LARP Works L.L.C. Presents Version: 0.9c Changelog: Racial Adjustments Spell Adjustments Ethereal/Invisibility Changes New Crafting Rules Clarified Rules of Play updated to reflect changes New Armor as Toughness system added New Unit System of Materials added (Ingot System) Added additional lore information (Still under review) Edits, Clarifications, and adjustments based on player feedback. Green is NEW or EDITED Blue is New or edited (since version b) Highlight signifies this is the working version but it is UNDER REVIEW Special thanks to Mordavia Staff especially Matthew Chauvin and Teddy Blanchard 0 Foreword “For what is a game, without a player?” This is the official player rulebook for the Live Action Role Playing Game LarpWorks Presents: Mordavia. What is a Live Action Role Playing game? A live action role playing game, commonly known as a Larp, is when participants take on the roles of characters and interact with each other while following the rules and guidelines of a formal system, such as this rulebook. Players act as if they were the character they play. This includes character traits, beliefs, and histories that may be different from a person's “out of play” life. These things are considered, “In-Play” and players, with safety in mind, are allowed to play that role the best way they see fit. LarpWorks was founded on the idea of coming together to enjoy role-playing experiences. LarpWorks strives to facilitate a safe, comfortable, and immersive environment to help the player feel connected to the world of Mordavia with the character they created. Who are LarpWorks? LarpWorks is a LARP development company created by a group of close friends with a common passion for role-playing, gaming, and story telling. The goal of LarpWorks is to set the professional standard of live action role playing games. We help facilitate the growth of the global larping community and cater to its fans. LarpWorks strives to maintain a positive environmental and social impact. What is LarpWorks Presents: “Mordavia”? LarpWorks Presents: “Mordavia” is a LARP game. Players create Player Characters. This allows Non-Player Character staff and other Player Characters to interact with them based on a rule system and fictional story. “Mordavia” is the dark medieval fantasy world in which this game takes place. Players create characters for Mordavia using this rulebook. The rulebook gives players simplified physical attributes and advantages such as spells and combat maneuvers. They can use these abilities to interact with the game world and enhance their character. The Mordavia rule system is based partly on American larping concepts, and partly on the original Mordavia game by Ryan Paddy. It incorporates high-level role-play and action-packed battle exchanges designed to be quick and decisive. The rule system is first and foremost based upon the story and setting of the world of Mordavia. Mordavia is balanced using a cyclical balancing system. This type of balancing system takes a lot of fine tuning, and we think we're nearing what we consider perfect cyclical balance (or imbalance in some cases). There is no "one spell to rule them all" in Mordavia, as everything in the game has a counterbalance. What can I do with this book? This book contains the strict set of rules for how to create and play a character in the world of Mordavia. Comprehension of this book will bestow upon the reader the knowledge required to create a Player Character and interact with other players during a game. The game runs on the honor system with storytellers acting as moderators. Following the rules is incredibly important to the game. Every game has their cheaters, but cheaters cheat themselves and everyone else of a legitimate, non-orchestrated, organic role-play experience. This will be stressed again in the closing notes at the end of the book. Players are expected to attempt to dress and act accordingly their specific character. The following chapters of this rulebook is dedicated to the advantages players may acquire, specifics of how those advantages work, and inter-related story elements. How do I attend an Official LarpWorks Presents: “Mordavia” game? The official LarpWorks Presents “Mordavia” game (called an “episode”) is held at Fontainebleau State Park, Louisiana. Players spend time as their characters from “Game-on” at 10:00pm on Friday, until “Game off” at 4:00am Sunday Morning. During this time players are considered “In-play” and must follow the rules within this book. LarpWorks hosts an official Mordavia event several times per year. Players may register to play and pay entrance fees, which are usually around 30.00 – 40.00 USD for a weekend. Players who are unable to make it to the official LarpWorks game may contact us about starting your own game. Whether you decide to play or not, we hope you enjoy the following rulebook. It is designed to give a good impression of what LARP games are and what LarpWorks is trying to accomplish. 1 Table of Contents Title Page……………………….…………………………………1 Chapter 6: The Rules of Play……………………………..…….45 Foreword……………………………………………….…………2 The Foundation of the Rules Table of Contents…………………………………………….…...3 Playing Mordavia Introduction……………………………….……………………...4 Basic Character Attributes and Status Prologue: History of Mordavia……………………………….…5 Basic Abilities The Age of the Mists, The World of Mordavia (year 0) Advantage Abilities The Age of Reclamation, Beyond the Cataclysm (0 - 666) Verbals and Tag-lines The Age of Mordavia (667 - 1912) Delivering Verbals The Gypsy Event (1912) The Tax Wars (1912 – 1963) Chapter 7: Items, Phys-Reps, and Barriers…….………..…….55 The Enlightenment (1964 - 2000) In-Game Items The Magical Renaissance/Mordavia Today (2000 – Now) Phys-Reps and Items The Frontier Town Crafting Lists Weapons Chapter 1: Character Creation…………………………….……8 Shield Character Concepts Armor Building a Character Clothing The Advantage System Traps and Locks Advantages Barriers Advantage Points Additional Advantage Points Chapter 8: The Setting…………………………………….....….63 Character Levels Mordavia Society Tiers of Advantages The World of Mordavia The King’s Law Chapter 2: Races…………………………………….…………11 Faiths and Theology Races of Mordavia Racial Advantages Chapter 8: Playing a Character………………………………...68 Created Creating Immersion Demon Characters and Role-playing at the Episode Elf Gypsy Chapter 9: Updating and the Interlude………………………...70 Half-Orc Character Check-Out Human Character Updates Vampire The Interlude Zhana Using Universals During the Interlude Other Actions During the Interlude Chapter 3: Universals………………………………..…………28 Character Communication Universal Advantages Character Journal Entry Skill Advantages Resource Advantages Chapter 10: Beyond the First Game………………..…………71 Production Advantages Player Registration Crafting Character Re-spend Beyond Your First Character Chapter 4: Physical Combat………………………….….……35 Multiple Characters The Maneuver System Retiring a Character Permanent Death Chapter 5: Spellcasting………………………………...………37 New Characters Spell Advantages New Character Rewards Grey magic Back-pay Alchemy Binding Chapter 11: LarpWorks Community…………………..………72 Black Duties of the Player Nature Role-playing and Bleeding Necromancy The LarpWorks Community White Becoming Crew and Helping Out the Games Chapter 12: Closing Notes………………………………………73 Important Times During the Episode What can I expect at an Episode 2 Introduction Mordavia is a place of fantasy and mystery. It is the shattered and dark remains of a once magnificent utopian society. A'tul, which is an endless mist that wraps around the entirety of Mordavia, is a constant reminder of the powerful magics that caused the Cataclysm and ultimately the destruction of the world over 2000 years ago. Mordavia as we know it today is covered with long lost ruins constructed by a legendary society of ancient times. It is filled with corrupt city states and sheepish citizens who continue on with their daily lives, unaware that the events of the Cataclysm were just the beginning of the end. Now, the lands of the Kingdom of Mordavia stand as a crumbling pillar poised to fall into oblivion. However, there is hope. For one with a Heroic soul may choose to be incarnated into this fantasy realm with the ultimate power of deciding their own fates, and even more so, the fate of all Mordavia. The mere act of gazing upon this text is ultimate proof that you, yes YOU, have a Heroic Soul. Although having this type of soul is considered to be a blessing by some and a curse by others - one thing is true. A Heroic soul has a unique chance to experience, manipulate, create, or destroy the realm of Mordavia. However, this ability is not unique to you - for there are innumerable potential Heroic Souls all with the same extraordinary power, but with different ideas on how to use it. Inevitably, it will be up to the action and inaction of all Heroic Souls that wish to manifest at this pivotal moment before the ultimate fate of Mordavia is decided. 3 Prologue: The History of Mordavia The Age of the Mists, The World of Mordavia (year 0) The entire world was covered in a thick mist before the Mordavia of today existed. This time was called “The Age of the Mists” and it was an age of mythic deeds and legendary beings. The wonder of Creation was at its height; there was no death from natural causes, no death from old age, and unlimited potential for magical discovery and progress. The world was filled with life and magic provided everything anyone could need. Such was the power of this age that even young children wielded incredible magics, mastering wondrous spells that would baffle and terrify the most powerful mages of today. The most powerful of these casters were a group of Humans who were the greatest Arch-Masters of each school of magic. They came to call themselves “Solomonari” or “Enlightened Ones”. They quickly mastered magics that it took the Elves and Demons generations to develop. The Solomonari could be described by their unbridled magical accomplishment where the only limitation was that of their own imagination. However, such power eventually came at a terrible price. A great war broke out between the Solomonari of Necromancy and the rest of their brethren. The power unleashed in the war was devastating. The final battle ended the world known as “The Age of the Mists”. The Solomonari were annihilated, most of the world was wiped from existence, the majority of sentient life was eradicated, and the mists which covered the world receded to reveal what is today, Mordavia. The swirling magical vortex of mist surrounding Mordavia became known as “A'Tul” or “The Beyond”. This event is known as “The Cataclysm.” Age of Reclamation, Beyond the Cataclysm (0 - 666) The survivors of The Cataclysm quickly discovered that all of the highest magic, along with those able to wield it, had been lost to The Cataclysm. The races quickly fractured from their unity against the threat of Necromancy and fell into their own societies. Created became a lost race for over a thousand years. This is because most Created were deactivated because of a lack of magic to feed on and the remaining did not know how to reproduce. Demons secluded themselves and made their own Kingdom. Humans formed into various clan, family, and city-state societies. Elves retreated to their remaining cities and monasteries in the Great Forests. Half-Orcs became nomads and mercenaries, looking for work. Zhana that attempted to form a society were defeated by war and slavery. This drove the Zhana to live amongst all of the other races, of their own free will or otherwise. Vampires also formed their own autonomous nation; the fabled Empire of Nocturne. In the 6th and 7th Century ATC (After The Cataclysm) three powerful Human city-states arose. They were: the City of Orag Magoz in the region of Noctu, the center of magical power; Alcyon Keep in the Northwest Plains, the center of military power; and Deragon Keep in Western Mordavia, the economic and political center of the world. The lands around Deragon Keep are the ancient headquarters of the Order of The Right Hand of Gebelizis, or simply, The Order. The Order is a religion that worships the Creator of the world and White Magic, Gebelizis, creator of Mordavia and sworn enemy of Necromancy and all who use it. They are the oldest known organization in the world and one of the only organizations to survive The Cataclysm. At the beginning of the year 660 ATC, after several years of waring between the city states, a secret and dark enemy quickly rose to power. This enemy fought cunningly with economics and politics more than armies and magic. In 666 ATC, crippled by economic turmoil and political strife, the enemy finally took to the field with his armies and the world found itself on its knees. At Deragon Keep, the Great Vampire Lord Maravis, ancient enemy of The Order from before The Cataclysm, revealed himself and prepared for the death blow. However, during the final confrontation deep within the halls of Deragon Keep itself, Maravis was utterly destroyed by heroes of The Order wielding ancient and powerful White Magic. Though victorious, The Order could not savor their victory as the Vampire Lord did not die before unleashing a terrible curse that brought the lands of Deragon to ruin. The area is now known as The Suul Wasteland, and any that venture there are said to meet a fate worse than death. Once again devastated, the people of Mordavia turned to the leader of The Order, a Human from the Alcyon Family. Having already been promoted to the rank of Grandmaster of The Order, and having earned the title of The Lion, he used his influence and popularity to establish the Kingdom of Mordavia. The New King Alcyon I oversaw the construction of the Great City of Sargon, which would serve as his Imperial seat of power, and renamed the remaining lands around Deragon to Sargon as well. The King created for the many races of Mordavia a set of law to govern over them. He acknowledged their fight against Maravis, the Great Enemy, and granted all races lawful protection and citizenship under the Kings Law. The Demon Kingdom agreed to follow the King's Law while still maintaining their own, but there were many who lived still below them with no form of government. This land came to be known as the wastes and were void of life with the exception of a few rugged tribes. The Kingdom of Mordavia would know peace at last for over 1,200 years under the rule of this Alcyon Family. The Age of Mordavia (667 - 1912) The Age of Mordavia was slow in innovation and the people were fatigued by the constant tragedy that seemed to face them. After a thousand years, civilization was re-established and Sargon lead the world in research and archeology. The Alcyon Dynasty had a strong alliance with The Order, as all members of the Alcyon Dynasty were hereditary Order nobles. Together they pushed back the followers of the Necromantic God “Heros” to the darkest corners of the world. They felt secure that Necromancy had been relegated to a passing threat lead and they began to sit complacently in their perceived victory. This was a misconception that would cost them dearly. Many hundreds of years passed without much progress. The lands to the east had been ravaged by the horrors of Necromancy and the few people left struggled to survive. The remaining Nobility began to to gather into the most resource-rich of land areas and formed large cities. These cities began to be populated by a new emerging middle class. 4 Sargon to the west, was a center of industry amongst the varying cities. Vanatoss to the southeast became a place where many scholars and mages studied the archaic arts in secrets. Orag Magozto the southwest arose with shipping magnates and became the port-center of the emerging world. The Demon Kingdom to the northeast closed its borders and became a self-sustaining nation once more, allowing for little trade and passage. So too did Alcyon Keep and the surrounding principality begin to be more restrictive as it became a center for the wealthiest of Mordavia to have security and peace. Orc and Half-Orc tribes began to settle into the land beneath the barren wastes in the southeast on the Furian Sea. Some Zhana sought of a legendary Zhana homeland near the base of Mount Kogian after hearing rumors of a city of Zhana, but none ever returned to verify the claims. The world grew and progressed for many generations in peace after the victory of The Order. People worked and created a vast medieval civilization. The Order used their authority to stifle scientific and cultural progression to prevent another cataclysm. They reigned over the kingdom with an iron fist and kept at bay any stray uprisings. People were given a some freedoms, but with necromancy being destroyed many had great hope for a bright future. Few could anticipate the horrid realities that were to befall such a glorious Kingdom. The Gypsy Event (1912) It was evening on the Winter Solstice in the year 1912 ATC. The Alcyon Dynasty was at the height of its power and perhaps also at the height of its arrogance and opulence. Darkness began to fall and a full moon began to rise over the magnificent festivities prepared across the Kingdom. When the moon reached its zenith, The Kingdom of Mordavia suffered a sinister curse. Numerous humans became mindless, animal like, bloodthirsty, monstrosities that tore apart all in their way. The scene was the same in nearly every court of human nobility across the Kingdom. The twelve-hundred year reign of the Alcyon Dynasty ended in a single horrific night. Today, that night is called The Gypsy Event. Unable to maintain power across Mordavia, The Alcyon Dynasty was forced to retreat back to a single Principality, leaving Noctu and Sargon to the control of their own Princes. In order to avoid a costly and unwise civil war, the Prince’s decided to maintain the status quo until a new king could be crowned. While this seemed to be the most amicable solution for long term prosperity, there was a single problem that ended up nearly undoing the entire Kingdom just as surely as Maravis did. The Tax Wars (1912 – 1963) As it is written in the King's Law, taxes must be payed to the King. With no sitting King, the most powerful Guild Masters held a meeting where it was collectively decided that they would stop paying Royal taxes. In their mind, they were breaking no laws. The result was a severely under-financed Nobility. Eventually the Guild Masters had larger standing armies and more resources then the Nobles. This lead to the rise of a group called The Mother Wheel. The guild masters used economic warfare to cripple the Nobility. However, the Nobles often refused to make deals on what they considered the terms of “peasants.” Deadly conflict between guilds and nobles became the standard way of doing business and settling any disputes, especially those of a financial nature. This bloody time is known as The Tax Wars. The ascension of Prince Tepesh XIV of the Principality of Sargon in the year 1963 marked an end to this conflict. At the Coronation of Tepesh XIV to Prince of Sargon, the leaders of The Mother Wheel barged into the event, making immediate demands for tribute. The Mother Wheel assumed that the young Prince, only 17 years of age, would be a pushover and seemed correct in this assumption. The young Prince begged them to return the next night promising them a banquet fit for the coronation of a dozen kings and servants ready to fulfill their every request. Taken in by how easily they had won, The Mother Wheel returned the next night. The young Prince welcomed his guests graciously and personally sat them in his great hall. However, after the first round of casks were drained and the Mother Wheel was content in their victory, the young Prince stood upon his throne and made a bold claim that all those present were traitors and in violation of The Kings Law for refusing to pay taxes. To their great horror, the Mother Wheel was mercilessly executed where they sat. Prince Tepesh immediately did the same to all those that supported the Mother Wheel, even going after families of Mother Wheel leaders. After only six months, Prince Tepesh ended the bloodshed and declared the “Tax Wars” finished. The three Princes of Alcyon, Sargon, and Noctu used the Kings Law to maintain control and order over most of Mordavia. They made a system of tax collection where each principality would be responsible for collecting the Kings Tax in their own lands. Those not of Noble status are forbidden from owning land. Now, the lowest ranking nobles collect from the peasants and guilds and pass the wealth up the chain to the princes. Nobles Contracts are then passed back down to keep the economy moving and Nobility well supplied. 5 The Enlightenment (1964 - 2000) Early in 1964, an extraordinary discovery was made by the Royal Archeological Society of Sargon and they are credited with birthing this age. Before this time, both the existence of the Magic School of Binding and the existence of the Created race were regarded as secrets of the highest level. Amazingly, both were rediscovered in an ancient ruin and were finally brought back to the public at large. Binding magic brought a greater understanding of the 'Wheel of Magic' and allowed for unparalleled advancement in all magical theory and practice. This advancement in knowledge lead to a revolution in Grey Magic with the development of the spell 'Scribe Scroll'. For nearly two thousand years, the creation and use of magic scrolls was considered far too rare and expensive for any common folk to have. 