-minute then fire! If you successfully strike the torso of your intended target call out "Snipe! Instant Death effect" Once the 1-minute observation begins you cannot move from your current spot or the count has to start over from the new location. The shot must be taken from the current spot as well; although, the sniper can remain in position for longer than a minute biding their time. This skill requires a great deal of mental observation and can only be done once before a refresh is required. Covering Fire You are able to shout “Go <name> I’ll cover you! 20 Steps” as long as you continue to fire the target can move twenty steps while taking no damage from ranged attacks. This maneuver costs 10 rounds of ammunition regardless of how many were fired during the 20 step run. Rifle Defense You block the next three incoming melee attacks with your rifle. All you need to do is say “Activate Rifle defense” then “evade” on the next three hits that strike you. You must have your rifle out to use this skill. This skill is physically tiring and requires a refresh before being activated again. Parry You block the next three incoming attacks with your saber. You activate this by calling “Parry” on the next three attacks that hit you. This skill is physically exhausting and requires a refresh before being activated again. Pommel Punch You attack the torso with your saber and cause the confused effect. “Physical Confused 1-minute”. This skill is physically painful and deals 1 hit point of damage to the user. You can only use it when at full hit points. Tough as Nails The soldier training gives you a bonus +3 hit points and allows you to move during your wounded phase as if you had the slow effect. It enables you to lie a number of times equal to your spirit chip total during torture interrogations. Hunter She provides for her family by venturing deep into the wild and bringing back an animal to eat. She could be a master of the bow or spear, but either way she is a must on the trail. Hit Points: 4 Spirit Chips: 3 Skills Bow A Hunter is able to use a bow and arrow. Arrows unlike bullets can be re-fired. The Hunter loses 1 arrow at the beginning of every event. Arrows must be boffer safe and bows can have a maximum draw of 25lbs. Spear A Hunter is proficient in a one handed or two handed boffer spear. Hunt - Multiple A Hunter is able to bring back a number of meat cards on an excursion equal to the number of points they have in this skill. For every 3 meat cards they gain 1 hide/leather card. An excursion is tiring and requires a refresh before another can be undertaken. Skinning A Hunter specializes in removing the hide and preserving it. The Hunter gains 1 hide/leather card for every meat card they gain on an excursion. This replaces the 1 / 3 meat ratio from the hunt skill. The skinning skill also grants the Knife proficiency. Hunter's salve After an excursion the Hunter can give up one resource she found in order to create a hunter's salve. This salve when applied to a target brings them from wounded to healthy at 1 hp. The salve takes 30 seconds to apply and stops the targets wounded phase while being applied. Inventor bicycle or unicycle. This item is represented by an actual bicycle or unicycle costumed to fit the setting. Combat is not allowed while riding. Locksmith Workbench Charge Spent: 1-8 RP Time Requirement: 10 Min. Base Ingredients(s): 2BM, 1OWS You can build locks with your inventors work bench that have a difficulty equal to the number of charges you expend on your work bench. The created lock comes with a single key. A specialist in the creation of gadgets and gizmos, the Inventor aids the community through his unique mind and by aiding apothecaries and docs keep their gear stocked and ready to go. Inventors can also craft the rare iron horse out of old scrap that aids in travelling via trail without having to rely on a mutant. You can make spare keys for any lock with 1 metal and 1 charge from your work bench. The Inventor needs to have the lock at his workbench to craft a key. Hit points: 2 Base Ingredients(s): Various Spirit Chips: 5 You can make gadgets that can be worn or carried from the list below. Skills Iron Horse Design Workbench Charge Spent: 1-2 (#Wheels) RP Time Requirement: 20 Min. Base Ingredients(s): 2OWS, 1L, 2H/F/V You can build an Iron horse also known in the far distant past as a Gadgets Workbench Charge Spent: Various RP Time Requirement: 10 Min. Some gadgets will need their hot potatoes replaced and whenever that happens the gadget will also need to be tinkered to ensure it is calibrated and working correctly. Gadget Schematics Workshop: This can be created as a Doc’s bag or apothecary workshop. They come in three forms; basic (10) (5), moderate (20) (10) and advanced (30) (15). The first number in brackets designates the number of charges each type has. The second number designates the number of workshop charges the inventor will have to expend from his own workshop to re-charge the workshop. The second number also states what the inventor requires in Water, Meat, Herb/Veg/Fruit, Basic Metal, Lumber, Hide/Leather and Old World Scraps to build the workshop from scratch. Blasting Nitro (2): To assist a prospector or fisher you have created a device that grants them an additional 5 BM or 5M resources during an excursion. This is a single use item created in bundles of 3. 