File - 4th Dimension Labs

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