'Scribe Scroll' allows anyone with even minor amounts of Magical Knowledge to create and use magical scrolls. Combined, these events resulted in magic being understood more indepth by more people than had ever been known ATC. The rate of magical learning quickly began to reach the point of exponential growth, and there are many factions rumored to be near widely producing the first Master Mages in a dozen centuries. There are those in society resistant to such quick and dramatic change, but in the confusion of the Enlightenment they were left silenced. Not even they could comprehend the wealth of knowledge and discovery that seemed to permeate modern society. The Magical Renaissance/Mordavia Today (2000 - Now) With the cessation of The Tax Wars quickly becoming a story told by the previous generation, the Noble Houses were able to enforce the Kings Law and effectively regain control of the realm. Guilds continued operating with more freedom than before the Tax Wars, but now under the watchful eye of the nobles. Meanwhile, advancements in magic with the Scribe Scroll spell allowed the common and less fortunate people have access to what was once considered powerful magic. With the settling of peace and prosperity across the Kingdom, culture and technology began to flourish like never before, and the races began to re-establish their own identities again. The scholars have begun to call it The Magical Renaissance. Created have not stopped being discovered all over the Kingdom and they have not seemed interested in taking territories or making nations, content in their general role as servants. Demons integrate into all aspects of the Kingdom fairly well. As for the Demon Kingdom, the reclusive nation has recently opened itself up for trade and many more Demons have begun to wander the lands and spread The Kingdom's influence again. Elves have been in duress in their forest homelands in the face of industrious invading Half-Orcs and many have fled into A'Tul in search of the Lost City of Elvonult. Those who did not, find themselves drawn to nobility or towards The Order, where they can be defined by their White Magic. Gypsies were forced to the margins of society after The Gypsy Event. Some tried to cling to the remnants of their former lives and blend back into regular Human society. For those unwilling or unable to do so, refuge was found largely in The Great Forest of Eredeti. Half-Orcs have largely remained mercenaries and manual laborers, despite all the cultural and magical innovations taking place. However, for several decades, a now aging Half-Orc war- lord known as Morgrim, has been systematically unifying the various tribes into a single nation in the southeastern wastelands of Noctu. Humans have carried on like they always have, with the greatest population and, therefore, political power. This power has only become more secure during The Magical Renaissance as Humans always seem to adapt the best to any given situation. Vampires do not have any notable population center and the remains of their lost Empire are now dust. However, with the rise of 'the Gypsy threat', Vampires have managed to integrate into all levels of society and count a large number of nobles within their race, compared to their relatively small numbers. Zhana are still as whimsical and variable as ever. While they tend to concentrate in areas more closely related with their specific magic, Zhana are found everywhere getting into some sort of trouble. In a move that may upset the Human political order, the self proclaimed 'Zhana Queen' Lidithiya, has declared the abandoned former Human city of Avaros the capitol of all Zhana in Mordavia. During this age of sudden progress and advancement, wars and tragedies of the past seem all but forgotten; although, some never forget. The Frontier Town The game of Mordavia takes place primarily in the ancient and magical forest of Eredeti. It is geographically located in the center of Mordavia and on the boarders of all three principalities. Due to its central location Eredeti is one of the quickest routes to travel across Mordavia. Eredeti has also remained vastly untouched for the last two-thousand years and so it is filled with numerous raw resources, exotic plants, and creautures. This forest is also known for containing ancient ruins and structures from ages long past. Scholars and adventurers are especially drawn to the search for per-cataclysmic artifacts and information. All of this would seem enticing to many, if Eredeti was not also considered one of the most dangerous places in Mordavia. It's roads contain bandits, cutthroats. It's woods are called home to monstrous races such as the goblins, ogres, and numerous other mythical creatures. Unscrupulous types such as witches and demons can be found here. It is also called home to the cursed gypsy people. During the Age of Mordavia, Necromancers fled into Eredeti, and so it is suspected that some many have survived to pass down their vile arts to others in the forest. Also, the Forest grows quickly and the terrain changes often, often revealing locations for short times. It is also rumored that the forest contains groves which seems shrouded in mystery. The Frontier Town has been founded on the heels of a Royal Decree issued by Prince Tepesh, “Anyone may establish footholds across the Unprotected Lands in order to secure our prosperity and influence of Sargon and it's people”. When characters in Mordavia die their bodies eventually dissipate back into energy. A rare few re-materialize several times after death. These are called Heroic Souls. Some consider this a blessing but most commoners consider it a curse. For reasons unknown, the Frontier Town is the epicenter for the gathering of these so-called 'Heroic Souls'. This is where your adventure as a character begins! 6 Chapter 1: The Advantage System Character Concepts The first thing a player should do when attempting to create a new character is think about what kind of concepts they have for their character. Players may also want to look at the rest of the rulebook and decide based on what is available. This must be approved by Storyteller Staff. Nearly any concept can be suggested to staff. e.g. A sly and sneaky rogue; A hardy warrior; Someone in-touch with their history; A drifter; An honest merchant; a skilled craftsman; A powerful spell-caster What makes a character? The following sections are character aspects. These may all be completed in any order and they are all needed to have a playable character: Name, race, character persona, advantages, costume, background, goals, and a character belief system are listed on the next page. All players must have their characters approved by staff before they are allowed to play. 7 Chapter 1: Character Creation Building a Character Below are the steps required to create a Mordavia character. Each step must be followed in order, as each following step is dependent on the previous step. Some examples are given, but most of the decisions are left up to the player to make their character. 1. Develop a character persona 6. Create Character Goals A persona is the character aspect presented to other characters or perceived by characters. Here are some questions to help develop a persona: “Is there something unusual or peculiar about this character?” “What style does this character have?” “Do they wear something fancy, do they focus on combat efficiency?” “Do they wear a mages robe with a big pointy wizard hat?” Explore an ideal fantasy character persona and make a character to remember. Goals are important because they provide real justification for what your character is doing by creating a specific end that you are working towards. It also provides Story Tellers with a better idea of what you are trying to get out of a character allowing staff to increase their quality of story telling. 2. Choose a race Choose a race that fits well with the character's concept. A character's race is a permanent choice which affects the rest of this character's life. Characters can attempt to embrace or avoid the powers of their own race. How race affects a character's goals and personality is up the player. Everyone in the game world will see this character as that race and have certain biases and opinions. The races are: Created; Elf; Demon; Gypsy; Half-Orc; Human; Vampire; Zhana. (see chapter 2 for more) 3. Choose a name Every Character in Mordavia has a name. Names hold power in this realm and so it is very important that each player picks one for their character. Characters may go by other aliases in game but their “True” name will be recorded on their character sheet. Traditional Romanian names are often used for character names and is suggested for anyone who needs inspiration. 4. Develop a belief system A belief system will help to decide how a character will think and act in-game. Beliefs can be broad: “I defend all innocents.” or “I steal from everyone indiscriminately.” More Specific: “This character finds the Frontier Town dangerous.” or “This character detests politics, taxes, and war.” Other common belief systems involve an opinion on each race and school of magic. These are just a few belief system examples. 5. Character costume and makeup A character's costume is what a character wears during the event. It includes any trinkets or phys-reps a player uses with the character. Costumes vary greatly. Most modern clothes such as tshirts, branded clothing, hoodies etc. are not allowed. Character goals can be simple or complex; specific or general. Good character goals are ones that are idealistic and represents the character's inner virtue, moral code or lack thereof. Examples of character goals are: To be the strongest warrior in the land; To be an arch-master cleric of white magic; To be a skilled craftsman and craft rare devices; To steal as much wealth as possible; To avenge their father's death; To destroy all Gypsies; To spread peace and love. 7. Choose Advantages The advantages in this book represent all of the special in-play abilities that a character possesses. Characters begin with 6 advantages. The following section describes how to purchase and use “the advantage system”. 2 must be spent in the racial advantage list, 2 in the universal list, and 2 can be spent in any list. Advantages are also used to build a characters story. One common way is to find a set of advantages then create a character based around those. Another, and more recommended, way of picking advantages is to focus on a character concept then determine what advantages would best represent and suit your particular playing style. 8. Create Character Background and History All players must create a background and history for their character. A character's first six advantages help represent the first phases of a characters life before coming to the game. Players must define in a few sentences of how these advantages shaped their character early in life. The first two are the earliest childhood advantages and are based on the Racial Advantages. Players then continue with their Universal Advantages, writing about when their character was old enough to work and participate in society. The last two advantages give an idea of the choices a player's character has made in their adult life and how they relate to their goals. Story Telling staff will help with the creation of a character's history if a character history is not prepared by the second event attended. Character histories may be as complex and diverse as a player wants it to be. Entire fictional stories and bloodlines may be created with family trees and unique family traits and historic accomplishments. These are just basic guidelines to help new players create character backgrounds at creation. Character backgrounds are important because they allow staff to gain an insight into a player's concept for their character and what that character might be interested in. All character histories must be approved by staff. 8 Chapter 1: Character Creation The Advantage System Story and role-play driven character development is an important aspect of the game. However, the Advantage System is a game mechanic used to represent incremental increases to a characters development. Advantages are a way of quantifying various aspects of characters in a balanced way. All advantages change a character, usually by granting an ability or benefit. Advantages: Advantages represent all game based abilities and stats of a character such as casting spells, crafting items, having health points, etc. Characters may purchase advantages with advantage points (AP). Once purchased, a character permanently gains that advantage. These advantages are located on one of four lists: Racial, Universal, Combat, and Spell. Each of these lists is broken down into tiers of power. The higher the tier of advantages a character has, the more experienced and powerful that character is considered to be. Advantage Points • Advantage Points are used to obtain Advantages and must be spent in one of the four advantage lists when leveling up. • All Advantages (except Noble) may be bought at a cost of 1 AP and are available in one of 4 advantage lists. • All advantages may be gained only once. (with the exception of Constitution) • Some advantages have prerequisites that must be met before purchasing. This typically involves a character being the proper tier or buying advantages that progress in numerical order. (e.g. Dodge must be purchased before Dodge 2 at a higher tier.) Additional Advantage Points • Gain 1 Advantage Point just for playing your character during an episode of the game. • A Character is rewarded an additional 1 AP if a character does not suffer a death during the episode. • Characters also gain an additional 1 AP for attending every episode in a chapter. Character Levels • Character level is based upon the number of Advantages a character has spent. One Advantage Point is equal to ½ a level. (Characters start with 6 AP so they start at level 3) • Each race has automatic starting advantages that do not count towards level. These are called “Free Advantages” • Levels and advantages are broken down into the 5 tiers of power. These tiers of power are an important factor when determining what advantages a character has access to when spending AP. Each Advantage list has its own rules of progression based on character level. Tiers of Advantages • Characters automatically receive their Starting Racial Advantages based on their race selected. These advantages do not count towards the character level. Affinity, a starting advantage for races, also grants additional “Free Advantages”. • Higher tiers of racial advantages can be accessed by raising the character's tier equal to, or greater than the advantage tier. • Higher tiers of combat advantages can be accessed by raising the character's tier, and having a minimum of 4 advantages of purchased from the previous Combat tier. • Grey Magic is a single advantage in the Grey Magic list which allows access to the Magic Wheel. Higher tiers of spell advantages are accessed when a character has all of the spells of the previous tier. • These restrictions are discussed more in-depth at the start of the following advantage list chapters. Advantage: Grants a character what is described permanently. Title Advantages Level Total # of AP Spent Activated Advantages: Grants a character a single use per day (before and after reset) of the ability described. Novice Tier 1 0- 4 1-9 Adept Tier 2 5-9 10 - 19 Spell Advantages: Grants a character the ability to cast the Spell described by paying Spell Points if they have a proper Spell Scroll. Journeyman Tier 3 10 - 14 20 - 29 Master* Tier 4 15 - 19 30 - 39 Combat Maneuvers: Grants a character use of a combat maneuver by paying Maneuver Points. Arch-Master* Tier 5 20+ 40 + The first three levels of a character must be purchased in a specific manner. Players are given six advantages to spend to make their character. The first two of these advantages must be chosen from the Racial Advantage List (Ch. 3). The second two of these advantages much be chosen from the Universal Advantage List (Ch. 4). The last two advantages are able to be spent in any list of the player's choosing. These first six advantages also help represent and build a character's history. *Beyond Tier 3: Characters will only be allowed to see advantage lists in which they have access to after tier 3. *At level 20 characters suffer death, but will not lose their last resurrection from this. 9 Chapter 2: Races of Mordavia There are 8 races in the game world of Mordavia that can be chosen from, each have their own unique story and advantage lists which can be purchased from. The races are as follows: Created, Demons, Elves, Gypsies, Half-Orcs, Humans, Vampires and Zhana. Each race has it's own strengths, weaknesses, and common personality traits. Players are not restricted by the race's stereotypes, but usually characters of a race share some similarities for cultural reasons. These traits and the race's specific advantages are listed in their own section. Starting and First Racial Advantages • Characters begin with all their race's Starting Advantages for free, which represent the basic traits a race shares • Players must choose two advantages from this list when making a character at starting level • Characters may not have higher then Novice rank in Racial Advantages at character creation • Each Racial Advantage may be purchased only one time (except “Constitution” which may be purchased unlimited times) Racial Advantage Progression • Characters may use their Advantage Points to purchase Racial Advantages during the Update (see Updating and the Interlude) • The Tier of the Character must be equal to or greater than the Tier of the Racial Advantage being purchased • Numbered Racial Advantages must be purchased in order (ex. “Strength” must be purchased before “Strength 2”) Special Racial Advantages and Using Racial Advantages During the Episode • Racial advantages are mostly used In-Game, but some races receive bonuses to Universal Advantages (the next Chapter) • Most Racial Advantages can be used at will, but sometimes it may require a count verbal in the description • “Activated” Racial Advantages grant a once-per-day use of the described ability • Players are required to wear any make-up requirements listed with their race • Costume and make-up must be approved by staff at character check-in Below are a basic description of the advantages of playing each race, as well as the common abilities of each race. This list gives a basic idea of what to expect from each race. More detailed story descriptions of the races are available at the start of each Race's section. Created Demons Created tend to be very defensive Demons tend to be sly and in nature and usually serve a bureaucratic. They excel at Master which allows them access making deals and controlling to strange and powerful abilities. others with Black magic. They Created excel at Alchemy and are physically tough as well as using their “Magic Cannon”. resistant to any kind of nonphysical attack. Humans Half-Orcs Elves Gypsies Elves tend to be helpful but Gypsies tend to be chaotic and cunning. They are generally elusive. They can gain animalcombat-oriented healers. Swift like features and abilities, but dodging and resistance to most gypsies excel at causing enchantments make them hard chaos and escaping with their targets to hit lives, but can be helpful to others too. Vampires Zhana Humans tend to be magical and Half-Orcs tend to be usually Vampires need blood to survive Zhana tend to be mischievous and helpful. They are able to learn warriors and shamans. Incredible but are incredibly resistant to intensely magical. Zhana are hard magic more quickly and excel in strength and combat prowess death otherwise. They are to catch and can absorb their society. They can be very diverse makes them a formidable enemy, charming and powerful claw color magic. They can slip by and well-rounded making them but an unpredictable ally. Often fighters skilled at sneaking and defenses easily, but are physically hard to strategize against. Half-Orcs act as front-line remaining hidden. weak with only a few defenses. fighters. 