2F/V/H, 1W, 1PM. This item cannot be repaired with tinkering. Self Adjusting Manacles (2): These manacles require 1 hot potato to charge for a single use. The manacles have a level 3 lock built into them and the target cannot use a skill to get out of them. 2PM/3BM/1W/1H/L, 2OWS. Back-Rub Sally Clockwork (4): BackRub Sally is a clockwork device that looks like a small mechanical spider. This clockwork requires 2 hot potatoes to perform its function once. The target lays on their front and places, or has someone place the clockwork on their back. This is a highly relaxing experience that grants a full refresh to the target after 10minutes. 4BM, 4PM, 1W, 1L, 1H/L, 1H/F/V, 2OWS. Beacon (1): You create a bright white lantern or directed beam contraption to assist with seeing in the dark. This device requires 1 hot potato and can be turned on 5 times before it requires a new hot potato. 2BM, 1PM, 2H/V/L 2OWS. Chain Axe (3): You create a chain axe that will assist a logger with an excursion. This contraption allows the logger to bring back 5 additional resources. This gadget requires 1 hot potato per excursion. 2BM, 1PM, 3OWS. Ammo Box (3): This box requires 3 hot potatoes to power and is able to be run 10 times. You can place a total of 10 spent rounds off ammunition in the box, close the box, wait 1 minute, open the box and the bullets will be repacked and ready to fire. Each time the box recharges 10 rounds of ammunition (it requires 10 rounds to begin) a charge is used. 5BM, 5H/F/V, 3PM, 5OWS. After the 10th charge the potatoes will need to be replaced. Lighter (1): You are able to create a lighter that allows even a novice to build a fire. This item has 10 charges. 3H/V/L, 2BM, 1OWS Flame Thrower (3): Anyone that knows how to use a rifle is able to use this weapon. You create a flame thrower that requires 4 hot potatoes and can drain a single tank before breaking (10 packets). This is represented by a phys-rep costumed to look like a tinkered flame thrower. A target hit by a packet while using this weapon will take 10 fire damage called “10 Fire”. 2BM, 3PM, 2H/L, 3H/V/F, 8OWS. Lock Picks (1): You create lock picks that a Dumpster is able to use. These lock picks have 10 charges and cannot be re-charged. Once the charges are used the Lock Picks are considered to be 1 resource of OWS. 2BM, 1OWS Tinker This allows you to repair a gadget in the field as some gadgets are single use or wear out then gain the broken condition or require their hot potatoes replaced. This takes 1 charge form your work bench and 1 minute to repair the gadget to working condition. The gadget must be taken to your workbench to be repaired. Wreck-It You are able to destroy any gizmo or gadget by spending one minute of role-playing. Pistol The Inventor is proficient with a pistol. This item is represented by a foam dart projectile weapon. Rifle The Inventor is proficient with a rifle. This item is represented by a foam dart projectile weapon. Logger A master of the axe and both the soft and hard wood. The Logger provides the resources necessary in major settlement constructions. A friend to the wood worker and hated enemy of Chompers the Logger is a valuable member to any expedition team. Hit Points: 6 Spirit Chips: 2 Skills Do-Hickey Logging - Multiple You can speak with your organizer team about repairing an old world scrap card to it's original function. You gain a number of lumber cards on an excursion equal to the number of points you've spent on this skill. Hot Potato Excursions are exhausting and only 1 can be undertaken before a refresh is required. You create a power source for your gadgets out of a mutated potato. This power source allows your gadget to run for a period of time or a number of charges depending on the power drain of the gadget. Hatchet You are able to use a boffer hatchet proficiently in combat. Axe You are able to use a 1-handed or 2handed boffer axe proficiently in combat. Hack A logger is able to use their axe to hack through any wooden barricade or door with 1 minute of roleplaying. If the target has been reinforced this time is doubled. This skill is physically exhausting and can only be accomplished once before a refresh is required. Powerful Swing The logger swings their axe with all their force causing additional damage. The strike must hit the torso and the logger calls out “10 Damage”. This skill is physically exhausting and can only be done once before a refresh is required. Prospector You have mastered the art of mining for the earths bounty, and panning for the riches to be found on the surface. A smith’s best friend (or at the very least required acquaintance); a prospector specializes in venturing