10 Chapter 2: Races of Mordavia Created Created aren't born, they're found. First discovered just before The Cataclysm, there isn't much known about the origins of this race. Due to their half-golem bodies, Created require magical energy to survive and function normally. For centuries on end, such Created littered Mordavia. Today, however, many are beginning to wake up and walk around, seemingly pursuing some unknown agenda. Created make excellent companions and gain special abilities when they've bonded to a master. Their special powers lead many people to believe they were built to be slaves. Created slaves are a high value commodity in more nefarious circles. There are those Created who choose to be masters to no one and disregard their natural abilities, but they are few and far between. Created usually take a back-seat to their master's will and many historical accomplishments of Created have been attributed to their masters. The Created are thank-less, hardworking, and loyal. Hardy bodies, Alchemical Affinity, and endless utility have made them popular bodyguards. Staunch dedication to their work and their masters makes them potent allies, and many Created find themselves mingling with high society on a regular basis, where their skills are most desirable. A Created must consume 1 Magic Potion per day equal to their character tier, or become motionless statues. Make Up Requirements: Cover all exposed skin with interconnected Grey with a Unique Orange Brand at least 2 by by inches and must be put on the neck up. Starting Advantages Description Alchemy Affinity Access to each tier of Alchemy Magic grants a free Alchemy Spell of the tier; No scroll is required for this spell Constitution 9 Health Point (HP) Resist Ailment Activated - “Resist” any attack that includes an ailment in the Tag-line Toughness +1 Toughness Magic Dependency Each time a Created reaches Dissipation status; They are effected by a Permanent Slow Enchantment (they may not run or use any Dodge ability) ; it can only be removed by drinking a Magic Potion per Tier of the Character. Novice Advantages Description Constitution Additional +9 HP Consume Material Eat Units of Metal; Make a “Consume Material” 5 Count; Destroy the Unit of Material; Heal at a rate based upon the Tier of the material: Tier1:5 Heal; Tier2:10 Heal; Tier3:15 Heal; Tier4:25 Heal; Tier 5:50 Heal; Divine Fire Additional make-up requirement:Change the standard Grey lines of the character to Orange lines. Immunity to “Raise Corpse”; Magic Cannon (requires Servitude) Activated – – Once per day deliver an “Innate 50 Magic” when the master gives a verbal command of “Activate Magic Cannon” Master's Spell Battery (requires Servitude) – Gain +4 Spell Point (SP); Target Master Only: Make a “Transfer Spell Points” 60 count then “X Spell Points”; Upon a successful count the Master gains X SP; you Lose X SP; This ability cannot transfer more SP than available nor give someone more then their max Servitude A Created with Servitude is under a Permanent Slow Enchantment as long as they do not have a Master. Activated – A Character who willingly accepts a Servant becomes the Servants Master; A servant may not harm or plot to harm their master under any circumstance including status effects such as Enrage and Dominate; Once in Servitude to a Master, only a Willing Master can release the Servant by saying “I grant you your free will.” If a Created's Master is absent for more then 1 Episode, the Created may choose a new Master. Transfer Vitality Make a “Transfer Health” 5 count then Deliver an “Innate 5 Heal”; the Created then Loses 5hp; if this loss of life would reduce the Created to 0hp they instead go to Dissipation Upgrade Body (Requires a one time cost of 5 Bronze Ingots (Tier 1 Metal) at check-out when Purchasing the Advantage) Additional make-up requirement: Bronze Mask/ Bronze Metallic Makeup ; When purchased, the Created may permanently add a Mask of the appropriate color to their Make-up Requirement or may choose to cover all exposed skin in the appropriate color; Gain +1 Toughness ; the Created may add the Bronze Tag-line to unarmed attacks 11 Chapter 2: Races of Mordavia Created cont. Adept Advantages Description Magic Cannon 2 (requires Servitude) Activated – Additional once per day deliver an “Innate 50 Magic” when the master gives a verbal command of “Activate Magic Cannon” Mechanical Mind +1 Prospecting IA during the Interlude; +1 Scholar IA during the Interlude; May allow for Role-play benefits Resist Ailment 2 Activated – Additional “Resist” Ailment Fortitude Activated – When starting dissipation say “Resist”; and instead go to 1 HP Strength +1 Strength Toughness 2 +1 Toughness Upgrade Body 2 (Requires a one time cost of 5 Iron Ingots (Tier 2 Metal) at check-out when Purchasing this Advantage) Additional make-up requirement: Iron or Dark Grey Mask or Make-up color Gain an additional +1 Toughness; “15 Heal” from drinking a Mend Potion; Meld Item Activated – Make a “Meld Item” 60 Count; The item is considered Soul Bound as per the binding spell on any single item you can hold with one hand; This is a Permanent Soul Bind effect (see Magic: Binding); The item will remain Soul Bound as long as this hand does not let go of it Journeyman Advantages Description Consume Materials 2 Allows Units of Tier 4 Stone (Gemstone) to be consumed; Make a 'Consume Materials' 5 Count; Eat and Destroy a Unit of Tier 4 Stone; Store a single “Innate 25 [type]” attack for later use; Stored attacks are Persistent (Reset); Tag-line is based on Gem type (see Jeweler); Only a single attack may be stored at a time Resist Ailment 3 Activated – Additional “Resist” Ailment Masters Spell Battery 2 +4 Spell Points Mechanical Mind 2 +1 Prospecting IA during the Interlude; +1 Scholar IA during the Interlude; May allow for Role-play benefits Strength 2 +1 Strength Transfer Life Make a “Transfer Life” 5 count then Deliver an “Innate Life”; the Created immediately goes to dissipation Toughness 3 +1 Toughness Upgrade Body 3 (Requires a one time cost of 6 Iron Ingots (Tier 2 Metal) at check-out to Purchase) New make-up requirement: Steel / Metallic Grey mask or Skin color. Gain an additional +1 Toughness ; Activated – “Resist Shatter” 12 Chapter 2: Races of Mordavia Demons Demons hail from a treacherous northern region known as “The Demon Kingdom”. This Kingdom was established shortly after The Cataclysm and has remained almost completely isolated from the rest of Mordavia. However, in the past century or so, multitudes of Demons have begun to migrate south into The Kingdom of Mordavia, where they have been feared and mistrusted eversince. Though physically potent beings, the combat and magical prowess of Demons is not the source of fear for most other races. Demons have an obsession with secrets and are insidiously good at finding them...all of them. It is because of this trait, above all else, that Demons are feared across Mordavia. Demons are creatures of order, discipline, and a rigid hierarchy. Black Magic is part of their very essence and they are incredibly potent Black casters. Demons are drawn to adventuring because it is the most direct path to wealth, fame, and power. Most Demons are not content to sit idly but prefer a life of action. Those Demons who shy away from excitement of that kind are often spymasters, information brokers, and schemers of the highest order...and likely some of the most dangerous individuals in Mordavia. The Demon race originates in the mysterious and unknowable Abyss, and know themselves to be the first race. The Abyss, an endless, cavernous world effused with Black Magic, whispers to Demons in their dreams, uttering terrifying secrets. However, physical access to The Abyss has long been lost to the Demon race. It was lost long ago in the Age of Mist. Make-up Requirements: A minimum of two horns worn on the head and all exposed skin colored red with angular black runes upon it. (optional) Tail (minimum 2 feet); Starting Advantages Description Constitution +8 Health Points Demonic Skin Activated - “Resist” a Non-Physical Attack; Does not include the Shatter or Disarm maneuver Black Affinity Access to each tier of Black Magic grants a free Black Spell of the tier; No scroll is required for this spell Abyssal Secret Every Demon must pick a True Name ; Having possession of a signed contract with another demon's true name grants the ability to deliver “[True Name] Innate Pierce Dominate” packets at them; The target is immune if not their true name Novice Advantages Description Constitution Additional +8 HP (May be purchased multiple times) Natural Claws Grow retractable claws that gain +2 Damage (This bonus stacks with Nature: Talons) Demonic Master (Requires Magic: Black: Dark Sigil) Augmentation – Place a Dark Sigil in the form of a black triangle instead of a circle on a Willing Character; The affected character is Dominated to the Demon (see Status Effects); This counts as a Greater Persistent Enchantment, lasting even through the end of an Episode; The Demon can Willingly remove their own Dark Sigil, freeing the character from Domination. Dream Walker 1 Dream Message – Allows for a message to be sent per Universal IA sent through the Interlude (see ch.7) to be delivered in the form of a non-trackable dream to the intended recipient Resilience Add +1 minute to bleeding and dissipation counts; Activated - “Resist” Exsanguinate or Instant Death Rune Crafting Scribed spells may be crafted in the form of rune on the Demons Skin instead of a spell scroll; Runes are colored by school of magic (see Zhana). The runes must be visible when used; All runes are lost upon Character Resurrection; Scribe Runes in the same way you scribe any other spell Strength +1 Strength Toughness +1 Toughness 13 Chapter 2: Races of Mordavia Demons cont. Adept Advantages Curse Affinity Immunity to the Soul Bind effect of Cursed Items Demonic Skin 2 Activated – Additional “Resist” Non-Physical attack Innate Debilitate Activated – Deliver an “Innate 25 Fatigue” (see black magic) Legion (Requires Magic: Black: Dark Sigil) Augmentation – Upon casting a Dark Sigil, optionally add +1 Strength and +1 Toughness to the enchantment effect Resilience 2 +1 minute to bleeding and dissipation counts; Activated – Additional “Resist” Exsanguinate or Instant Death Sleuth +1 Scout effective rank; +1 Rogue effective rank (Can increase past 5); May allow for Role-play benefits Strength 2 +1 Strength Toughness 2 +1 Toughness Journeyman Advantages Abyssal Contract Create a contract with another character or characters; All Characters must Willingly sign the contract with their True Name; This Contract must be Titled as an Abyssal Contract; this contract can only be destroyed with a Destroy effect. Abyssal Offering – A Demon may attempt to redeem an Abyssal Contract by signing it with their True Name and offer it to the abyss; Spend 1 IA and turn in the signed contract at character checkout and choose any characters who signed and label them as Guilty, along with your case for judgment; this character is killed during the interlude and the contract is destroyed; The Abyss judges the character and the demon making the Offering; if the Abyss decides in favor of the contract, the Demon is rewarded; otherwise the Demon is punished; the Abyss preys on demons who offer unfair or unfulfilled contracts with unspeakable horror. Blighted Hands Add the Fatigue Tag-line to all Unarmed Physical Attacks. Demonic Skin 3 Activated – Additional “Resist” Non-Physical attack Dream Walker 2 Receive a copy of all Dream Messages sent during the Interlude; but do not receive the name of the sender or recipient Natural Claws 2 Additional +2 Damage to unarmed claw attacks; (This bonus stacks with Nature: Talons) Resilience 3 Add +1 minute to bleeding and dissipation counts; gain Immunity to Exsanguinate and Instant Death Runic Skin 2 Choose one Runic Skin spell, this spell can now be cast as an 'Arcane' spell as long as the rune remains Sleuth 2 +1 Scout effective rank; +1 Rogue effective rank (Can increase past 5); May allow for Role-play benefits 14 Chapter 2: Races of Mordavia Elves There are two types of Elves in Mordavia: Elves as they see themselves and then Elves as everyone else sees them. Elves consider themselves the “First Race”, and therefore, the natural protectors and teachers of the “lesser” races, especially Humans – whom the Elves liberated from Demonic enslavement in The Age of Mists. Elves generally view themselves as inherently superior. Elves are often polite but have the propensity to be perceived as arrogant, aloof, haughty, morally superior, sarcastic, or any combination thereof. Elves do not often understand the finer points of sarcasm or condescension and usually engage in both equally without noticing. Elves are also famous for often helping where they aren’t wanted, or are not even needed, and giving unsolicited advice. The Elven race believes that it originates from the lost city of Elvanult where they developed White Magic and are supposed to have set down the first rituals in multiple schools of Magic. Naturally Affinity to White Magic, Elves are superb healers and tend to shy away from militarism as a culture. However, Elves have fought many historic battles against Demons, Half-Orcs, and Necromancers. To compensate for their lack of a warrior tradition and the physical strength of their historic allies, Elves developed the greatest weapon-smiths ever seen. Today, the historic forest home of Mordavian Elves, The Great Forest Serapf Csalit, has been under relentless assault from organized war-bands of Half-Orcs hailing from the Southern wastelands of Morgrim. Many Elves have been slaughtered and the survivors are faced with the choice of fleeing to another land, joining The Order of the Right Hand, or venturing into A'Tul to search for the lost city of Elvanult. Make Up Requirements: Pointed Ears. White eyes / eye shadow; (optional) blushed cheeks. Starting Advantages Description Constitution +7 Health Points White Magic Affinity Accessing each tier of White Magic grants a free White Spell of the tier; No scroll is required for this spell Resist Enchantment Activated - “Resist” an Enchantment Tag-line Pure Soul Elves are Immune to the Holy Tag-line; cannot be raised as undead Novice Advantages Constitution Additional +7 HP (May be purchased multiple times) ...of Elven Quality Craft Items '...of Elven Quality' to give them an additional “Resist Shatter” each Repair Slot; Requires a Tier 1 crafted diamond as an additional component cost; This does not count towards an items total recipe limit Accuracy 1 Activated – Add “Innate” to any ranged Physical attack Tag-line Dodge Activated - “Dodge” (see Tier 3 Combat) Holistic Affinity 1 Make a “First Aid” 60 count then “1 Heal Knockout”; Targets are healed for 1 HP but receive the Knockout ailment; This ability requires the Holistics Advantage (see Universals) Ranged Precision 1 +2 Damage added to all attacks made with throwing weapons and bows. Sleepless +1 Interlude Action per Interlude; Activated - “Resist” any attack that includes the Sleep Tag-line Weapon Finesse +2 Strength used only with Waylay and Disarm maneuvers (see Combat) 15 Chapter 2: Races of Mordavia Elves cont. Adept Advantages Description Accuracy 2 Activated – Additional “Innate” to any ranged Physical attack Tag-line Outfitter Gain +1 IA Blacksmithing per Interlude ; gain +1 IA Tailoring per Interlude; May allow for Role-play benefits Dodge 2 Activated – Additional “Dodge” Holistic Affinity 2 Make a “First Aid” 60 count then “Healing Aid 10 Heal”; This ability modifies Holistics (see Ch. 4) Acquire Enchantment Activated – Make an “Acquire Enchantment” 60 Count on a willing or incapacitated target; State the enchantment being Acquired; Target loses an enchantment of the Elf’s choice and the Elf gains the enchantment as though it was just cast.; Must know the enchantment is on the target for the effect to work. Does not work on Greater Enchantments. Righteous Activated – Take a Soul Bound item from a willing character and have it become Soul Bound to yourself Resist Enchantment Activated - “Resist” an Enchantment Tag-line Divine Healer Activated – Deliver an “Innate 25 Heal” Journeyman Advantages Accuracy 3 Activated – Additional “Innate” to any ranged Physical attack Tag-line Outfitter 2 Additional +1 Blacksmith IA per Interlude; +1 IA Tailoring per Interlude; May allow for Role-play benefits Dodge 3 Activated – Additional “Dodge” Persistent Enchanting Activated – Choose any target Enchantment on your character; It is now a “Persistent Enchantment” Ranged Precision 2 Additional +2 Damage added to all attacks made with throwing weapons and bows. Resist Enchantment Activated - “Resist” an Enchantment Tag-line Sleepless 2 Additional +1 IA; Activated - “Resist” any attack that includes the Sleep Tag-line Weapon Finesse 2 Additional +2 Strength used only when using the Waylay or Disarm Strike maneuvers 16 Chapter 2: Races of Mordavia Gypsy Gypsies are the most infamous of all the races of Mordavia. More feared by Humans than even Demons or Vampires, Gypsies are known to be Necromantically cursed beings who are scoundrels, brigands, and should never be trusted. They are particularly nefarious because they have no physical characteristics that distinguish them from Humans in any way if they desire. Some Gypsies unafraid of being labeled as an animal grow animal-like features such as ears or tails. Most terrifying about the Gypsy curse is that legend says it can be transferred to anyone. That being said, in reality, not ALL Gypsies are evil, though these Nature Affinity free-spirits tend to be rambunctious and funloving, preferring to gather in groups. Many Gypsies shun their nature and choose to assimilate into Human society. Some Gypsies, born into Human cities, do not even initially know that they are a Gypsy. Such a lifestyle is dangerous, however, as Gypsies are not protected by The King's Law in any way and are likely to be killed if discovered or worse, put into slavery like common animals. Gypsies who leave Human society can be found in any isolated geographical location: swamps, forests, caves, mountains, etc. The densest population of Gypsies are found in the Forest of Eredeti. These Gypsies are almost exclusively organized into clan/family structures and operate like animal packs in terms of hierarchy. Make Up Requirements: None (Each rank of Embrace the Curse adds 1 animal feature based on the Animal Ken Starting Advantage. Storyteller approval required.) Starting Racial Description Constitution +8 Health Points Animal Kin Choose an animal type:, Avian, Bear, Canine, Feline, Primate, Reptile, Rodent. A gypsy may say “Animal affinity [animal type]” to an animal of the chosen type to try and open unique role-playing options. Entangle Activated – Deliver an “Innate Entangle +4” attack Nature Affinity Access to each tier of Nature Magic grants a free Nature Spell of the tier; No scroll is required for this spel Curse of Bendis Take double damage from Silver Tag-lines; Forced Transformation – See end of Gypsy Novice Advantages Constitution Additional + 8 HP (May be purchased multiple times) Adrenaline Rush Activated – Say “Adrenaline Rush”; +1 Strength and +10 temporary HP for 5 minutes; Multiple activations of Adrenaline Rush stack with one another Embrace the Curse Gain: +2 Claw Damage; +1 Strength; +1 Toughness; Choosing this advantage – Adds an Animal feature, appropriate to the Animal Ken Type, to permanently to the character's make-up requirements. Willing Transformation: See end of Gypsy section Enrage Activated – Deliver an “Innate Enrage” packet (see Ch. 1 Tag-lines) Fight or Flight Activated - “Resist” a Fatigue or Slow Tag-line Group Tactics Activated – Touch another character to grant +1 Physical Damage to them and yourself for five minutes No Man left Behind Carry and run with an individual without the normal +3 Strength requirement Meld With Nature Make a “Melding” 60 count within arms reach from shrubbery or tall grass at least half the player's height; Become Ethereal and place one hand on the head; Moving attacking, or using an advantage ends the effect. 17 Chapter 2: Races of Mordavia Gypsy cont. Adept Advantages Description Adrenaline Rush 2 Activated – Additional “Adrenaline Rush”; +1 Strength and +10 temporary HP for 5 minutes; Multiple activations of Adrenaline Rush stack with one another Enrage 2 Activated – Deliver an additional “Innate Enrage” packet Entangle 2 Activated – Deliver an additional “Innate Entangle +4” attack Group Tactics 2 Activated – Additional use; Increases Group Tactics to +2 Physical Damage and two additional targets One with Nature Activated -- “Absorb “[element] attunement” ” to absorb any Elemental Tag-line. gaining +10 hp; become attuned to the element absorbed. (see Nature spell Elemental Attunement) Hustler +1 Gathering IA during the Interlude; +1 Merchant IA during the Interlude Wild resilience When ending a bleeding count in shrubbery or tall grass at least half your height, instead of going to dissipation “Resist” and go to 1 HP instead Wild Meditation Role-play Resting, Meditating, or Sleeping anywhere the Gypsy could use Wild Resilience; Treat this hour as a count; Successful meditation grants “60 Heal”; Acting in combat, walking around, or verbal role-play interrupts the count; This advantage may be used with Wild Evasion Journeyman Advantages Adrenaline Rush 3 Activated – Additional “Adrenaline Rush”; +1 Strength and +10 temporary HP for 5 minutes; Multiple activations of Adrenaline Rush stack with one another Enrage 3 Activated – Deliver an additional “Innate Enrage” attack Entangle 3 Activated – Deliver an additional “Innate Entangle +4” attack Fight or Flight 2 Activated – Additional “Resist” a Fatigue or Slow Tag-line Group Tactics 3 Activated – Additional use; Increases Group Tactics to +3 Physical Damage and three additional targets Hustler 2 +1 Gathering IA during the Interlude; +1 Merchant IA during the Interlude Embrace the Curse 2 When purchased gain: +2 Claw Damage; +1 Strength; and +2 Toughness Choosing this advantage – Adds an Animal feature, appropriate to the Animal Ken Type, to permanently to the character's make-up requirements. Activated – (Based on Animal Ken) Avian: “Dodge” (see Combat Ch. 5), Bear: “Arcane Strength” or “Arcane Toughness” (see Alchemy Ch. 6); Canine: “Resist” any Ailment Tag-line; Feline: “Arcane Spell Pierce” (see Black Ch. 6); Primate: Gain a use of Prodigal Caster (see Human) per day” Reptile: “Resist Enchantment” (see Status Effects, enchantments); Rodent: “Innate Poison” Meld With Nature 2 A character that successfully uses Meld with Nature may walk as long as they remain within arms reach from shrubbery or tall grass at least half the player's height; (Walking quickly, running, or using any advantages will still break the effect.) Full Moon Episodes: Staff will announce Full Moon Episodes (typically once a chapter) During these Episodes Gypsies who have purchased Embrace the Curse may choose to Transform into a Varkolac, gaining special advantages and make-up requirements. All gypsies can be effected by a Transformation due to in-play story reasons. Varkolac Transformation: The player must have a Staff approved costume corresponding to the animal Kin type. Once approved the Character will receive a Transformation Tag which contains all bonus advantages gained from the transformation. Conduct a 5 minute transformation by putting on this costume and the appropriate make-up. Forced Transformation – This Varkolac Transformation may be forced upon Gypsies by Tier 5 Gypsies Willing Tranformation – This Varkolac Transformation may be activated willingly during Full Moon Episodes. Ending the Transformation – The effect end at the end of the Episode. To satiate the Beast, the Varkolac must make a Consuming 5 count on a dissipating character. At the end of the count deliver a “death knell” ; the Varkolac may now spend 5 minutes transforming back to normal. 18 Chapter 2: Races of Mordavia Half-Orc Legend has it that in an age considered ancient, even at the time of The Cataclysm, Orcs were bred with humans in order to produce a smarter warrior. Though the secret to this creation has been lost, the endeavor was a success. Built for strength, endurance, and warfare, Half-Orcs generally live for the next great challenge. Half-Orcs tend to be fiercely independent, but are easily impressed by displays of great power. When they are impressed by someone they may become fiercely loyal to them, but could lose interest if a stronger one emerges. Wise Half-Orcs tend to join a professional military or well organized mercenary bands. Their love of fighting and displays of power are kept as constant companions. Besides being simple warriors, Half-Orcs are productive work horses who know no equal. Considering Half-Orc heritage, Humans tend to work well with Half-Orcs. They also make effective tactical decisions together, and relish working in factories for the pursuit of material ends. Half-orcs rarely seek quiet lives as laborers, but may try to integrate themselves fully into human society. Contrary to popular belief, not all Half-Orcs are the dullminded savages that most appear to be. Not only are they eventually able to speak more clearly, they can develop enough intelligence to cast magics from any school, albeit with more difficulty than the other races. Today, the center of Half-Orc 'society' is found in the southern wasteland region of Morgrim. At it's heart lies a massive fortress city of the same name, built using felled trees from the forest of Serapf Csalit. Make Up Requirements: Primary: Green or Brown skin. Brands or Scars; (optional) bone, stone, or wood costume pieces; Starting Advantages Description Group Tactics Constitution +10 Health Points Strength +1 Strength Uneducated Half-Orcs cannot speak words that have more than 2 syllables; Grey Magic and Spell Advantages may not be purchased unless one rank of Educated is also purchased; Feat Of Strength Activated – Double available strength; This can break a bind, carry someone, or another single use of strength Combat Affinity Access to each tier of Combat grants a free Maneuver or Combat Advantage of that tier Novice Advantages Description Constitution +10 HP (May be purchased multiple times) Working Hard Working in a Guild during the Interlude grants an additional +1 IA to the guild and +1 IA to the Human Berserk Activated – Deliver a self-only “Innate Enrage” (see Ailments) which grants +2 Strength and causes the character to attack everyone indiscriminately for 5 minutes; Gain Immunity to Ailments; When Berserk ends the character takes a Knockout Effect (see Ailments) unless it is removed before the Berserk duration ends; If the Enrage Ailment is removed from the Half-orc before the end of the 5 minutes, end the effects of Berserk and the Half-Orc is not affected by the Knockout; Educated The Character may now purchase the Grey Magic as well as other Tier 1 and 2 Spell Advantages; the Half-Orc may speak normally Endurance Activated – “Resist” fatigue per day Massive Knockout Activated – Add the “Massive” and “Knockout” Tag-line to any single weapon strike Swift Knockout Massive Knockout may deliver an Innate Knockout instead of Massive. Resilience Add +1 minute to bleeding and dissipation counts; Activated - “Resist” Exsanguinate or Instant Death 19 Chapter 2: Races of Mordavia Half-Orcs cont. Adept Advantages Description Control Temper Activated – “Resist Enrage” Berserk 2 Activated – Additional use of Berserk Feat of Strength 2 Activated – Gain an additional “Feat of Strength” Shamanism Choose One Spell – When purchased, learn how to scribe a single known spell as a Totem; Craft Totem – This spell may now be Scribed as a Rune onto any Crafted bone, stone, or wood Item. This item acts as the spell scroll but with the benefit of adding the “Arcane” Tag-line instead of saying the full spell verbal; Any Shaman can can use a Totem for any known spell, but Shamans can only craft totems of their chosen spell Massive Knockout 2 Activated - Additional “Massive” and “Knockout” Tag-line to any weapon strike Resilience 2 +1 minute to bleeding and dissipation counts; Activated – Additional “Resist” Exsanguinate or Instant Death Strength 2 +1 Strength Strong Back +1 Gathering IA during the Interlude; +1 Artisan IA during the Interlude Journeyman Advantages Berserk 3 Activated – Additional use of Berserk Hardly Working Not working in a Guild during the Interlude grants +2 IA to the character Endurance 2 Gain Immunity to Fatigue Massive Knockout 3 Activated - Additional “Massive” and “Knockout” Tag-line to any weapon strike Resilience 3 +1 minute to bleeding and dissipation counts; gain Immunity to Exsanguinate and Instant Death. Educated 2 Gain access to Tier 3 Spell Advantages and higher Strength 3 +1 Strength Strong Back +1 Gathering IA during the Interlude; +1 Artisan IA during the Interlude 20 Chapter 2: Races of Mordavia Human Humans are as old as Mordavia itself. Human legends contend that they are the first native Mordavian race, spawned directly from The Mists in fully formed family units, sometimes numbering in the thousands. The legends do not agree if Demons or Elves came first, only that Humans were enslaved to both. Regardless of how it happened, Humans quickly mastered Black and White Magic, then began to discover and develop all of the other schools of magic. The magical aptitude of Humans was immense and culminated in the rise of The Solomonari and The Cataclysm. It is because of this history that many Affinity races have a deep dislike and mistrust of Humans, especially Human mages of their affinity. Created do not have this same feeling and actually seek out Human companions more than others. They fit well within the Human capitalistic society. Luckily for Humans they were, and still are, the most populous race on Mordavia. Even though they have the shortest average lifespans, they have a massive reproduction rate, making their 'control' of the world seemingly assured. While their hegemony was threatened for a short time after The Gypsy Event, no race has benefited more from The Magic Renaissance than Humans, and they have used this age to re-establish themselves as the most powerful race. Though Humans are not generally tied to any certain stereotype, Humans are incredibly interested in and incredibly good at, making money and obtaining material wealth of all kinds. For those Humans who develop their magical talents or other areas of interest, while eager, find themselves always just a step or two behind the other races. However, this has never stopped any Human from being found anywhere in Mordavia at least attempting to do just about anything. If you ask a Human why they do such nonsensical things, they will respond that they do not believe in fate and are masters of their own destiny, despite their historic slave roots. Make Up Requirements: None Starting Advantages Description Constitution +7 HP Prodigal Caster Humans only need to know three Magic Spell Advantages to progress to the next tier of Magic (four to advance in Necromancy); The level requirement for Magic advancement still applies Novice Advantages Constitution Additional +7 HP (May be purchased multiple times) Adrenaline Rush Activated – Say “Adrenaline Rush”; +1 Strength ; +10 temporary HP for 5 minutes; Multiple activations of Adrenaline Rush stack with one another Working Hard Working in a Guild during the Interlude grants an additional +1 IA to the guild and +1 IA to the Human Group Tactics Activated – Touch another character to grant +1 Physical Damage to them and yourself for five minutes Lucky Dodge Activated - “Dodge” (see Tier 3 Combat Ch. 5) No Man Left Behind Carry and run with an individual without the + 3 strength requirement Fight or Flight Activated - “Resist” a Fatigue or Slow Tag-line Prodigal Caster Activated – Cast any normal known spell as “Arcane” (do not say the verbal) without paying the spell point cost 21 Chapter 2: Races of Mordavia Humans cont. Adept Advantages Description Adrenaline Rush 3 Activated – Additional “Adrenaline Rush” Driven +1 Merchant IA during the Interlude; +1 Profession IA during the Interlude Group Tactics 2 Activated – Additional use; Increases Group Tactics to +2 Physical Damage and two additional targets Power Nap Role play taking a nap, resting, or meditating for 1 hour, if uninterrupted for an hour, wake up with a “Heal 60” Prodigal Caster 2 Activated – Cast any normal known spell as “Arcane” (do not say the verbal) without paying the spell point cost Strength +1 Strength Transfer Spell Points Gain +2 Spell Point (SP); Choose a willing target to gain X SP; Make a “Transfer Spell Points” 60 count then “X Spell Points”; Upon a successful count target gains X SP; Lose X SP; or the targets gives you X SP and they lose X SP. A character cannot transfer more SP than available nor give someone more then their maximum Versatility Gain up to 4 maneuver points, or 4 spell points in any combination; The amount can not be changed later Journeyman Advantages Adrenaline Rush 3 Activated – Additional “Adrenaline Rush” Hardly Working Not working in a Guild during the Interlude grants +2 IA to the character Driven 2 +1 Merchant IA during the Interlude; +1 Profession IA during the Interlude Fight or Flight Activated – Additional “Resist” a Fatigue or Slow Tag-line Group Tactics 2 Activated – Additional use; Increases Group Tactics to +3 Physical Damage and three additional targets Lucky Dodge 2 Activated - “Dodge” (see Tier 3 Combat Ch. 5) Liege Requires Nobility: Allows for an additional retainer slot that does not count towards the maximum ; Increase the Noble reward by 100 kopeks per Interlude Prodigal Caster 3 Activated – Cast any normal known spell as “Arcane” (do not say the verbal) without paying the spell point cost 22 Chapter 2: Races of Mordavia Vampire Seen nearly universally as dark and unsavory, Vampires are a race of sentient undead, originating long before The Cataclysm. Feared because of their need to subsist on the blood of other sentient races even the friendliest of Vampires must deal with this stigma. A primal fear also exists in many of the “softer” races, of the power of the legendary Vampire bloodlines, the secrets of which, have luckily for these other races been lost to time. Elves don't like that Vampires are grotesque shadows of their own image and Humans are their most common favored food, so their lives tend to be rough, leading many Vampires towards the fringes of society. Vampires on the fringes of society almost inevitably build the negative stereotype of Vampires. Those who try to overcome this cycle still struggle to fit in as their greatest skills are most sought after in the underworld. While many nobles require their tinkering abilities, they tend to not often openly associate with Vampires, leaving the Vampire ever in the shadows. Even though Vampire lives are generally tougher than average, that is not to say that Vampires have not been able to raise themselves to power and status. After The Cataclysm, Vampires established the powerful Kingdom of Nocturne and discovered the hidden powers of Blood Magic. Eventually the Kingdom collapsed and Vampires were forced to spread out for their survival, but even today, especially in The Principality of Noctu, Vampires are more commonly found in powerful positions, even as nobility. Make Up Requirements: Pale white skin; elongated ears; black eyes/ black eye shadow; (optional) Fangs Starting Advantages Description Constitution +7 Health Points (HP) Drain Blood Touch any willing or incapacitated target and make a “Draining Blood” 5 count; at the end of the count say “5 Drain Damage”; The vampire restores 5hp and the target loses 5hp; If the count is completed on a 'Bleeding' target, the vampire may deliver an “Innate Exsanguinate” (see Novice Necromancy) Sunlight Vulnerability If skin is exposed to any direct sunlight, become “Poisoned” (leaving the sun does not remove the Poison); Vampires that reach 'dissipation' status in direct sunlight instantly resurrect Undead Immunity Immune to fatigue, Knock-Out, and Poison (except Sun Poison); Immune to all “Heal” Tag-lines Undying When ending a bleeding count, instead of going to dissipation go to 1hp; Immune to Coup De Grace unless it contains the Holy or Fire Tag-line; Consecrate immediately Resurrects a Bleeding or Dissipating Vampire Novice Advantages Constitution Additional +7 HP (May be purchased multiple times) Drain Health Activated – Deliver an “Innate 25 Drain” packet (deals 25 non-Physical Damage, and gain +25hp) Charm Activated – Deliver an “Innate Charm” packet Meld With Shadows Make a ”Melding” 60 count while in a shadowed area ; Upon completion, become Ethereal (see status effects); Moving or taking actions ends the effect. (A light or removal of the shadow interrupts the count but will not end the effect on a character who has already successfully hidden.) Paralyzing Touch Activated – Add the “Paralyze” Tag-line to any physical attack Natural Claws Grow retractable claws; +2 Damage to unarmed attacks; This bonus stacks with Talons Resist Enchantment Activated - “Resist” an Enchantment Tag-line Strength +1 Strength 23 Chapter 2: Races of Mordavia Vampire cont. Adept Advantages Description Drain Health 2 Activated – Additional use; Increases Drain Health to “Innate 25 Drain” Fortitude Activated – The next time you go to Dissipation; “Resist” and instead go to 1 HP instead Charm 2 Activated – Deliver an additional “Innate Charm” packet Nosferatu When purchased: Choose One – select a single race other than vampire (Humans and Gypsies count as the same race); Gain a permanent refined taste for this race; Draining the blood of the chosen race increases the health restoration from 5 to 10hp Bat Form +1 IA; Activated – Make a “Bat Form 60” count; Upon completion, place a bat phys-rep (Chiroptera), any held items, and your Soul Tag together in an area without direct sunlight; The bat represents the Vampires sleeping Character; Any other character who finds this phys-rep can kill the Vampire by taking its Soul Tag; The Vampire can not be moved or interacted with in any other way; To transform back, make another 60 count. Strength 2 +1 Strength Day-walker While in the sun become “Sun Fatigued” instead of “Sun Poisoned” Hunter +1 Tracking Rank (can exceed rank 5); +1 Tinkerer IA per Interlude Journeyman Advantages Drain Health 3 Activated – Additional use; Increases Drain Health to “Innate 25 Drain” Charm 3 Activated – Deliver an additional “Innate Charm” packet Meld with Shadows 2 See Meld With Shadows; character may walk in any shadow without breaking the effect. Hunter 2 +1 Tracking Rank (can exceed rank 5); +1 Tinkerer IA per Interlude Natural Claws 2 Additional +2 Damage with claws Paralyzing Attack 2 Activated – Add the “Paralyze” Tag-line to a physical attack Predator Activated – add the “Drain” damage modifier to unarmed or claw attacks for 5 minutes Resist Enchantment 2 Activated – “Resist” an Enchantment Tag-line 24 Chapter 2: Races of Mordavia Zhana ‘Zhana’ is a misnomer that is used to describe an entire group of different breeds of corporeal spirits. Individual Zhana have Affinity to a single school of magic, including Binding and Necromancy. Interestingly, Necromancy Zhana have the inherent ability to disguise themselves as any other breed which makes other races particularly wary of Zhana. Despite this, Zhana tend to be very friendly and their society is largely based upon trust. Zhana are considered flighty and whimsical creatures by nature, though this generalization is often colored by the individual type of Zhana in question. Having the lowest Constitution of all the Kingdom races, Zhana tend to try and mind their own business and stay out of the way as much as possible when it comes to the other races. This doesn't keep many Zhana from getting into all sorts of trouble; planned, unintended, or otherwise. Zhana host a wide array of magically defensive and rogue-like abilities because of this. Zhana do not gather together in particularly large numbers for any length of time, as settling down is not in their nature. The main exception is the Zhana city of Avaros. This massive gathering of Zhana is said to be incredibly peaceful and prosperous, so much so that most who travel there eventually take up full-time residence. Avaros is ruled by the powerful and mysterious Zhana Queen, Lydithiya, who claims Queenship over all members of her race. For the incredibly vast majority of Zhana who reside in and around her city, she is widely regarded as a wonderful and benevolent Queen. However, there are those few Zhana who are especially Free Willed and reject the authority of Queen Lydithiya, or pretty much anyone else for that matter. They are often considered a rogue element within society, but useful if you can keep tabs on them. Type of Zhana Magic School Color Homunculus Alchemy Orange Imp Black Black Pixie Binding Blue Sprite Nature Green Banshee Necromancy Purple Fairy White White Makeup Requirements: Must wear wings of any kind and have colored eye shadow that must reflect the School of Magic to which they have Affinity. Special – Banshees may disguise themselves as another type of Zhana by making a permanent choice of disguise at character creation. This Zhana may choose to be in its natural form at any time changing all make-up requirements to the color Purple. Starting Advantages Description Constitution +6 Health Points (HP) Magic Affinity Choose a school of magic at character creation; Accessing each tier of the school of magic grants a free spell of the tier; No scroll is required for this spell; This also determines the type of Zhana being made (see above chart) Essence Shield Activated – “Absorb” a spell that includes a Spell Verbal that shares your chosen affinity and gain 10 HP; Zhana Dust Activated – Deliver a “Zhana Dust Innate Sleep Charm” packet Novice Advantages Constitution Additional +6 HP (May be purchased multiple times) Bypass Barrier Activated – “Bypass Barrier” to ignore a barriers effects and pass through it once Dodge Activated - “Dodge” (see Tier 3 Combat) Spirit Walk Activated – “Innate Ethereal Shift” (see Magic: Binding Tier 2) Ethereal Manipulator Gain immunity to search counts; say “no effect” at the end of a successful search count unless they are also using Bind Magic Sight Pierce Attack Activated – Add the “Pierce” attack modifier to a single Physical attack Sleepless +1 Interlude Action; Activated - “Resist” any attack that includes the Sleep Tag-line Transfer Spell Points Gain +2 Spell Point (SP); Choose a willing target to gain X SP; Make a “Transfer Spell Points” 60 count then “X Spell Points”; Upon a successful count target gains X SP; Lose X SP; This ability cannot transfer more SP than available nor give someone more then their max 25 Chapter 2: Races of Mordavia Zhana cont. Adept Advantages Description Bypass Barrier Activated – Additional “Bypass Barrier” Covetous +1 Rogue effective rank (can exceed rank 5); +1 Tinkerer IA per Interlude Dodge 2 Activated – Additional “Dodge” (see Tier 3 Combat) Essence Shield 2 Activated – Additional “Absorb” a spell that shares your chosen affinity and gain 10 HP. Free Willed Immunity to the “Charm” Tag-line Pierce Attack 2 Activated – Add the “Pierce” attack modifier to a single Physical attack Versatility Gain up to 4 maneuver points, or 4 spell points in any combination Zhana Dust 2 Activated – Deliver an additional “Zhana Dust, Innate, Sleep Charm” packet Journeyman Advantages Bypass Barrier 3 Activated – Additional “Bypass Barrier” Covetous 2 +1 Rogue effective rank (can exceed rank 5); +1 Tinkerer IA per Interlude Essence Shield 3 Activated – Additional “Absorb” a spell that shares your chosen affinity and gain 10 HP. Spirit Walk 2 Activated – Additional “Innate Ethereal Shift”; May Run while under the effect of Ethereal Shift. Ethereal Manipulator 2 If holding hands or dragging one Willing or Incapacitated character, Ethereal Shift enchantments that effect the Zhana also effect the targeted character Pierce Attack 3 Activated – Additional “Pierce” Physical attack modifier usage Sleepless 2 Additional +1 IA; Activated – Additional “Resist” Sleep Zhana Dust 3 Activated – Deliver an additional “Zhana Dust, Innate, Sleep Charm” packet 26 Chapter 3: Universal Advantages Universal Advantages give characters a sense of place (or lack thereof) within the society and economy. Universal advantages are the worldly pursuits of all characters. They encompass the body of knowledge available to all characters in Mordavian society. Often, but not always, characters will define themselves by their universal skills. This is typically used to describe a character's work or job. Universals can be used at a storytellers discretion, for a players own role playing benefit, and during the Interlude Universal advantages grant specific abilities to characters which allow them to collect resources, make and repair items, and use special in-play abilities. Universal advantages have in-play role-play benefits as well. Some NPCs may react differently to a “Novice Blacksmith” or an “Adept Merchant”. Purchasing Universal Advantages • Players must choose two advantages from this list when making a character at starting level. Characters can start the game with a maximum of 2 ranks in any single universal advantage. • Characters may not have higher then Adept rank in any Universal Advantage at character creation. • Each Universal Advantage may be purchased up to five times (except Nobility, which costs 2A.P.). Using Universals during the Interlude (see ch. 7 updating and the Interlude) • Players use most universal advantages during the “Interlude”, the period of time between games. Everyone's starts at five Interlude Actions (IAs) per event. These five IAs represent the passage of time between the Episodes and are declared at check-out. Universal IAs are one way to use IAs, but there are others such as travel, working with NPCs, or story related IAs. • Universal IA – A Universal IA is an Interlude Action which represents use of the Universal Advantages. Each Universal Advantage has abilities that utilize Universal IAs (Bold and Italicized). Most require some kind of information or item be turned in with the check-out form. Characters may use an ability from each Universal Advantage they have in single IA, but only 1 Item may be crafted or scrapped per Universal IA. This allows multiple universal advantages to be utilized simultaneously on one IA, so a Character with Gathering and Prospecting can Gather Materials and Produce a Location Map during the same IA. Using Universals In-Game • Universal advantages may be used In-Play • All universal advantages have phys-reps required to use some