to mountain, bog and woodland stream to find the resources a community requires. Hit Points: 6 Spirit Chips: 2 Skills Panning - Multiple On a panning excursion you receive 1 precious metal for every point you have in this skill. Excursions are hard work and you will need to refresh before undertaking another one. Mining - Multiple On an excursion you find basic metal equal to the number of points you have in this skill. Excursions are hard work and you need to refresh before undertaking another one. Bertha You are able to wield a two handed boffer hammer proficiently in combat. Canary Most Prospectors are first considered canaries to veteran miners. They are usually sent in first to test if a mine is safe as their lack of experience puts a low price on their life. You have survived and thus ‘trained’ to withstand most noxious gases and can resist poison gas attacks. This skill takes a toll on the body and requires the Prospector to refresh before doing it again. Heavy Lifter You are able to carry a wounded person as quickly as you and they can move, because a Prospector is so used to spending all day heaving around sacks of rock, the Prospector can use this skill as many times as they like as long as they remain well fed. Bullet 10 Pack: 2H/V/F, 2BM (or 10 Bullet casings), 1PM. Smith Workbench Charge Spent: 1 Silvered The weapons and workbenches you create turn a camp into a settlement. Without you, the community wouldn’t be able to create the objects that bring civilization to the wilderness. You bring the fire of creation and anyone who disagrees can speak to your hammer. RP Time Requirement: 10 Min. Hit Points: 6 Blacksmith Base Ingredients(s): 2PM & Base Item You can silver arrows, bullets or melee weapons. Ammo or edged weapons that become silvered no longer work on creatures that aren't harmed by silver. Spirit Chips: 2 Workbench Charge Spent: Various Skills RP Time Requirement: 10 Min. Sledge Base Ingredients(s): Various You know how to wield a 2-handed boffer hammer in combat. Smith’s Hammer You know how to wield a 1-handed boffer hammer in combat. Gunsmith Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): Various You can make items from the gunsmith list below. Gunsmith Blueprints Rifle: The rifle requires 1OWS and 5 BM, 1L to create. Pistol: The pistol requires 1OWS and 3 BM to create. You can create items from the blacksmith list below. A blacksmith is also able to recharge workshops. Blacksmith Blueprints 1-handed sword (2): The smith is able to create this one handed melee weapon for 2BM, 1H/L, and 3W 1-handed hammer (2): The smith is able to create this one handed melee weapon for 3BM, 1L and 4W 1-handed axe (2): The smith is able to create this one handed melee weapon for 3BM, 1L, and 4W Hatchet (1): The smith is able to create this small axe for 1BM, 1L, 2W Knife (1): The smith is able to create this small blade for 1BM, 1H/L, 2W. 12 pack of arrow heads: The smith is able to forge these arrow heads for 1BM, 2W. Polearm (3): The smith is able to create this large weapon for 4L, 3BM, 4W 2-handed hammer (3): The smith is able to create this large weapon for 3L, 4BM, 5W. 2-handed axe (3): The smith is able to create this large weapon for 3L, 3BM, 4W. Workshop: This can be created as a kitchen or a workshop for a Smith, Inventor, Tailor or Wood worker. They all come in three forms; basic (10) (5), moderate (20) (10) and advanced (30) (15). The first number in brackets designates the number of charges each kitchen type has. The second number designates the number of workshop charges the smith will have to expend from his own workshop to re-charge the kitchen. The second number also states what the smith requires in Water, Meat, Herb/Veg/Fruit, Basic Metal, Lumber, Hide/Leather and Old World Scraps to build the kitchen from scratch. Salvage Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): None A Smith is able to take a metallic item from the blacksmith or gunsmith list and break it down into raw materials. This can be done on items that are in good repair, or with the broken, or destroyed condition. Mint Workbench Charge Spent: 3 RP Time Requirement: 10 Min. Base Ingredients(s): 3PM You are able to turn 3 precious metal cards into ten silver pieces. You can also melt down 10 silver pieces to create 1 precious metal card. Repair Workbench Charge Spent: 1 RP Time Requirement: 1 Min. Base Ingredients(s): Various A Smith is able to repair an item from the blacksmith or gunsmith list that is considered broken by spending one lumber, metal or leather resource card. All the amounts double to repair a destroyed item. Wrought Iron The smith is tougher than most gaining +2 Hit point bonus. The smith can also resist being knocked out. Resisting a knock out (KO) effect is tough on the body and the smith requires a refresh before attempting it again. Tailor The Tailor keeps the members of the community clothed and the Docs with enough bandages to patch up the injured. They are also considered to be experts with the knife and needle. Hit