in-play abilities (see chart below) • Production allows the character to repair in-play, resource advantages allow the character to gain access to resources through in-play means, and skill advantages gives the character unique in-play abilities • All universal advantages can be used through role-play at storyteller discretion to benefit characters Universal advantages are divided into three categories. Each category represents a different skill-set which helps determine what a character does. Each individual advantage is then broken down into Tiers. Each more advanced then the last. The Tiers are: Novice, Adept, Journeyman, Expert, and Master and grand-master. Here are a list of the universal advantages with the addition of any physrep. required to use the advantage in-game. Skill Resource Crafting Advantage Phys-rep Advantage Phys-Rep Advantage Phys-Rep Bard Instrument Prospecting Paper and Ink Black Smith Hammer and Anvil Holistics Bandages Gathering A Specialty Tool based on favorite material Tinkerer Magnifying Glass and a small tool. Mercantilism Appraisal List Profession (nonspecific) A Specialty Tool based on profession Jeweler Mineral and a square cloth to polish it. Scout Rope1 Scholar Paper and Ink Tailor Strips of material and thread. Rogue Appraisal List Nobility Writ of Lineage Artisan Hammer and Chisel These items are in-play items that do not require in-game resources to acquire. These items are only phys-reps that do not require a tag. All Universal Advantages may allow for special benefits during the Episode Mods with Storyteller discretion. Examples: Gatherers : May gain bonus rewards collected in the form of raw resources if they have appropriate phys-reps such as a pickaxe for stone/metals, an ax for wood, or a container for cloth/bone. Prospectors : May find locations that can be prospected for tier 3 and higher materials. They may also create maps to allow adventurers back to a location of importance. Scholars : May receive Research Scrolls or maps to Locations such as a Library which counts as a Source of Information. Scout + Rogue : Characters can sometimes use their Evasion on Mods to not be found. Characters may add up the total number of ranks in evasion among all characters and then divide that by the number of characters on the mod to get a group evasion rank. 27 Chapter 3: Universal Advantages Skill Advantages Skill advantage characters are individuals who utilize special skills, connections, and methods learned over time to give themselves or others benefits in the world of Mordavia. Skill advantages give a wide variety of abilities to characters and allow the people of Mordavia the ability to accomplish basic tasks without the use of magic. Some skill advantages, however, are somewhat magical due to the nature of Mordavia during the Magical Renaissance. The Advantages are: Bard, Scout, Rogue, Healing Arts, and Mercantilism. Appraise – Merchants gain access to an OOP “Appraisal List” Bard which provides calculations on the price of most items in play. Bards use their musical talents to mesmerize and astound. They are known to impart powerful effects on those that listen. These calculations are done using the “Formula for Base Value.” All Bards must be approved by staff. Upon purchasing this advan- Scout tage, a Bard may use an Instrument, Song, or Storytelling. Each Scouts excel in tracking down targets and disabling characters for Tier grants a new Bardic Talent and a use of a Bardic Talent once questioning. They utilize various methods to find out information per day. about their targets. Scouts can create maps to important locations discovered in-play by using IAs and a special achievement. Bardic Talent – Perform for 60 seconds uninterrupted, then deliver a ranged “Innate” Bardic Talent Effect to a target. Each additional Track/Investigate – Tracking is used to actively follow and track 60 seconds expends an additional use and grants an additional tar- down targets. Using the Universal IAs, list one character to get at the end of the song. “Track/Investigate” to learn the general results of their IAs. Ranks in Tracking reveal a targets IAs only if it beats their Evasion rank. Rank Bardic Talent; Effect Characters can sometimes track other players on mods. A tracking 1. Novice Rally; “+2 Physical Damage” Active Effect character must beat the evasion rank of the mod to track it. 2. Adept Alluring; “Charm” Enchantment Use Rope – Rope can be tied into knots in-play using a 60 Second 3. Journeyman Dirge; “Cower” Enchantment “Tying” count on any willing or incapacitated characters. This knot becomes physical effect similar to a “Permanent Entangle” effect 4. Master Lullaby; Sleep Ailment with the strength to break out of it equal to the tier of material. 5. Grand-Master Song of Magic; Free spell as “Innate [Spell]”; Scouts may only use rope of a material equal to or lesser than their must also know the spell(and have the potion) Tier of Scout. Ropes may be cut out of with a weapon using a “Cutting” 60 Count. Healing Arts Medical training is used by experienced White casters, soldiers, and novice adventurers alike. Used for identifying what ails others and patching someone up so they don't bleed out. Rogue Rogues know how to get loot faster and cheaper then anyone else, and they know how to avoid being found. Each rank in Rogue reduces the Full (60-second) search count by 10 seconds. Holistics – Say “Holistics” next to a willing or incapacitated character. The target must give their physical status, including whether a character is bleeding, dissipating, or under the effect of any Ail Evasion – The ability for a character to hide and keep their activiments. Rank 5 Healing Arts also discovers any Enchantment Status ties private. Evasion is used automatically during the Interlude. Effects on the target. Evasion hides a character's IAs from 'Track/Investigate' if Evasion is at least equal to the ranks of 'Track/Investigate'. First Aid – may be used to stabilize a bleeding character with a bandage phys-rep. Target a bleeding character, begin a first aid Smuggle – Rogues excel in smuggling illegal and stolen goods. All count of 60 (e.g. “First Aid 1, First Aid 2, … First Aid 60”). Then, stolen goods have official sigils placed upon them, and illegal say “1 Heal”. Each additional Tier of Healing Arts decreases the goods are Raw Gold, Necromantic Scrolls, Amethyst, and Undocucount by 10 seconds. mented Slaves. Similar to Merchant, Rogues receive an OOP Mercantilism “Smuggling List” and use the following chart for their prices. Merchants are the backbone of the Mordavian economy as ofBuying and Selling for Barter and Smuggle ten are the source of finished goods created by crafters. MerBarter Buy Tier Value Barter Barter Smuggle chants receive a standard rate on their goods based upon a forBase Value x 2.5 Limit Buy/ Sell / Sell mula called “Formula for Base Value”. per Smuggle Barter Sell / IA Buy Smuggle Buy Formula Barter – Grants access to Interlude Open Markets. Merchants may Base Value x 2.0 use their IAs to purchase legal raw materials and finished goods. A 1 50 250% 200% 100% Smuggle Sell merchant may buy or sell up to their kopek allowance per Univer2 100 250% 200% 100% Base Value sal IA. Barter can be performed repeatedly to purchase items of greater cost with more IAs. Merchants also gain a percentage dis3 150 250% 200% 100% Formula for Base Value count off of the retail price when buying or selling items and raw of Items 4 200 250% 200% 100% (See “The Economy”) materials. Items greater than Tier 3 are at storyteller discretion. 5 250 250% 200% 100% 28 Resource Advantages Chapter 3: Universal Advantages Resource Advantage characters are the generators of wealth in Mordavia. They receive kopeks, raw materials, knowledge, and maps to locations as rewards for using their advantages during the Interlude. They are foundation for the rest of the Universal Advantages by allowing others access to resources for their various production costs or required materials. Advantage Abilities and Rewards Novice Adept Journeyman Master Grand-Master Receives Kopeks per IA and an inProfession play Profession title. 5k per IA 10k per IA 15k per IA 20k per IA 25k per IA Researches Topics. Produces a number of Research Point equal to 1 Research 2 Research 3 Research 4 Research 5 Research Scholar their tier per IA. Point per IA Points per IA Points per IA Points per IA Points per IA Receives 1 Unit of a chosen 1 Unit of material per IA. Can use 1 Unit of 1 Unit of 1 Unit of Material 1 Unit of prospecting map uses to increase Material Material Material Tier 4 Material Gathering per IA yield. Tier 1 Materials Tier 2 Materials Tier 3 Materials Materials* Tier 5 Materials* Create Maps with a number of uses equal to the IAs used to create it. Creates Tier 1 Creates Tier 2 Creates Tier 3 Creates Tier 4 Creates Tier 5 Spend 1 IA per tier of a special Maps (Tier 1 Maps (Tier 2 Maps (Tier 3 Maps (Tier 4 Maps (Tier 5 Prospecting location for a map to it. Resources) Resources) Resources) Resources)* Resources)* Receives Kopeks per interlude and must complete contracts to progress 250 Kopeks 500 Kopeks 750 Kopeks 1,250 Kopeks 2,500 Kopeks Nobility and maintain Noble status 1000k Contract 2000k Contract 3000k Contract 5000k Contract 10,000k Contract *Tier 4 and 5 Resources require In-Play Achievements to Prospect and Gather Profession (Chosen) Gathering Professionals choose to sell their time and services for a wage. The ability to obtain Units of Material for purpose of creating This includes the declaration of an in-play title of the Profesfinished crafted items. These materials include all the necession. Profession Titles can also be other Universals, but only if sary raw components for crafting, such as Metal, Bone, Stone, they are purchased as well. Wood, Hide, and Cloth Work – Professionals earn 5 Kopeks for each Universal IA. This increases by 5 for each Tier of Profession. Scholar Scholars use sources of information to create research scrolls which can be completed to reveal valuable information. Information is hard to come by in Mordavia, so skilled Scholars are always looking for the best sources. The Public Library of each city provides some information for free, but takes travel. Conduct Research – Declare a number of IAs and a Source of Information on the check-out form and ask a single question or declare a research topic. A Source of Information is an achievement tag, a map to a source information, a library, or special NPC. The research will have a requirement equal to five times the Tier of the Information (determined by Staff). Completing the research produces the relevant information. If the research is not completed in a single Interlude, an incomplete Research Scroll with the number of IAs required to complete is produced. All Research Scrolls have a number of IAs required to complete it and produce the relevant information. Conduct Research can also be used on Incomplete Research Scrolls or Enciphered Information found in-play. Ciphering – It takes 1 Universal IA to create a Cipher. Scholars create an Enciphered Information envelope, provided by staff. The Envelopes have “Enciphered Information” on the outside along with the Tier of the Cipher and a code. Scrolls are placed inside the envelope and considered “Enciphered”. They cannot be read by anyone who is not holding the key. Ciphers have a “Key Code” and a single Key bearing that Key Code. A Cipher can be opened with on a 5 Deciphering Count by the holder of the key. Ciphers can be applied to a scroll on a 5 Enciphering Count, then placing a document or a scroll tag inside. Gather Materials – Declare a type of Material equal or lower than the Gatherer's Tier on the check-out form. Tier 1 through 3 Materials can be gathered freely. Tier 4 and 5 Materials require an Achievement Tag, a Map to a Special Location, or a Prospecting Map. Each Universal IA produces 1 Unit of the declared material if it is available. Units of Material have a base value in Kopeks for each Tier: Per Unit – Tier1:5k; Tier2:10k; Tier3:15k; Tier4:25k; Tier5:50k Use Prospecting Map – Turn-in a prospecting map and denote its usage on the check-out form. This prospecting map triples the yield of Gather Materials to 3 Units of the material specified on the map. Using a Prospecting Map depletes the map's uses by one per IA spent using it. Prospecting The ability to know the land and find raw materials. Create maps to help gatherers or adventurers alike. Record important locations discovered in-play and create maps to get back to them. Produce Location Map – At Storyteller Discretion, create a map to an important place found through play, story, or achievements in 1 Universal IA. Produce Prospecting Map – Declare a type of Material equal or lower than the Prospector's Tier on the check-out form. Each Universal IA spent creates a Prospecting Map with a number of uses equal to the number of IAs spent creating it. The map's tier is equal to the materials being prospected. Tier 4 and 5 Materials require an in-play achievement or map. Prospecting Maps have a base value per Tier in Kopeks:Per Use – Tier1:25k; Tier2:50k; Tier3:75k; Tier4:125k; Tier5: 250k 29 Chapter 3: Universal Advantages Nobility (cost 2 AP; purchasable at character creation only) Some lords chose a life of politics and thrive in socialization, commerce, or the rule of law. Others choose the path of the knight, which is one of glory and honor, usually leaving words and pen in favor of sword and spell. Noble Requirements: • Only purchasable at character creation; • Nobles must have an approved history with details about your Noble House. This history must included a brief lineage and which Region the characters family is from. • Linage Papers are a physical representation of a family line and considered as Proof of Nobility by some. Noble Benefits: • Receive Kopeks each Interlude, based on Noble Tier. • Nobles may assign a number of retainers based on Tier. (Retainers are considered extensions, and able to act in the name, of the Noble they represent.) • Nobles may use their perceived authority to role-play with other characters to their advantage. Noble Rank: • Nobles must complete a rank of contracts equal to their tier of nobility each chapter. A noble that fails to complete the required contracts will be demoted. • Noble rank may only be increased by completing a rank of contracts equal to 3 times their tier of nobility. • Any noble with the title of “Grand” has the final say on any disputes between nobles of that rank or lower rank. Contracts: • Noble contracts are offered only to Nobility, and typically rewarded with Kopeks based on the tier. • Any Noble may issue a noble contract by giving it a rank and swearing to honor the payment of the contract. Building a Noble House High Noble – A title for Noble that has other Nobles as Retainers. Banner Noble. – A title for a noble that becomes the retainer of another noble. All of a Banner Noble's retainers become retainers of the High Noble. A Noble can not declare themselves as a Retainer to a Noble of a lower rank. In a Noble marriage one noble becomes a High Noble and the spouse is considered a Banner Noble as a retainer that does not count towards the maximum retainers allowed. Nobles who fall into ruin receive no noble kopeks and may only receive a contract from a Rank 1 Noble 30 Chapter 3: Universal Advantages: Crafting Crafting Advantages A Crafter can repair, scrap and craft items from the Materials listed under the Crafting Advantage. Crafters have access to Crafting Lists, which are sets of abilities available to all Crafters who have access to that list. Additionally, some Crafters have special abilities that only they can use, listed here under the Advantage. A Crafter must have the required phys-reps to repair their Crafted Items In-play. The following chart shows the Crafting Advantages: Crafting Advantages Materials Used / Can Scrap Items Which Can Be Crafted or Repaired Artisan Bone, Stone, Wood Weapons, Buildings, Armor, Sculptures Black Smith Metal Weapons, Armor, Shield Jeweler Stone (Gemstones), Bone, Wood, Metal, Hide Jewelry, Refined Gems Tailor Cloth, Hide Armor, Clothing, Tapestries, Rope Tinkerer Metal, Wood, Cloth Traps and Locks, Instruments, Crossbows Artisan Black Smith Artisans are the workers who use their hands to mold, carve, Blacksmith's are the backbone of armies in Mordavia. They and shape various tools and items in Mordavia from the three can outfit people with everything they need to fight a battle. basic Material Types, Bone, Stone, and Wood. They can create Metal is a superior material for crafting and is easily repaired. elaborate sculptures which increase the value of the materials used greatly for increased profit. Materials: Metal Crafting Lists: Weapons, Armor, Shield Materials: Bone, Stone, Wood Crafting Lists: Weapons, Armor, Shield Tailor Tailors are a versatile and necessary craft providing anything Craft Sculpture – Declare 1 Universal IA and turn in 1-5 Units of from Clothing, leather Armor, artistic Tapestries, and weaving a Material Type equal or lesser Tier than the Artisan during Check- Rope. out. This doubles the base value of the materials used to craft it when evaluating market value. The Sculpture can be scrapped for Materials: Cloth, Hide its full material units. Crafting Lists: Armor, Shield, Clothing Jeweler Materials such as the metals and precious gemstones of Mordavia seem to resonate a magical essence. The Jeweler converts this magical energy into a form of art and beauty that makes its value unmatched by any other craft. Materials: Gemstone Blocks(T4 Stone), Metal, Bone, Stone, Wood Crafting Lists: None Gem Base Refine Gem – Jewelers take 1 Unit of Tier of Gem Cost gemstone (T4 Gemstone Blocks) and Value Tier 1 50 Kopeks craft them into refined gems. Note the Tier 2 100 Kopeks Gemstone is being Refined for 1 UniTier 3 150 Kopeks versal IA on the check-out form. The Tier 4 200 Kopeks Gemstone will become a Refined Gem Tier 5 250 Kopeks of Tier equal to the Jeweler's. Craft Jewelery – Declare 1 Universal IA and turn in 1-5 Units of Material equal or lesser Tier than the Jeweler during Checkout. Jewelry doubles the base value of the materials used to craft it when evaluating market value. The type of Jewelry that can be crafted is based on the tier of the Jeweler. A Jeweler can add a maximum number of gems into a jewelry item equal to the Tier of Jewelery. Jewelry can be scrapped for its full raw materials without penalty. Jewelers don't have recipes. The types of gemstones are: Amber, Amethyst, Diamond, Emerald, Onyx, Pearl, Ruby, Sapphire, and Topaz. Jewelry Units of Material Gem Limit Rings 1 Unit 1 Gem Bracelets 2 Units 2 Gems Necklaces 3 Units 3 Gems Circlet 4 Units 4 Gems Crown 5 Units 5 Gems Craft Tapestry – Declare 1 Universal IA and turn in 1-5 Units of Cloth equal or lesser Tier than the Tailor during Checkout. This doubles the base value of the materials used to craft it when evaluating market value. The Tapestry can be scrapped for full Units. Craft Rope – Declare 1 Universal IA and turn in 1-5 Units of Cloth equal or lesser the Tailor's Tier during Checkout. This rope can be used by Scouts and Requires Strength to break based on Tier: Tier1:+2; Tier2:+4; Tier3:+6; Tier4:+10; Tier5:+20 Tinkerer Tinkerer's are a necessity to anyone looking to keep their loot out of prying hands with Locks or devious Traps preying upon unsuspecting victims. They also invented the Crossbow. Materials: Metal, Wood, Cloth Crafting Lists: Traps&Locks, Weapons (Craft Crossbow Only) Disable Device – The ability to disable locks, traps, and other devices. Use a “Disable” 5 count per disable rating to disable any device equal to or lower than the Tier of Tinkerer. The Tinkerer may choose to Break the item, by marking it’s repair slot when it is disabled. Craft Key – Turn in 1 Unit of Metal and a Lock or a Trap at checkout and mark the Universal IA on the form. The Universal IA will produce a Key Item tag with the same “Key Code”. Craft Instrument – Declare an instrument on the Checkout form and provide 5 Units of Material and 1 Universal IA. Grants a bard 1 Additional use of Bardic Song per Tier of the Instrument. 31 Chapter 3: Universal Advantages: Crafting Crafting The following pages are Crafting Lists for each type of crafting. A character's Crafting Advantage dictates which Crafting Lists they have access to, and what they make their items out of. Each Crafting List has the phys-reps requirements for the items crafted. Crafting • It takes 1 Universal IA to Craft an Item. Declare the item being crafted, along with the recipes the Crafter is using on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Only one item per IA can be crafted, and only if an item is not being scrapped during that IA. • Characters may only craft items with Materials of equal or lesser Tier to their Tier in a Crafting Advantage. • Crafters may also create a base item equal to their tier in a crafting advantage, without recipes. • Items can only be crafted by using the materials listed under the Crafting Advantage. Repairing • Crafters may repair Shattered items they have Crafting Lists for. • Items of the Crafter's Tier and below can be repaired in-play by starting a 5-Minute Repair Count. Characters must use their required phys-rep and role-play repairing the Shattered item. If the character leaves or engages in combat the count ends without repairing the item. • Items sometimes have abilities that are activated. These activated abilities are not replenished per day like Racial Activated advantages, but instead, when the item is repaired. These advantages are noted on the Item tag, covered in the Rules of Play. Scrapping • Items and shattered items above Tier 1 may be turned in at Checkout and denoted on the form for scrapping. Scrapping any item takes 1 Universal IA and destroys the item. The Scrapping character receives a number of Units of Material equal to the amount used to craft the Item minus two when scrapping an Item. One and two Unit Items return nothing. • Tapestries, Sculptures, and Jewelry can be scrapped for the full Units of Material amount used to craft them. Recipes • Each Crafter gains access to all Recipes of their Tier for each Crafting List they have access to. • Each Recipe List has 5 Tiers of Recipes. Each Recipe requires a number of “Recipe Slots” equal to the Tier. (e.g. A Novice Recipe requires one Recipe Slot; a Journeyman Recipe requires 3 Recipe Slots; Both of these together would require 4 Slots). • Each Material has a number of Recipe Slots equal to its Tier. (Tier 1 Material has 1 Recipe Slot, Tier 2 = 2...) • Recipes add a cost of 25 Kopeks per Tier of the Recipe. • A Master Crafter may add any tier of Refined Gem to the component cost of an item to add One Recipe Slot. • A Grand-Master Crafter may add an additional Refined Gem of any tier to the component cost to add a second Recipe Slot. The following chart shows how many in-play Units of material are required, as well as how long the phys-rep is. This is the Weapon Size, such as a Small Shield or a Medium Sword. This is also the typical measurements for other non-weapon or shield phys reps that are measured by length. Weapon and Shield Physreps can only be used with In-game items of the same type and Size. (For example, a 35 inch physrep would be considered a Medium Weapon, meaning this physrep can only be used with in-game items labeled “Medium Weapon”.) Size Chart Size Units of Material Phys-Rep Measurements ShieldCrafting Tiny 1 6”-12” Small 2 12”-24” Small Shields Medium 3 24”-36” Medium Shields Large 4 36”-48” Large Shields Huge 5 48”-60” Tower Shields *A Large Weapon may be wielded in one hand with 5 Strength, and two may be wield with 10. Weaponcrafting Throwing Weapons Small Weapon Medium Weapon Large Weapon (Requires 2-Hands)* Huge Weapon (Requires 2-Hands) 32 Chapter 3: Universal Advantages: Crafting Additional Universal Abilities and Guilds Characters with Universal Advantages have some additional abilities they can use to increase the rate of production or prestige of their work. Master Crafters and Grand-Master Crafters gain new, additional abilities. Cooperation – Characters may work together by increasing the number of Universal IAs one Character has access to during their Interlude. This is done by signing the Leader’s Character Name (or the name of their Guild) onto the Checkout form of the Character using Cooperation. The Leader will gain an additional IA for a chosen Universal Advantage based on the number of characters in the guild with any ranks in that same advantage. In-play, multiple Characters Cooperating together are considered a Guild (See The Interlude). Building a Guild House Guilds were created because The Nobles pass down contracts that are eventually fulfilled by workers. Many of these contracts are massive and require large groups of individuals to come together to complete them. This has helped stir the creation of many Guilds which have begun to rise to power again. Due to the events of the Tax War the Princes of Mordavia added the only law since the King’s death: Guilds must be registered or they are considered illegal and in violation of the Kings Law. This however, doesn't deter some from operating outside of the law. Using Cooperation without registering a Guild with local Nobility is considered Illegal. It is also illegal for Nobility to use Cooperation, as guild work is seen as below their social class. Characters who wish to recruit others to work for them may sign their name on the Cooperation section of a blank Checkout form. Inplay this is called a “Guild Flier.” Guild Fliers for an unregistered Guild are considered Illegal contraband. Master and Grand-Master Crafting Advantages Master Crafters Master Crafters can increase the Recipe Slots of a Material by embedding Refined Gems of any Tier as an additional component cost. Turn-in the Gems and the Item when Crafting with the Checkout form. Gems can be used to increase overall number of Recipe Slots the finished item has. One Gem increases the Recipe Slot by 1. Grand-Master Crafters Grand-Master Crafters can add two Recipe Slots to an Item by embedding a second Refined Gem as an additional component cost, increasing the number of Recipe Slots to 2. Experiment – Declare a number of IAs on the Checkout form and suggest the Invention of a single item. The Invention will have a requirement equal to five times the Tier of the Invention (determined by Staff). Completing the Experiment produces an Information Scroll called a “Schematic”. If the Experiment is not crafted in a single Interlude, an Experimentation Scroll with the number of IAs required to complete is crafted instead. All Experimentation Scrolls have a number of IAs required to complete it to produce the Schematic for the Invention. Experiment can also be used on Experimentation Scrolls found in play. All Schematics are considered Tier 5 and can be turned in at Checkout by a Tier 5 Crafter of that type, along with any necessary Materials, Kopeks, or Gems to Craft the Invention in 1 Universal IA. Grand-Master Crafters act as Tier 5 Scholars for the purpose of completing an Experimentation Scroll. Experimentation Scrolls may also be completed by using a Scholar's Conduct Research. 33 Chapter 4: Physical Combat Physical combat focuses on the dealing of Physical Attacks and use of Combat Maneuvers. These attacks and Maneuvers center primarily around the use of an assortment of physical representation (phys-rep) weapons and/or shields. Physical combat is represented through the actual swinging of weapons and the speaking out loud of an attack verbal. The verbal for a weapon strike or any other physical attack is "amount of damage" + "Tag-line" + "damage”. e.g.“One Iron Damage”, “Two Wood Damage”, “Three Fire Damage”, “Four Poison Damage”, “5 Charm Damage”. A character can choose to call less then their maximum damage to a minimum of 1 damage and 2 damage for 2 handed weapons. Weapon Types One-Handed Melee Weapons One-Handed weapons have a base damage of 1, and are usually Small or Medium Weapons Two-Handed Melee Weapons Two-Handed weapons have a base damage of 2 and are normally Large and Huge Weapons Ranged Weapons One-Handed Ranged Weapons have a base damage of 1, Two-Handed Ranged Weapons have a base damage of 2. Ranged weapons are Throwing weapons and Projectile Weapons such as Bows or Crossbows. Unarmed /(Claws) Unarmed attacks deal a base damage of 0. Unarmed attacks don't require any attack type Tag-lines such as “iron” and instead call “# Damage”. Claws cannot normally block physical attacks. Claws/Unarmed fighters may hold items in their hands, but cannot attack with that hand. Claws and Unarmed attacks require a specialized phys-rep, listed in the Rules of Play (A Large Weapon may be wielded in one hand with 5 Strength, and two may be wield with 10.) Shields Any attack with the “Damage” Tag-line may be blocked by a shield. The “Massive” Tag-line may not be blocked. Shields can be “Disarmed”. Any arm wielding a shield cannot also wield a weapon. A physical attack is considered blocked by a shield if it touches the shield before touching the character being attacked. Blocking Any character who has a weapon, shield, or other object may use it to block incoming physical attacks. Blocking does not require a verbal, but can be circumvented by using the “Pierce” or “Massive” Tag-lines. Hits on the hand count as blocked, but claws and unarmed weapons cannot be used to block. Combat Safety All items intended to be used in combat must be approved by staff for safety. Weapons must receive a safety approval before they can be used and during the course of combat may be disqualified from use due to breakage or the weapon becoming unsafe during the course of play. It is of the utmost importance that safety be kept in mind when conducting in physical combat with other players. Ensure others are aware of surrounding dangers such as ledges, doors, insects, wildlife, sharp corners and other various physical hazards when conducting in physical combat. Players should never push other players or intentionally stand in the way of combat when they are dead or out-of-play. Time-Out – Players may choose to call a “Time-Out” (See The Rules of Play for more) and request the combat be moved to a more safe area if the area it was engaged in was too unsafe, but both players must agree to move the combat. Engaging in risks is a big part of playing Mordavia, but players should be aware of the risks they are taking and assess them accordingly. Larpworks is not liable for any risks a player chooses to take. Please engage in Physical Combat responsibly. 34 Combat Advantages Combat Advantages are the best way to excel in battle in Mordavia. Advantages on this list make a character physically better at combat through the character's natural training. Some combat advantages give characters passive bonuses such as Expertise, Backstab, and Specialization. Combat also gives characters special activated advantages to allow them to use special maneuvers. Purchasing Combat Advantages • Combat Advantages may be purchased at character creation using the remaining 2 AP given to new characters. • Most combat advantages are purchased only once per tier, but “Backstab” and “Specialization” may be purchased twice. Combat Advantage Progression • Once a character has gained 4 Advantages in the Combat Advantage list and they meet the Character Tier requirement, they may purchase into the next Tier of Combat Advantages. Using Combat In-Game and The Maneuver System • Most Combat advantages grant a static ability to the character, but some advantages are called “Maneuvers” • Combat characters use these special moves and techniques with points granted per-day representing their physical limits. • These points are called Maneuver Points (MP). Characters gain 1 MP per day each time they purchase a Combat Advantage. • Maneuvers can be used by spending an MP per tier of the advantage. Rip a single MP from the MP tag to show its use. Novice Tier Description Expertise +1 Maneuver Point (in addition to the MP gained from learning this Advantage) Backstab (2) +2 physical damage when striking someone in the back Specialization (2) +1 with a one-handed weapon; or +1 unarmed; or +2 damage with a two-handed; or +2 with a ranged weapon Power Strike* Maneuver – Say Spend a Maneuver Point and say “Power Strike” to add +10 damage to a physical attack Instant Death Maneuver – Say “Coup de Grâce ” while touching a bleeding or unconscious character with a weapon, which brings them immediately to dissipation Waylay Maneuver – Strike a character between the shoulder blades with the pommel of a weapon and say “# Knock-out Damage” to produce a Knockout Ailment effect that lasts five minutes; the # is equal to 1 + the characters Strength.; A character who takes any HP loss from a knockout attack is affected as per the ailment; Toughness wins ties; A Character with Armor only applies toughness if they are wearing a Helmet Endurance Maneuver – Extend this character's bleeding count by 1 minute Adept Tier Expertise 2 +2 Maneuver Points Backstab (2) Additional +2 physical damage when striking someone in the back with any weapon Specialization (2) Additional +1 damage with either a one-handed weapon, gain +2 damage with a two-handed or ranged weapon Strength +1 Strength Disarm Strike* Maneuver – say “Disarm Strike (+ the number of Strength the character possesses); if the attack hits a weapon being wielded by another character, that character must have an amount of strength equal to or greater than the strength signified in the Disarm Strike Verbal. The target must drop their weapon for 3 full seconds; the defender wins ties; If the Disarm attempt hits any item the Disarm takes effect against that weapon or item. (Example: A character with +1 strength disarms another character and says: “Disarm Strike + 2”) Parry Maneuver – Say “Parry” in response to being hit by a normal weapon strike. To Parry; a character must be holding a weapon and the attack must be from the front or sides of the character, and not behind them. (normal attacks don't have any attack modifiers, such as Innate, Pierce, Massive, Disarm, or any of the Strike Maneuvers. Lethal Strike* Maneuver – This character may add the 'lethal' Tag-line to a weapon strike and an additional 10 damage; If the damage from this weapon strike would bring a character to 0 HP said character is instantly brought to dissipation Journeyman Tier Expertise 3 Backstab (2) Specialization (2) Modified Strike* Dodge Shatter Strike* Cripple Strike* +3 Maneuver Points Additional +2 physical damage when striking someone in the back with any weapon Additional +1 damage with either a one-handed; or +2 damage with a two-handed or ranged weapon Maneuver – Add the “Massive” Tag-line to any single attack with a Large or Huge Melee Weapon; or add “Innate” to a single attack with a Tiny or Small Weapon; or add “Pierce” to any Two-handed Ranged Weapon Maneuver – This character has the ability to negate a weapon strike or spell that would otherwise effect this character by saying: “Dodge”; Characters cannot use Dodge on attack which is proceeded by the “Innate” Tag-line, or hits them in the back Maneuver – Say “Shatter Strike” Any weapon hit by the character's weapon is considered Shattered (see Universal Advantages: Production Advantages and The Rules of Play: Using Verbals with Tag-lines) Maneuver – This character may add the “cripple” Tag-line to a physical attack, any limb of a target that is struck is considered “Crippled” as per the ailment (see The Rules of Play: Status Effects) (2) Designates that it may be purchased twice. *Strikes cannot be combined with any other Strike Maneuvers or abilities that grant Attack Modifiers. (See Rules of Play) 35 Chapter 5: Spellcasting Some characters in Mordavia choose to follow the path of the Solominari and gain power by learning to wield unbelievable and impressive magics. These magics provide characters access to extraordinary abilities which can be performed with a touch or the throwing of a spell crystal and uttering a few magical words. Characters who wield magic in Mordavia are common, with some spells being the foundation of civilization with the ability to conjure permanent magical lights or alleviate a character from hunger and fatigue. Purchasing Magic Advantages • Characters must purchase the Grey Magic Advantage to have access to any other Magic Advantages. • After Purchasing Grey Magic, characters must make a permanent decision to pick one Primary school of magic. • Some races have a starting advantage called “Magic Affinity”. Each affinity is to a specific school of magic. Characters gain a free Spell Advantage each time they gain access to a new tier of magic in which they share an Affinity. This advantage does not add to the Character's Level and does not have to be the characters Primary School. E.g An Elf Purchases “Grey Magic” which give the character access to Novice White Magic. Because the Elf has White Magic Affinity it gains a free Tier 1 White Spell. Magic Advantage Progression • Characters must meet the Tier Requirement for each new Tier of Magic and have purchased all spell advantages in the current school's previous Tier. (e.g. To Purchase Tier 2 White Spells the Character must be Level 5 and have all Tier 1 White Spells) • Higher Tiers of Grey Magic may only be purchased if a character has access to another school of magic of the same tier. • Characters must purchase all Tier 1 advantages of a magic school to purchase into a new, adjacent magic school list. Spell Points • Spells cost 1 spell point per tier of the spell to cast. • All spell advantages, except Grey, grant 2 spell points • Grey Magic grants +4 Spell Points, and each subsequent advantage provides a base of +2 Spell Points • Spell points are special tags given to characters who purchase Spell Advantages and represent the character's magical limits. Spell Scrolls • Grey magic is the most basic magic. Grey Spells do not require Spell Scrolls, but Spell Advantages of other types do. • A character must have the Spell Advantage inscribed in a Scroll or Spell Book (in-play items) to use a Spell in play. (E.g. “The Spell Name – School of Magic – Spell Verbal – The Rulebook's Spell Description”). Characters must use the “Scribe Scroll” grey spell per tier of the scroll being scribed to create this scroll. This scroll must be carried at all times to use the spell. • Spells gained with Magic Affinity do not require a spell scroll in order to cast but follow all other normal rules of spells. Using Magic In-Play • Spell Combat is engaged in by the speaking of 'spell verbals' and then throwing 'spell packets' by using 'Spell Points'. • A character must complete the Spell Verbal before throwing the spell packet, and the spell packet must be thrown no longer than three seconds after completion the verbal. Spell Packet phys-repsare squares of cloth filled with a few spoons of birdseed. • Casters may move while casting the spell unless otherwise noted and cast spells as long as they are conscious, even while taking damage. Any part of a character's body or costume may be hit with a spell to take effect. (See The Rules of Play) • Touch Casting: Touching a character while saying the complete spell verbal. Combat breaks the spell or breaking the contact during the spell verbal. The Magic Wheel The Magic wheel is the basis of understanding and training through which all casters in Mordavia learn magic. The wheel is broken up into 7 sections called “Schools”. The study of these schools is intense and simply studying magic increases a character's magical power. The center of the magic wheel is “Grey Magic” and is the first school of magic described in this Chapter. The other schools of magic are listed in alphabetical order. Magic Schools across from one another on the wheel are considered opposites, and often contain opposing spells and effects. Schools adjacent to one another are somewhat similar to each other. Occasionally, schools will share the same spells with one another. When a character knows a spell shared between schools of magic, they may use the verbal for either. Necromancy is both illegal and more difficult to study. The Necromancy school contains five spells per tier, instead of the normal four. Grey magic advantages only have two per tier. 36 Chapter 5: Spellcasting Grey Magic Grey Magic is the purest and most basic form of magic known to mortals. Each person must first learn novice level Grey Magic before choosing a school of magic to which they can proceed. This is why it is at the center of the Magic Wheel. Higher levels of Grey Magic are rumored to exist. Some scholars even believe that greater Grey Magic is the power wielded by many of the magical spirits that wander A’tul. Others even believe that the creator spirit Gebelizes is a being of grey magic, but the Order of the Right Hand considers this a heresy. This is because they believe that Gebelizes is a being of white magic. Novice Tier Grey Magic Learn all 4 Grey spells listed below, they do not require scrolls to cast; gain 4 Spell Points Magic Boon 1 +3 spell points to your spell pool Adept Tier Magic Boon 2 Additional +3 spell points to your spell pool School Diversity Choose One: When purchased, chose one of the Schools of Magic; Spell Advantages may be purchased from that Spell School (Bypassing wheel restrictions) Journeyman Magic Boon 3 Additional +3 spell points to your spell pool Spell Knowledge Choose a spell already known. That spell no longer requires a spell scroll. (May be purchased multiple times) Novice Grey Spells Light/Darkness (Instant) “I conjure a magical light./I conjure a magical darkness.” Allows this character to use a flashlight, or turn on a light switch indoors. If darkness is used, it extinguishes one target light source. (SAFETY NOTE: Do not use LED lights unless they have a filter. We encourage colored filters.) Scribe Novice Scroll (Instant) “I bind this scroll with (spell name).” Using magical energy the character scribes a scroll on sheet of paper with a spell they know. This character may only use this spell to create Novice spell scrolls. Characters must also purchase the spell they wish to scribe as an advantage. Sigil (Greater Persistent Enchantment, 5 Minute casting time) “I conjure a magical sigil on this (item).” The character may draw a Circle that may contain any writing on the inside. Draw the sigil onto the item tag after casting this spell as well. Characters may only sigil items they have a tag for. Drawing the sigil on the tag requires 5 uninterrupted minutes. Sigils cannot be removed without destroying the item. Kopeks and Promissory notes cannot be sigiled Sustenance (Self Only, Instant) “I sustain myself with magical energy.” Removes fatigue, and counts as the character becoming hydrated and having eaten a meal. (Staff will not bring food to players, but provides some for purchase in the tavern. Please make sure to stay hydrated and fed.) 37 Chapter 5: Spellcasting Alchemy At a time when the ancient world was at the height of its power, this magic was used for the well being of the masses. Eventually; however, the threat of Necromancy had the creations of Alchemy used for war instead of peace. This made it the most versatile school of magic, offering befits to anyone and everyone who could get access to it. Alchemy mimics the other schools of magic and bestows magical effects through a potion that anyone can drink. Magic so easily granted for anyone is a fantastic notion; although, the most important aspect of Alchemy is its Magic Potion. This potion is used as ink to craft Spell Scrolls and is also used by Created to function properly. This is why Alchemy was so closely guarded and retained throughout the ages. Traditional users of Alchemy were scholars, scientists, monks, medicine men, priests, and even parents. Now, during the time of the Magical Renaissance, Alchemy is in demand more than it has been in years. Nobles are in love with Alchemy and find it difficult to keep themselves stocked due to their opulent lifestyles. The peasants also find the beneficial qualities of Alchemy a necessity. Due to these factors Alchemy is in too great of demand and not enough supply, thus Merchants can't