Points: 2 Spirit Chips: 5 Skills Armourer Workbench Charge Spent: Various RP Time Requirement: 10 Min. Base Ingredients(s): Various Can create hide or leather armour that helps to protect against attacks that deal 1 point of damage. Armour for offtarget locations can also be made and grant other special properties. Tailor Blueprints Boots (2): Since feet are an off target area these boots allow you to do an extra excursion before requiring a refresh. They have an expiry of 15 game days. 2H/L, 3H/V/F. Shin Kickers (2): These protect your shins from being damaged by standard melee attacks. They have an expiry of 15 game days. 2H/L, 3H/V/F. Chaps (3): These protect you upper outer and inner thighs from being damaged by standard melee attacks. They have an expiry of 15 game days. 3H/L, 4H/V/F. Torso (7): These protect your front and back torso from being damaged by standard melee attacks. It has an expiry of 15 game days. 4H/L, 5H/V/F. Helmet (3): These protect your head from being damaged. Since the head is an off target area the helm instead protects a single knock out (KO) attack. The helm is destroyed in the attack. The helm has an expiry of 15 game days. 3H/L, 3H/V/F, 1W. Gloves (3): These protect your hands from being damaged by the rigors of wielding melee weapons. Since the hands are an off-target area these gloves allow you to execute a second melee combat maneuver before requiring a refresh as the gloves help dampen some of the exertion required. Shoulders/Upper Arm Guards (3): These help protect the shoulders and upper arms from standard melee attacks. This item has an expiry of 15 game days. 3H/L, 4H/V/F. Bracers (2): These help guard your forearms from standard melee attacks. They have an expiry of 15 game days. 2H/L, 3H/V/F. Fur Cloak (4): These protect you from the elements. They also protect you from a cold attack delivered by a Wight, Night Froster, or other mutant. This item expires in 15 game days. 5H/L, 2H/V/F. Exotic Armourer Workbench Charge Spent: 2 RP Time Requirement: 10 Min. Base Ingredients(s): 1 Mutant Leather, 5H/V/F, 5W. Can use mutant hide to create hide or leather armour that grants the mutants defensive capabilities. To gain the special ability of the mutant 3 of the 9 armour slots must be occupied by the same type of mutant armour. All mutant armour has the same benefit as standard armour and expires in 15 days. Mutant Hide Armour Benefits Belcher: Immune to fire Chomper: Immune to Cold effects Long Legs: has compartments for sleep gas defense. Requires an alchemist to fill it with sleep gas bombs (3). The first 3 melee attacks that hit target (whether it hit the armour or not) allow the wearer to say “Poison Sleep – 1Minute” and put the target that hit them to sleep. Night Froster: This feathered armour causes a chill around the wearer. The first 3 melee weapons that strike the wearer gain the broken condition. “Physical Weapon Break”. Scorpos: The plate like nature of this hide protects against standard ranged and melee attacks. The target can only wear 3 pieces of armour due to the weight. A Prospector is able to wear an additional piece of Scorpos armour due to their strength. *Other hides may also impart special abilities but have yet to be discovered* Skinner Assistant Able to direct a Hunter in the removal of a mutant hide in order to preserve it for the Exotic armourer skill. This will take the Hunter 10 minutes of role-play and is a mentally challenging and physical task the Hunter will need a refresh before working with a Tailor to skin another mutant hide. Since this skill is a Tailor skill and not a Hunter skill a Tailor should always ask if the Hunter has skinned a mutant since they last rested and refreshed. Throwing Needle Able to throw a packet and blind a target. “Physical Blind – 1 minute”. Tear Bandages Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): 2 H/V/F, 1W You are able to create cloth that can be torn into bandages. Each use of this skill will create 5 bandages. Knife Able to use a boffer knife in combat situations. Unwind Able to use the knowledge of ropes to unbind a rope and release yourself if bound with 1 minute of role-play. This can also be used to salvage broken/destroyed/expired armour and regain two resources from it. bound condition. “Physical Bound – 1 Minute”. Emergency Sewing The Wood Worker is a talented individual practiced in the art of fletching, whittling, and carpentry. Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): 1H/L, 1H/F/V Able to repair broken armour or clothing. This is only a temporary fix and can only be used twice. The first time its used it extends the life of the armour by 6 in game days. The second time its used it extends the life of the armour by 3 in game days. After that point the armour can only be salvaged as it’s considered destroyed. Weaver Workbench Charge Spent: 1 RP Time Requirement: 10 Min. Base Ingredients(s): 2 H/V/F, 1W This allows the tailor to create 10’ of rope or 1 net. Rope can be used to bind someone, pull something, or to hang someone. A net can be used by a Fisher or Hunter to make their excursion easier, allowing them to make an additional excursion before resting. The net is only good for a single excursion. Secondly the net can be thrown by someone with this skill in combat as a packet attack giving the target the Wood Worker They build the bulk of structures in the settlements and civilization improvements such as bridges in the wild. A wood worker allows easier access to hard to reach locations and gives the pioneer a method of recording his trials. Hit Points: 4 Spirit Chips: 3 Skills Fletcher Workbench Charge Spent: Various RP Time Requirement: 10 Min. Base Ingredients(s): Various You are able to create wooden melee weapons, bows, and arrows. Arrows do not break when fired like bullets. Your arrows degrade at a rate of 1 arrow per event you attend. Arrows can also be picked up and broken with a 3 count by anyone with normal strength. Fletcher Blueprints Bow (3): You create a bow that can fire arrows. 3L, 2H/V/F, 4W. Staff (1): You create a staff that can be wielded in melee combat. 2L. Cudgel (1): You create a simple one handed club that anyone can pick up and use. 1L. Arrow 3 Pack (2): You require 3 arrow heads from a smith. 2L, 1H/L. 1-handed spear (2): You are able to create a 1-handed spear. 2L, 1BM. 2-handed spear (3): You are able to create a 2-handed spear. 4L, 2BM. Bow You are able to use boffer bows. These items fire boffer approved arrows and can have a maximum draw weight of 25lbs. Knife You are able to use a boffer knife in combat. Reinforce Your able to reinforce doors, windows and barricades in order to double the time required to break them down. This takes 1 minute of role-play by the wood worker. Camp Improvements Your able to construct items that increase the camps defense. Doing this requires a number of excursions. Speak with your camps quartermaster to see a map of the camp and plan out defenses. The Wood Worker will require a refresh after each excursion. Land Improvements Your able to construct items around the camp in the wilderness to increase the benefit for those who go on excursions. Doing this requires a number of excursions to complete a project. Speak with your camps quartermaster to see a map of the area and plan out the improvements. Throwing Axe Your able to use small coreless boffer axes as hurled weapons. Book Binder Workbench Charge Spent: Various RP Time Requirement: 10 Min. Base Ingredients(s): Various Your able to use your wood working abilities to create paper for yourself and others to use. Your also able to create pencils and bind paper into books. Book Binder Blueprints 10 sheets of paper: You use the wood worker workbench to create 10 sheets of paper. 3L, 4W. 10 Pack of Pencils: You use your wood working bench to create writing implements. 2L, 2BM. Book: You bind pages into a single book. 1 dose of apothecary glue / 10 pages in the book. 1H/L Break Camp When the camp moves on up the dusty trail you can break down your camp improvements and regain half the materials you used. Building a Character - Story The character you come up with will be your alias in the world of the Pale Horse. Regardless of what type of person your character is, no one will hold your in-character actions against your out-of-game self. That being said, it’s also important when you create a character to be aware of the focus of the story and to follow the target of the game. Live action role-playing in a campaign setting should always allow character decisions to matter, but the focus of the game is a collaborative story, which means one person’s story isn’t the only one that matters. Backstory A character’s backstory is anywhere from 1 to 10 pages and can take many forms. It could be a series of journal entries, or perhaps a bulleted list of things your character has been through. It could be a web / relationship diagram describing the main people in her life. It could even be as simple as a picture of the important people in his life, with descriptions on the back of each person’s importance. When you create a backstory, it’s always a good idea to think of the following questions. Who are my parents? Do I have any siblings? If I do, what’s my relationship with them? What’s my favorite color? Do I have a favorite food? Do I like a particular genre of music? Do I follow a religion? Do I believe in the supernatural? Have I ever loved? Have I ever lost love? Have I ever had to grieve? What was I trained in at the settlement? Did I like what I was trained in? Did I do it well or did I learn something on my own? What was my settlement like? Did they allow mutants? To what degree did they allow mutants? What types of tools would my profession let me have? Did I ever learn how to use a weapon? Who are my friends? Do I have any enemies? Do I know how to read/write? How did I learn? These are only a few of the questions that you could ask yourself while building a character. If you have other people that you’re working with, I always recommend an exercise called the Hot Seat. One person sits in a chair while the others stand around him/her. The person sitting in the chair acts like their character while the others stand around and for 1-3 minutes ask questions of the person in the chair. The person in the chair has to decide if they would answer, what the answer is if they do and to what degree they trust other people. Points to Remember The world of the Pale Horse is extremely difficult. Those without friends or a settlement don’t survive very long. Scavenging is still important, though items of the old world are becoming rarer each day. Items that you do or did find were most likely either repurposed or sold for silver. Every colony at some point has to initiate the pioneer tradition; if they let themselves get too big, mutation starts to run rampant and more and more mutants begin to attack. Being so isolated from one another, settlements tend to develop their own slang, dialects and accents. These are rarely completely one form of old world language or another and are usually a bastardization and merging of two. Some music and pop culture from the early days of the apocalypse has survived, but they have been skewed to the point where there’s even a country singer pantheon of gods, and most country singers and bands have had their names butchered to the extreme. This is the same with sports and even television and video games. Vehicles don’t work anymore; people don’t really know how to make them work, and, truth is, a trusty horse mutated just right has more endurance and strength than many of the vehicles of old. Costuming it’s time to get your costuming in order. Below are some things to be aware of when you make a costume. Your costume should be Western themed. Your costume should not be in pristine condition. While you don’t need to have it torn to shreds, most folks exist on only a change or three of clothes, and patching them is easier than getting new ones made. Mutants can attack at any time, and the trail is a hard life. Your costume should show this. Items from the old world serve 2 purposes: to be repurposed into something useful—such as hubcap plates, license plate armor or helicopter blade swords—or to sell them for silver. Foam weapons and Nerf or equivalent weapons are used to represent combat. Every weapon must be checked for safety and should be painted to fit the theme of the game. Costuming that could damage the wearer, others that bump into them or weapons will not be allowed in game. If you have any questions, please speak to your organization team. Combat Melee Combat Basic rules for melee combat: It is more important to fight theatrically than to “win” If someone is striking too hard or too fast, use the out-of-game phrase “Check Swing” to signal to them to tone it down. Likewise, if someone tells you “Check Swing”, adjust your swings accordingly. Holding or Trapping an Opponent’s Melee Weapon All melee weapons deal 1 point of Health in damage Holding and trapping are permitted during melee combat, so long as a melee weapon is used to perform the trap. The penalty for trapping a weapon with part of one’s body is that part of the body is unusable for the next 5 minutes. If this part is a hand, it means that the hand cannot hold or activate any item. Attempting to trap a melee weapon in someone else’s body in order to elicit this effect in another character is a rules violation that can result in suspension or banning of the offending player. Always aim for valid target locations *Eye protection is always recommended, as an added safety precaution. * Melee Swings During melee boffer combat, all swings must have a pullback between 45 to 90 degrees—no more and no less. This prevents both overly forceful “baseball swings” and cheap, tiny taps, while also allowing the strikes to have sufficient force to be felt by the target. Each boffer swing cannot strike the same location on a target’s body consecutively. Example: If Diane and Tim are fighting with table legs and Diane strikes Tim in the arm with two consecutive strikes, Tim does not need to count the second strike, even if the pullback was within 45 to 90 degrees. This rule ensures that combat is still quick but limits what is known as “Machine Gunning” with the boffer. Hand-to-Hand Combat Everyone in Pale Horse is considered proficient in fisticuffs and, as such, they may wield a coreless hand-to-hand boffer 1’ in overall length with a 6” grip. *Ranged weapons cannot be trapped and cannot be used in trapping. * Ranged Combat Basic rules for ranged combat: It is more important to fight theatrically than to “win” Ranged weapons deal 2 points of damage Ammo is considered expended when fired from pistols or rifles Always aim for valid target locations These weapons are not boffer-safe, and as such cannot be used to block, strike, or throw. If a player intentionally blocks a melee strike with a ranged non-boffer approved weapon, then the ranged weapon is immediately considered broken. Intentionally striking ranged weapons in