buy Alchemy without special and very prestigious trade contracts. Alchemists can easily turn spell points into kopeks, as long as they remember that their alchemy can be stolen. Novice Amber (Special) Potion – Characters can not Drink this potion. Instead it counts as 1 Unit of Tier 4 Amber Gemstone, but cannot be refined like a normal Unit. It may be used as a spell point for creating a Coating or a Gas Healing (Instant, Healing) Potion – “5 Heal” Coating – Gas – “5 Heal Gas” – Alchemy potions may only be crafted at Check-In and Reset. – Any Character may Identify and Drink a potion. Any use of a potion involves a count and the expenditure of the Potion Tag. – Various In-game Status Effects, such as Bleeding and Poison, may keep characters from drinking potions. – The use of a Gas or Coating is spontaneous and requires a character must have a Potion Tag as well as knowing the associated Alchemy Spell Advantage. Then the character may start a Mixing or Coating Count and upon completion may deliver the corresponding effect at a cost of the Potion and and additional 1 Spell Point or Amber Potion. Delivery Type Potions Coatings Gases Feed Others “Drinking 1, drinking 2, drinking 3” “Coating 1, coating 2, coating 3” “Mixing 1, mixing 2, mixing 3” “Feeding 1, feeding 2, feeding 3” Potion – Upon completion of a Drinking Count, say the verbal associated with each Potion below and take the effect accordingly. Feeding – Use on another willing or incapacitated character. Upon Completion of the Feeding Count, say the associated Potion Verbal and the target takes that effect accordingly. Coating – Hold an item or weapon for the entire count of the verbal. Upon completion of the verbal, the effected weapon may deliver the associated Tag-line on the next attack with that weapon. A coating is expended when an attack with it makes contact with something. If the character Dodges, the coating is not expended. Gas – Upon Completion of a Mixing Count, say the verbal associated with each Gas below and deliver the packet. Adept Mend (Instant) Potion – “15 Heal” for created with Upgrade Body 2. Coating – “Mend” Restore a Shattered item Gas – “Mend Gas” A mend coating or gas will restore a shattered item. Journeyman Friendship (Enchantment) Potion – “Charm” Coating – Gas –“Charm Gas” Poison (Ailment, Active)Potion – “Poison” Coating – “Poison” Gas – “Poison Gas” Alchemist Fire Potion – “15 Fire” Coating – “+15 fire” to next physical attack of coated weapon Remove Ailment (Instant) – Gas – “15 Fire” Potion – Upon creation, specify a specific ailment. “Remove [Ailment]” Suspend Metabolism (Instant) Glue (Enchantment) Coating – Potion – “Suspend Metabolism” (+5 minPotion – “Silence” Gas – Upon creation, specify a specific ailutes to bleeding and ailment counts.) Coating – (Enchantment) glue two objects ment. “Remove [Ailment] gas” Coating – together that requires +4 strength to break; Gas – “Suspend Metabolism Gas” if coated on item, grants +4 against disam Strength (Enchantment)Gas – “Slow Gas” Potion – “Plus 2 Strength” Magic (Enchantment) Coating – Potion – “Scribe Scroll” (See Grey Magic) Sleep (Active/Ailment) Gas – “Plus 2 Strength gas” Coating – “+5 Magic” to next physical atPotion – “Sleep” tack of coated weapon Coating – “Sleep” Gas – “5 Magic Gas” Gas – “Sleep Gas” 38 Chapter 5: Spellcasting Binding For many ages, Binding magic was practically extinct as a school of thought and practice. Those fortunate enough to have the knowledge secretly guarded it. Many Sprite Zhana were hunted for their knowledge; however, most Zhana would rather die then give up their freedom or do anything to compromise their kin. A century ago a group of archaeologists discovered a Solominari Fortress under an ancient ruined city. It was filled with a seemingly endless maze of magical barriers and wards still persistent since the time of The Cataclysm. After a decade, they rediscovered the lost art of Binding Magic. Instead of hoarding this information for themselves as had been done for the last 2 thousand years; they established the Academy of Binding Magic and the Royal Society of Archeologists in Sargon city. This event greatly helped Binding Magic spread across Mordavia. However, many binders are reclusive and stay behind the safety of their wards, and are also usually selective about who they take on as students. Due to these factors, among others, they are still one of the most unpopular and unfamiliar of the magic types. Binding is a personal magic that focusing on mastering one’s mind and body in order to make the immediate world around you bend to your will. Binding offers the advantage of casting strong personal defenses, powerful wards, and magical binds that restrain their enemy. Binders tend to come and go as they please and are unlikely to boast their capabilities. Novice Binding Adept Binding “By my word..” “...I conjure power...” Journeyman Binding “...with Binding Magic...” Bind Footsteps (Active, Enchantment) – Ward Ailment (Persistent Enchantment, “Bind Footsteps +2” Self Only) Ward Magic (Persistent Enchantment, The target is effected by the Bind Foot- “Ward Ailment” Self Only) steps status effect. This effect requires +2 “Resist” an Ailment. “Ward Magic” strength to Break. “Resist” a Non-Physical attack. Binding Circle (Ritual, 5 minutes) Soul Bind (Greater Enchantment, Self “Enchant Binding Circle” Taboo Barrier (Barrier) Only) “Soul Bind this [Item]” Create a physical circle no bigger than “Taboo Barrier” Cast while holding an Item. The Caster 10 feet in diameter. All binding spells with A chosen Race (Human and Gypsy and the item become Soul Bound. Soul numerical affects cast within this circle are count as the same race), Item Type Bound items gain the following traits while Empowered. Binds and Meek Barrier in(Weapons, Shields, Armor, Jewelry, Spell in possession of the Caster: crease by +2, Taboo Barrier gains an addi- Scrolls or Alchemy Potions, or specific – Immunity to Disarm tional taboo, Magic Enchantment gains +1, named Characters can not pass the Barrier – Stays with the Caster during Resurrection and Wards gain +1 Resist. A binder may (See Items, Phys-Reps, and Barriers) – The effect does not work if the item is choose to instantly cast a barrier on the willingly dropped, left, or given up.) circle without the barrier phys-rep. All Ward Weapon -(Enchantment, Self Only) bonuses end when the caster exits the circle. “Ward Weapon Greater” Magic Enchantment (Enchantment, Self “Resist” a Physical Attack of any type, Only) Bind Magic Sight (Enchantment, Self unless it has the Pierce attack modifier. “Magic Enchantment” Only, requires Phys. Rep.) Gain +1 magic with physical attacks. “Bind Magic Sight” Bind Arms (Active Enchantment, BindRequires a phys rep lens to look ing) Meek Barrier (Barrier) through. May use Goggles. Allows removal “Bind Arms +6” “Meek Barrier” of identity-concealing costuming and etheThe target of this spell is effected by Characters with +2 Strength or more real veils on a complete Extended Search the Bind Arms status effect. This spell recan pass. Count. quires +6 strength to break. (See Items, Phys-reps, and Barriers) Ethereal Shift (Enchantment, Self Only) – “Ethereal Shift” Become Ethereal (see Status effects). If already Ethereal, Dispel any ethereal effects on the character. 39 Chapter 5: Spellcasting Black Deep within the long lost places of Mordavia, one will eventually find an endless darkness know as the Abyss. The most numerous and powerful of all Abyssal creatures are the Demons, the first children of Black Magic. They used ans mastered this magic to enslave entire species, strengthen their greatest champions, and tear apart Noble houses from the inside out. Abyssal Demons exemplify the tenants of Black Magic and eventually taught this knowledge to their slaves. The tenant was simple: That oneself comes first. To sustain oneself in this position; A Hierarchy must be maintained through submission and domination. Even after many ages; that Black Magic operates by these same principles, whether in individuals, organizations, or communities. Because of this, power centers of Black Magic influence are often home to the strong, tough, and resilient. Regardless of profession or walk of life; from gladiators and thugs, to politicians and town guard; Black Magicians always find themselves trying to obtain personal power, or more importantly, control. Many Black Magicians see the world as a constant test of strength which requires a strong will to survive. Those who pass are rewarded; however, only the weakest that fail are left to wither and die. The rest of become enslaved to the victors; for it is hard to build an empire on the backs of the dead. Black Magicians are offered the advantage of empowering themselves while weakening and debilitating others. This ultimately offers the subjugation of your enemy’s body and will. Time, a proper scheme, and the right black spell will allow for the subjegation of anyone. A Black Magician must remember that this magic is about control of oneself and other. Black Magic makes promises of power yet no pity for the weak and the meek alike. Novice Black “By word of the Abyss...” Dark Sigil (Persistent Enchantment) “Dark Sigil” Upon completion of the spell verbal the Caster must also inscribe a Black personal Sigil on the forehead of another Willing or Incapacitated Character. The effected character is now Charmed to the Caster. The Sigil can be anything surrounded by a small circle. Abyssal Vitality (Enchantment, Self Only) “Abyssal Vitality” Grants +10 Temporary Health Points. Adept Black “...I command power...” Infernal Strength (Enchantment, SelfOnly) “Infernal Strength” Grants +2 Strength. Cower (Active Enchantment) “Cower” The target is effected with the Cower status effect. The target of a cower is in such fear of the caster that they can not look or take offensive action against the caster. If the caster attacks the target, it breaks the enchantment. Journey Black “...with Black magic...” Debilitate (Instant, Damage) “25 Fatigue” Deliver a “25 Fatigue” non-physical attack The target takes 25 non-physical damage, and if effected they also become Fatigued. Dispel Enchantments (Instant) “Dispel Enchantments” Dispels all Enchantments on a target. Cripple (Active, Ailment) “Cripple your [Limb]” The target suffers from the cripple ailment as described in the Status Effect. (they may not use the specified limb) Slow (Enchantment) “Slow” The target is effected with the status ef- Spell Penetration fect Slow. (may not run or use “Dodges”) (Persistent Enchantment, Self Only) “Spell Penetration” The next spell your character casts will Abyssal Barrier (Barrier) will include the Pierce attack modifier. “Abyssal Barrier” Disarm (Instant) – The caster creates a Barrier than cannot “Disarm your [Right or Left] Hand +2” be passed without +4 Strength. Disarms target of any item in their (See Items, Phys-Reps, and Barriers) hand. A character with + 2 Strength or more is immune to this spell. Fatigue (Active, Ailment) “Fatigue -2” Target is effected by the Fatigue ailment status effect, -2 strength and cannot run 40 Chapter 5: Spellcasting Nature Elemental Tag-lines “Fire” damage deals double to air attuned characters. Fire attuned creature are immune to fire Tag-lines. “Sonic” damage deals double to earth attuned characters. Air attuned creature are immune to air Tag-lines. “Massive” damage deals double to water attuned characters and bypasses shields and weapons. Earth attuned characters may block massive and physical attacks with unarmed/claws. “Water” damage deals double damage to fire attuned characters. Water attuned creature are immune to water Tag-lines. It is believed that everything from the growth of a tree to the blowing of the wind is a product of Nature Magic. Casters of this magic begin to understand the cycles of life, death, and the raw elements of earth, water, fire and air. Often times characters focus on only a few aspects of Nature; seeking out what calls to them or benefits them the most. Although, others have been known to explore the cycles of Nature in an attempt to gain balance. Some see this magic as pragmatic. It is commonly used to assist in the daily work and adventures of types like farmers, druids, trackers, and any others who see the practicality of this magic. Nature magic is also extremely versatile and a force that should not be taken lightly. Amazing feats can be accomplished with this magic; such as using bare hands to battle a fierce half-orc, incinerate a squad of soldiers, heal fallen comrades, and blast an earth attuned nature caster away – all in the same fight. Many, especially in large cities benefit greatly from the mundane use of Nature magic. However, they do not get to see it used in this way and usually get their opinions of Nature magic from the brutal gladiator arenas. Due to this, Nature caster are often misunderstood and often feared for its proximity to Necromancy. Another common reason people may deem Nature Magic untrustworthy is because it is the school of Magic that Gypsies are attuned to. Ultimately, Nature will always be dependent, yet at odds with itself. In an ever flowing cycle, Nature Magic is best suited for dealing with the harsh forces of Nature. Novice Nature “By word of the forest...” Adept Nature “...I call upon power...” Journeyman Nature “...with Nature magic...” Elemental Attunement (Persistent, Self) “[Element] Attunement” -Immune to elemental Tag-lines of your type but you take double from the opposing type. -Add 5 when delivering a Conjure Element Spell of your attuned type. -Characters who have claws add an elemental Tag-line based off the attuned element (except earth attunement). Earth attuned casters may block physical attacks and “massive” with claws or talons. Entangle (Active, Bind) “Entangle +4” The target of this spell suffers from the entangle bind as described in the “Status Effects” section of the original Mordavia rulebook. Remove Ailment (Instant) “Remove [Ailment]” The target of the spell no longer suffers from ailment status effects. Wood Wall (Barrier) “Wood Wall” Creates a wall with 40 HP and 4 toughness which takes double damage from fire. Effect can be Stacked. Takes double from sources of Fire. (See Items, Phys-reps, and Barriers) Shatter (Instant) “Shatter your [Weapon or Armor]” Shatter target item or armor. Elemental Enchantment (Enchantment, Self Only) “Elemental Enchantment” All physical attacks with this enchantConjure Element (Instant, Damage) ment add +3 elemental damage of your at“[5 or 10 based on Attunement] [Element]” tunement. Earth does not add a Tag-line but Deliver a “# [Element]” packet. Char- Cloak of Nature (Enchantment) allows the character to block massive with acters with claws may add the conjured ele- “Cloak of Nature” weapons and shields. mental damage and Tag-line to their claw Hide a willing target in shrubbery or Special: If Fire attuned adds lethal to all physical attacks. Conjure earth delivers tall grass, at least half their height. They be- physical attacks. “Massive #” or “Massive # Damage” come ethereal as per “ethereal shift” as long as they don't move. This may be used on the Swiftness (Persistent Enchantment) Bestial Claws (Enchantment, Self Only) Caster. “Swiftness” “Bestial Claws” Swiftness enchanted characters gain Conjures elemental claws that add +2 one use of “Dodge” (see Combat Ch. 5) Life Cycle (Instant, Healing/Damage) damage to unarmed attacks. “Life Cycle 15 Heal” Special: If Earth Attuned Gain +4 Damage. The caster may heal another living character 15 HP and lose 5 HP. Elemental Resistance (Persistent) Special: If water attuned, don't lose any HP. “Elemental Resistance” “Resist” any non-physical attack with an elemental Tag-line. 41 Chapter 5: Spellcasting Necromancy Novice Necromancy “By the word of Heros...” It is said that Heros, the vile god, taught Necromancy to a group of Solomonari. These necromancers used the dark gift to control life through death, and seemed to reach a state of immortality at the expense of the lives of others. Necromancy was then used by the Solomonari to its ultimate and truest potential, which destroyed the vast majority of the world in an event known as The Cataclysm. The Kings Law mandates that Necromancy is completely illegal throughout the Kingdom of Mordavia, and also that anyone found using Necromancy magic is subject to immediate execution without arrest or trial. The belief against necromancy is so strong that entire religions have been based around its destruction. Even speaking openly of Necromancy in the wrong context can be viewed suspiciously, and could be a dangerous undertaking. Necromancers must, at all costs, practice in secret for fear of being revealed. Necromancers rely on deception and so should not be trusted. It is recommended by many that all suspicious activity regarding necromancy should be reported to to the proper authorities. Necromancy is most difficult of all the schools of magic to master, but it offers the advantage of sustaining oneself by consuming the life and energy of others. This magic is considered the foe of the living and an ally of the undead. It inflicts and controls death for the benefit of the caster and for the misfortune of the victims. Necromancy offers the caster a great deal of benefit, but for the cost of... everything. *If a spell shares the same effect of a necromancy spell, necromancers can use either spell verbal. Adept Necromancy Journeyman Necromancy “...I consume power...” “...with Necromancy” Exsanguinate (Instant) “Exsanguinate” This spell immediately brings a bleeding target to “dissipating” status. The Caster restores 5 Health. Absorb Ailment (PersistentEnchantment) Embrace Death (Persistent Enchantment, “Absorb Ailment” Self only) The target may “Absorb” an Ailment “Embrace Death” Tag-line; negate the effect and gain 10hp. If your dissipation count reaches 0, say “Embrace Death” and return to 1 HP Raise Corpse (Enchantment) Fatigue (Active, Ailment) “Raise Corpse” Poison (Ailment, Active) “Fatigue -2” Cast on a Dissipating character to raise “Poison” Target suffers the fatigue effect, cannot them as an Undead as per the Raise Corpse The target is affected by the Poison. run, -2 strength. Status Effect. Shatter (Instant) Inflict (Instant, Damage) Death Knell (Instant) “Shatter your [Item, Armor]” “5 Vile” “Death Knell Corpse” Shatter target item, armor, weapon, or Deliver a “5 Vile” non-physical attack This spell reduces the target’s dissipa- shield. Shattered items can not be used unLiving Characters take double from Vile. tion count to 0. Can only affect dissipating til Repaired. characters. Speak with Corpse (Enchantment) Drain Life (Instant) “Speak with Corpse” Empower Undead (Enchantment, Undead) “25 Drain” Cast upon someone with ‘dissipating’ “+2 Strength +2 Toughness” The target of this spell takes 25 drain status or permanently dead. The target may Grant an undead +2 strength and +2 damage and the caster heals 25. speak. toughness. Silence (Enchantment) Bestial Claws (Enchantment, Self Only) Fog of Death (Enchantment) “Silence” “Bestial Claws” “Fog of Death” The target is effected by the Silence Conjures elemental claws that deal +2 If the target resurrects with this enStatus effect. They can't speak or cast spell damage; or add +2 damage if you already chantment still active, the memories of the verbals. have claws from another advantage. previous hour are completely forgotten. Special: If Earth Attuned Gain +4 Damage. Once this occurs, the loss is permanent. 