order to break them is a rules violation that can result in suspension or banning of the offending player. If someone calls “Check Draw” it means that you are two close and the strikes are harming the individual outof-game. In this case briefly stop the combat and increase the distance between shooter and target by a few steps. If a weapon is constantly causing someone to “Check Draw” then it should be brought to the organization team and re-checked for safety. *Eye protection is always recommended, as an added safety precaution. * Valid Target Locations A melee or ranged weapon can be used to strike any location on a target’s body except for the following: Head Neck Hands below the wrist Groin Weapon Construction All weapons must have at least 2” of closed cell foam past the end of the core on both the butt and thrusting end. All home-made weapons must be thrust-safe, therefore must have 2” of open cell foam or “soft” foam on the tip. Speak with your organization team about building or designing weapons. Store purchased latex and injected foam weapons are not considered thrust approved at this time. Weapon Colors Black, Grey, Silver, Brown: Represents a Melee Weapon White: Indicates a weapon that is a part of the creature. Examples include: tongues, teeth, and fists. Most are represented with a standard white hand-to-hand boffer. Though in some cases could be a longer cored boffer weapon or even delivered with foam/cloth thrown projectiles. Guns Pistols and rifles in Pale Horse are represented by foam dart guns such as Nerf or Buzzbee. These guns may be slightly modified to increase their range and should be painted and altered to fit both the setting of the game world and your own character. All weapons will be approved on a per weapon basis and must be marshalled at each event. Only pump action or” cocked” weapons will be approved—semi auto or automatic weapons will not be. Effect Calls Because the skills players have access to and the abilities of the mutants and supernatural creatures you will come across can do things we cannot easily represent. We have assigned rules to govern what these effects do. If you are ever unsure about what an effect does assume it lasts for 1 minute and make your best guess. You can also ask someone else or use this as a reference guide. A call is usually made up of a type and effect. Example “Spirit Sleep – 1 Minute” Spirit: This is the type of damage to allow the target to choose any appropriate defenses to activate. Sleep: This is how the target reacts if they couldn’t defend (some defenses could work against this specific effect as well), 1-Minute: this is how long the target is asleep for. Effect Type These are how the effects or general damage is being delivered. Fire: This is usually strait forward damage and is stopped by any defenses that would stop fire. Ice: This could be damage or control style effects (bound, knock back, slow). These effects are stopped by cold or ice defenses. Lightning: This could be damage or control style effects (confused, paralyzed). These effects are stopped by lightning or electrical defenses. Mental: These effects are usually psionic or psychic in nature and come in all effect types and as damage. Physical: These effects are physical in nature and are stopped with physical defenses. This includes standard damage from ranged and melee weapons. Poison: This damage is usually in conjunction with other things. Gas bombs, ingested substances or weapon coatings. These effects are stopped by poison defenses. Silver: Silver damaging items are represented by informing the target that they are being shot or hit by silver. The item must also bear a red ribbon if it is made of silver or doing silver damage. This ribbon should be 1” thick or larger and be easily seen. Silver edged weapons or ammunition will no longer deal damage to creatures not harmed by silver. Spirit: This group is defended against by possession/spirit defenses or being a non-believer. Surprise: This is actual surprise. The target always gets to determine if the attacker surprised them or not. Effect Bait Duration: Various Bait is only caused by spirits or objects created or found in the world. The description will detail the duration. Bait targets a specific type of creature. Human, Mutant, Spirit, Spook etc. The targeted creature will move directly towards the bait and attempt to destroy it. Blind Duration: 1 Minute The target is unable to see. Please do not close your eyes as you could injure yourself. Instead role-play being blind or just look at the ground so you can at least see the terrain around you. Bound Duration: 1 Minute or Until Freed This condition represents being unable to move or take actions. The target is still able to speak. If this is an effect that is dealt in combat it is most likely 1 minute to escape (such as a fisher’s net). If the target is manacled and chained to a wall or bound up with a rope, then they are bound until they are able to escape. Confused Duration: 1 Minute You are confused and cannot activate any skills or abilities. You are unable to attack though you’re still able to defend yourself from attack. You may be hypnotized by a pretty sight, wandering around as if drunk, or just picking things up and putting things down. When deciding how to play confused think about the action that caused you to become confused and role-play accordingly. Death Duration: Various The death effect upon completion sends you to Death’s table. When this effect is timed the target seems aware that their time is almost up, they may notice crows sitting in a tree or perhaps see death in a mirror. If they don’t believe in the supernatural they may feel sick or have the urge to settle unfinished matters quickly. This effect can range from instant as is the case with the Hero’s snipe ability or hours like with the Apothecary’s poison ability. Disease Duration: Until Cured Diseases in Pale Horse are harsh. Each disease will have a virulence rating and number of stages. To cure a disease completely the target must be in the first stage of the disease and receive a number of treatments (1 treatment / day) equal to the virulence of the disease. If the target is in the second stage of the disease than a number of treatments equal to the virulence must be completed just to move back to the first stage. No progression will be made towards the diseases next stage on a day when a treatment is received. Fear Duration: 1 Minute You are terrified of something and will remain so for 1 minute. You get to decide how you react, you could run in fear, curl up into a ball or stand there terrified staring at the object. The one thing your unable to do is attack or approach the target of your fear. Your muscles are frozen solid and you’re unable to move. Items are stuck in your hand and cannot be disarmed. You cannot defend yourself. You cannot talk but you can still mumble and make noises through closed lips. Hallucinate Possessed The basic duration of a hallucinate is 1 minute, but you can choose to extend hallucinate effecting you for role-play purposes. When you’re under a hallucinate you see visions, images and things that aren’t really there and miss things that are actually there. Strawberries may talk, it may rain milk, or your best friend could mutate in front of your eyes. This effect is all up to your imagination and role-play judgement. The only hard rule is that while under a hallucinate you’re unable to activate skills or abilities unless they are on a figment. Each possession could have a specific duration or last until removed. The spirit that possesses you will inform you of any specific effects. If you’re possessed, you must do what the entity that possesses you tells you to do. Duration: 1 Minute Knock Back Duration: Instant You are knocked back 5’ and should roleplay suffering a massive blow that threw you back that distance. Knock Out Duration: 1 Minute You drop to the ground unconscious for the next minute. During this time no one can wake you up. Paralyze Duration: 1 Minute Duration: Until Cured Sickness Duration: Until Cured When you receive a sickness the organization team knows exactly when the sickness will pass, the other option is to have it cured. If you’re unsure of how you should be role-playing a sickness or for how long speak to your organization team. Sleep Duration: 1 Minute You are instantly put to sleep. You cannot be woken up for the first minute after that you will sleep naturally until someone wakes you up. The natural part of sleep is your judgement call as a player, this could be a great time to take a nap or if you want to get back in the action the sound of combat rouses you. Your decision. Slow Stunned You can only step once every 3 count. Whether it is because of an injury or magical like effect you can only move so quickly. You drop what your carrying and must remain reeling or role-playing shocked for 1 minute. This could take the form of muttering to yourself. You must stay at the same point for this duration and cannot defend yourself. Duration: 1 Minute/Until Healed Duration: 1 Minute It is possible to receive the effect as an injury such as with the hamstring or knee cap abilities. In this case you must be healed to full hit points before the effect goes away. Name: ________________________. Character Name: ______________________________ Belief: Y/N Hit Points: __________ Spirit Chips: _________ *(Primary + Secondary + Skill = Hit Points/Spirit Chips) Character Pronoun: he/she/they/other Pronoun other: ______________ Starting Location: __________________________ Starting Location Ability: __________________________ Primary Class: _____________________Secondary Class: ______________________ *You can choose the same class twice, or replace class skills with general skills Skills Primary Secondary Free Class Skills: _________________________________________________________ *Eg. Fessers gain the Read/Write skill for free Things the organizers should know about this character
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