42 Chapter 5: Spellcasting White Elven legend claims life came before death. That at the beginning have chosen to be the stewards of their allies and the bane of their of time; Gebelisis, the holy god of creation, bestowed upon the enemies. elves the gift of life, known as White Magic. However, because of the Elven feud with the Demon race, White Magic was used to help wage endless war against the Demons. Eventually the Elves, with the help of the Human Solomonari, used White magic to its ultimate potential by eliminate death from injury, illness, disease, and old age. It was good for a time. During the Age of the Mist, the sudden emergence of Necromancy brought death and destruction across the world. White Magic proved strong against Necromancy and was further developed to combat its new enemy. It was the White Solominari that lead the fight against their vile Necromantic brethren. Their valor and leadership saved the world from complete destruction, saving the world of Mordavia that exists today. Again, during the year of 666, it was The Order that was the final defense against the dark Necromantic Lord Maravis. using ancient White Magic, they destroyed the Vampire lord with just a single spell. Since then The Order along with the Elves have kept the practice of White Magic common through the lands, always the first and last line of defense against the forces of Necromancy. White Mages are offered the advantage of healing anda variety of enchantments which make it suitable for combat, especially against the Undead. As a whole, White Magic is seen as a great tool by all organizations and citizens in Mordavia. Anyone who practices White Magic is usually seen with renown and respect. Many white mages take it upon themselves to be responsible for the citizens of Mordavia. Others find themselves on the frontlines of battle as healers or Knights. Those who choose to practice White Magic Novice White “By the word of Geb...” Restore Vitality (Instant, Healing) “10 Heal” Target heals for 10hp Speak with Corpse (Enchantment) “Speak with Corpse” Cast upon someone with ‘dissipating’ status or permanently dead. The target may speak. Smite (Instant, Damage) “5 Holy” Deliver a “5 Holy” non-physical attack Undead Characters take double from Holy. Adept White “...I create power...” Remove Ailment (Instant) “Remove [Ailment]” This spell removes any one “ailment” of the casters choice from the target. Radiant Arms (Enchantment)“Radiant Arms” The enchanted target gains +1 Holy to physical attacks Radiant Veil (Barrier) “Radiant Veil” Conjure a White or Golden Veil that can not be passed by Undead or anything with Affinity to Black Magic. Pulse of Vitality(Persistent Enchantment) (See Items, Phys-reps, and Barriers) “Pulse of Vitality” When a Character Bleeds Out, instead Consecrate (Instant) of going do Dissipation, say “1 Heal” “Consecrate Corpse” Cast on a Dissipating character. This Dispels the target of any enchantments. Consecrate will Coup De Grace a bleeding vampire or resurrect a dissipating vampire. Journeyman White “...with White Magic...” Sleep (Active, Ailment) “Sleep” The target of this spell suffers from the sleep ailment as described in the “Status Effects” section Life Surge (Persistent Enchantment) “Life Surge” “Resist” any one effect that would bring the character to dissipation. If brought to dissipation from Bleeding status say “resist 1 Heal”. Cannot resist a completed 5 Death Blow Count. Invigorate (Persistent Enchantment) “Invigorate” The target of the spell gains +30 temporary HP Revive Dead (Instant) “Life Corpse” Dissipating Characters effected by “Revive” return to Living Status with 1hp. This spell only effects dissipating characters 43 Chapter 6: The Rules of Play Rules of Play • The Foundation of the Rules – The foundation of the rules is based around honesty and a dishonest player can ruin the game • Playing Mordavia – Basic LARP rules and calling time-outs. • Basic Character Attributes and Status - Details on the life and death of all characters as well as their basic abilities • Basic Abilities – Abilities accessible to all Characters • Advantage Abilities – How the Abilities from Advantages are used In-Play • Verbals and Tag-lines – Verbals and Tag-lines and how they are used to represent play • Delivering Verbals – Explains the specifics on how to deliver verbals and perform abilities. • Status Effects – These are the details of all status effects players might encounter during the game. The Foundation of the Rules Anyone is capable of violating the rules of Mordavia. When an individual deliberately violates these rules they're ultimately devaluing all player's gaming experiences. This is because even small acts of dishonesty can destroy the game's foundation. Integrity and honesty are the two most fundamental traits every player must posses at Mordavia LARP. This is because the foundation of our game is the Honor System. Without the Honor System the Mordavia will lose it's spirit and become dull and aggravating. The Honor System The Honor System is the unspoken agreement between all players and staff to play the game with honesty and integrity. Our staff members work very diligently to regulate and facilitate the game's system for players at every episode. Unfortunately, we cannot be everywhere at once so we expect our players to adhere to our rules when we're not present. Even if it would mean that a character would lose all of their in game items, resurrect, or even permanently die players should always play their character honestly. These are the instances where those fundamental traits come into play. Players should take their hits, pull their tags, and try to avoid meta-gaming. Player rewards Sometimes staff will reward players with a spin on the Wheel of Fortune. Which contains random things that will generally benefit any character. These are gained by going above and beyond the call of a player, including helping out staff with crew time or other tasks. Disciplinary Action Staff may take disciplinary action against any player who fails to fulfill their duties as a member of the Mordavia game. Actions are usually limited to “Spins” on the wheel of Misfortune. This wheel contains many random bad things that a player would not like to have fall upon their character. After 3 spins on the wheel, then much harsher penalties such as game suspensions may be implemented. Meta-Gaming Meta-gaming is using knowledge that you gained out of play for your character's advantage in play. Meta-gaming is considered cheating. A player who is not taking his/her hits and deliberately miscalculating his/her characters stats to give him/her an unfair advantage in combat or keep said character alive is cheating. Deliberately not pull a character's tags (Maneuver Points, Spell Points, and per/day abilities). When a player is unsure if a course action falls into the above mentioned categories it is always okay to ask a staff-member. Players must please use honesty and integrity. Refrain from acting C.D. or “seedy”, that is, attempting to bend the rules or utilize vague explanations to benefit themselves in obscure ways. This is highly frowned upon and may result in discipline if too many issues arise with a player acting seedy. Consequences of Cheating The first accusation of cheating will result in a verbal warning. Our staff initially gives all players the benefit of the doubt as we're all adults and we just want everyone to have fun. If we find an issue afterward, it will be handled privately and may result in detrimental actions taken against the player's character. If we consistently have severe, reoccurring issues of dishonesty the player will be suspended from the game. If the player decides to return to the game after suspension and continues to cheat they will be banned. Bannable Offenses • Mordavia hosts it's episodes at a Louisiana State Park. At these parks it's illegal to bring drugs or alcohol. Violation of these; or any other state park rules will result in severe disciplinary action. • The theft of one's personal; O.O.P., effects will result in an immediate permanent ban. Please bring lost items to staff. • The deliberate harming of another player or staff will result in action being taken by staff based on severity. Having a Good Time The goal of all who play and run Mordavia is to have a good time with friends in a safe and entertaining environment. The rules in the following sections of this chapter are there to facilitate the story and play of Mordavia. Playing Mordavia is about having fun, but there are moments where things need to be done in an ordered fashion for the play to be fair. These “Rules of Play” dictate the specifics of playing Mordavia as a character, and settling disputes of combat or other in-play interactions. 44 Chapter 6: The Rules of Play Playing Mordavia The concept of Mordavia involves taking on the role of a character so players may experience and participate in the game world. This chapter will describe the rules and guidelines for the creation of a new character, for use in the game world. Players are required to read these rules and create their own character for staff to review before they can begin playing LarpWorks Presents: Mordavia. The next sections will describe the basic game-play concepts, then move into character creation. Important Things to Know In-Play (IP) “In-Play” is a reference to anything within the game world. Players must remain “in-play” and act as their characters during the course of the game. The game is an over-night event, so sleeping players are considered to be sleeping in-play and can be affected and interact with other characters any time they are in-play. Out-of-Play(OOP) “Out-of-Play” is anything outside of the game world. OOP discussions and actions at the episode are discouraged and should be avoided as much as possible. When a player does need to go OOP they may wear a white headband or both hands on the head to be considered OOP. Any player that is OOP may not loiter in town, tavern, or bunk areas with out legitimate reason. All cars, bathrooms, bath facilities, the kitchen, and War Room are considered OOP areas. This is a Physical Game Players may choose to limit their physical activity at the game. Players who wish to survive Mordavia should expect moderate to heavy physical activity. Dangers could including falling, being hit by a foam sword in the face, running into something, among other potential physical sport hazards. Following the rules in this book and being physically prepared is the best way for everyone to remain safe and have an enjoyable time. Physical Representations/ Costuming/ Props All players are required to have costuming appropriate to the setting and are encouraged to be bring props. Characters must also wear any required make-up. Physical representations of weapons are used in the game but typically made out of foam and must be approved by staff with a safety check. People at the Game Players “Players” are the actual human beings who LARP. Players are out-of-play. They should be treated with respect and courtesy. Characters “Characters” are the alternate personae, aliases, identities, and belief structures made up by the player. Characters are in-play. They should be treated as your own “Character” sees fit. Staff Members Staff are the people who run the game for the players. They use the OOP areas of the site to facilitate all the game's features. This includes running all of the core elements of the experience such as logistics, the kitchen, playing characters, and storytelling. “Storytellers” are staff members who act as referees of player in accordance with the rules. They also create the story elements of the game as well as individual “Non-Player Characters”. “War Marshals” are staff members that run the War Room during a shift at the game. The main duties of the war marshal are to maintain the war room, sign players in and out of crew time, to bring players through resurrection. Time Out Things happen which call for a pause in the game. To take a Time Out simply yell “Time Out” and make a T-Shape with your hands if possible. Everyone in the area takes a Knee. Time Outs are permitted for more serious situations like a medical emergency; safety concerns; someone is hit in a sensitive area, or if there are rule discrepancies. While anyone can call a Time Out, it is requested that we try to keep them to a minimum as they break immersion. To “unpause” the game make sure everyone is aware and say,“3, 2, 1 game on!”(e.g. A player trips and takes a nasty fall;“Time Out!”; Players take a knee; after the player is checked out to be in good health they signal “1, 2, 3 Game-On!” “Time” If players have a situation that can be solved in seconds and doesn’t require the entire game to pause, they can call “Time” and make a T shape with their hands. (ex. A player didn't realize they were hit with a Poison Spell so you simply call to them to inform them they were hit.. Or, you need to warn someone they are about to back up into a thorn bush or fall in a ditch. 45 Chapter 6: The Rules of Play Basic Character Attributes and Status Characters in Mordavia must survive in order to continue playing the game and make their mark. Players keep track of life, death, along with other things that effects a players status in the game world. This is in order to figure out what state each character is in. The following is the system for understanding if your character is alive or dead. Basic Attributes Character Status Health Points: Characters in Mordavia have Health Points (HP). Living: A Living Character takes normal damage from sources of HP that represent a character's ability to endure physical damage. Holy, double from Vile, and is considered the “Normal Status” for Weapon damage, spell damage, healing, and certain status effects most characters. Living Characters Can change into different stawill alter the current amount of HP. The Racial Advantage, “Contuses depending upon in-play interactions. stitution”, increases maximum health. This can be bought unlimited times and increases your HP depending on your race. Bleeding: Characters are considered “Bleeding” when your HP is reduced to zero. Bleeding characters can not use advantages and Temporary Health Points (THP): THP first restores HP if the must crawl slowly and whisper with struggle. The character begins character has less than their Max HP (Even Vampires). Any a 60 second bleed count, after which they begin to dissipate. Speamount over the Max HP is granted as additional HP for as long as cial effects like “First Aid”,“Suspend Metabolism”, halt the bleed the effect lasts. THP are reduced first, when applying damage. count. Healing Tag-lines brings a character out of bleeding. Bleeding Out – When a characters bleeding count reaches its maxToughness: imum amount (typically 60) Toughness reduces the physical damage amount first, then applies any doubling effects (such as Vile). Damage can only be doubled Healing: A healing effect ends with the Tag-line “Heal”. The once, and additional doubling effects do not stack. After this, the number said before this Tag-line is how much HP is restored by Character’s HP is affected. Physical damage is negated by the the effect. The “Life” Tag-line heals a dissipating character. The amount of Toughness, and if the amount is 0, no Tag-lines affect Undead may not be normally healed. A Vampire who is brought the character with Toughness.. The amount negated is equal to its back with “Life” must drink blood immediately or return to bleedrating. (e.g. +2 Toughness reduces an attack of 2 Bronze Damage ing. to 0) Toughness has no affect on non-physical attacks. Toughness is bypassed by any attack with the “Pierce” Tag-lines. Dissipating: 'Dissipation' is a 5 minute count that begins after a player's 'bleed' time has expired, a successful 'Coup de Grâce ' Armor: Armor grants protection in the form of Toughness. ArDissipation can only be stopped with a 'Life' spell, corpse spells, mor does not work against any attack with “Knockout” Tag-lines “Resist Death” or similar abilities. Control Corpse resets dissipaunless the Suit of Armor the character is wearing has a helmet. If tion time. armor is shattered, none of its benefits can be used. Armor may be repaired by PCs or NPCs with the necessary advantages to do so. Resurrection: A character who reaches the end of a 'Dissipating' count, without receiving a 'Life' spell, suffers a 'Character Death' Strength: Strength provides a variety of uses like increasing and experiences 'Resurrection'. Immediately upon entering 'Resweapon damage, breaking out of binds, resisting disarming a urrection', all In-Play items in the characters possession are left on weapon, breaking locks, and is mentioned in the next section. the ground where the death took place, and that character must immediately report to The War Room for further instructions. All Beneficial Abilities and Effects (Buffs) – Buffs are Beneficial Ef- characters start with 5 Lives that can be lost before suffering 'Perfects placed on a Character by an Ability. Effects of the same Type manent Death'. do not stack, but effects of multiple types do stack. (e.g. A “Strength Potion” stacks with “Adrenaline Rush”, but not “Infer- Permanent Death: Players may resurrect four times before they nal Strength”) If a Player is unaware of what a Buff grants, they suffer permanent death. The character is permanently dead and do not gain the Buff, unless the Caster explains it to them. may not return to the world of the living. All of the character's items remain where the soul passed on. Please report to the war Soul Tag: Players destroy their Soul Tag by ripping it when their room to make a new character. Character Resurrects. Any character without a Soul Tag must report to the War Room to Resurrect and receive another Soul Tag. Undead: Undead Characters are Immune to Poison, Knockout, Soul tags represent a characters life. A Player must turn-in their and Vile Tag-lines and are considered “Living” but “Undead” for Character's Soul Tag at Checkout. Any player that witnesses a all purposes. They take double from sources of Holy. Undead player resurrect may ensure the tag is ripped or destroyed. Some Characters return to life at the natural ending of a Dissipation Characters can collect Soul Tags using In-Play abilities. Count. This includes characters affected by “Raise Corpse” from Necromancy. Spell Points: Characters who have Spell Advantages are granted Spell Points, which are recorded by small numbered tags. When a Incapacitation: Status Effects may Incapacitate a character. Charspell point is used, a portion of the Spell Point Tag is ripped. acters are Incapacitated when they cannot defend themselves (e.g. Knockout, Poison, Bleeding, Sleep, Paralyze, Fully Bound, Maneuver Points: Characters who have Combat Advantages are or Literally Sleeping). See Status Effects granted Maneuver Points, which are recorded by small numbered tags. When a Maneuver point is used, a portion of the Maneuver Point Tag is ripped. 46 Chapter 6: The Rules of Play Basic Abilities All characters have Basic Abilities which can be used In-Play without the purchasing of specific advantages. These abilities are the most common ways characters interact with one another during an Episode. Abilities may require phys-reps or the use of out-of-play tags. Attacks An 'attack' is a specific offensive action against a target that directly reduces a targets total Health Points or Armor. 'Attacks' can be either physical or non-physical. Physical Attack: An attack that has the 'Damage' Tag-line at the end of the attack verbal. Physical attacks can be blocked with shields or weapons. These attacks are usually delivered with a weapon. E.g. - 'One Iron Damage'. Non-Physical Attack: An attack that DOES NOT have the 'Damage' Tag-line at the end of it. Non-physical attacks CAN NOT be blocked. These attacks are usually delivered with a spell packet. E.g. - 'Five Fire'. Any Tag-line or other verbal without a number is a spell, which is also a non-physical attack. Strength Strength is a passive ability which modifies attacks, defends against certain attacks, and allows additional role-play benefits. Strength has a variety of uses In-Play that do not require counts. Defenders win ties in tests of strength. • Characters except Half-Orcs have a base of 0 Strength. • Strength may be added to the base damage of any attack delivered with a weapon. • The 'Disarm' and 'Waylay' Combat Maneuvers are both modified by adding a character's Strength. • Disarm and Binding Enchantment effects may be negated by a character with Strength equal to or greater then the number at the end of a 'Disarm' or 'Bind' Tag-line. (e.g. - 'Disarm +2' and “Bind footsteps +2” would both be negated by a Half-Orc named Marty with 2 or more strength by saying “Break” in response to being hit with one of these attacks) • Characters with at least one strength can drag another character by saying “Dragging” and touching a willing or incapacitated character. They may run with the character if they have at least three strength and say “Dragging +3” • Up to two characters may also hold doors shut or push open doors by saying “Holding/Pushing Door + [characters strength]” • For role-playing purposes a character may “push” another character out of their way by saying “Moving/Pushing plus [strength rating] If the target does not have equal or greater strength they must move out of the way. • Arm wrestling is another role-play usage for strength. Ties in arm wrestling are decided by literally arm wrestling. • Characters with the required strength can enter a barrier by performing a 5 Passing Barrier Count Using a Key – Each Device has a unique Key Code and comes with 1 Key, which shares the unique Key Code. The Device may be Bypassed upon completion of a successful “Unlocking 5” count, and having a Key with the corresponding Key Code. Counts Counts are verbals which represent a character performing an Inplay action. Players must role-play actions being preformed in a count. Upon completion of the count characters say an appropriate Tag-line. Hearing a Count is the same as seeing a character perform the simulated action. Counts may be stopped willingly or by Incapacitation. Targets of counts who are not Incapacitated may stop the Count by saying “No Effect”, which interrupts the count. Counts cannot be stopped by out-of-play physical interaction. Counts that are stopped must be restarted from the beginning. 5 second counts Death Blow* Searching for [specific item]* Consume Material Disable Device Transfer HP Bypass Barrier* Unlocking *Indicates a Basic Ability 60 second counts First Aid Extended Search* Transfer SP Tying Rope Breaking Item* [Extended Misc. Action Count]* Hiding A Half-Orc named Marty with Holistics approaches a comrade who has fallen in battle. The fallen character mutters they are bleeding out and require healing. The first character pulls out a cloth bandage to add to the immersion of using Holistics and begins the verbal “First aiding 1, first aiding 2, first aiding 3...first aiding 60. 1 Heal.” (the target takes the effect of “1 heal' and goes from 0 to one health.) Death Blow Death Blow is an action that any player may take against anyone who is Incapacitated. Place a weapon on the target's body and “Death Blow” 5 count. Upon completion say “Coup de Grace” + any Tag-line types on the weapon. Performing this action immediately brings a character to dissipating. Players may choose to leave a situation at any time by killing themselves. They must complete the death blow count successfully to succeed, no weapon needed. Searching Characters may Search other characters who are unconscious, incapacitated, or willing. A character searches another character by initiating a search count. Searched characters should immediately retrieve their item ring for presentation to the searching character. There are two types of search counts: Searching – “Searching for [item] 1, Searching for [item] 2...Searching for [item] 5”. Upon completion, the searched players must hand over a specific named item. (e.g. Kopeks, or Spell Book.) If a player says an item the character does not have, the character must hand over the most similar item. If there is no similar item, the character must hand over at least one item tag. Extended Searching – “Extended Search, searching 1, searching 2, searching 3 … searching 60.” If the player conducts a 60 second search count then a characters entire item ring must be given up to the searching character, including any loose tags or kopeks on their person. 47 Chapter 6: The Rules of Play Advantage Abilities Advantages all come with a myriad of abilities. Some of these abilities are passive, but many are active and require role-play, item, or other requirements. These Abilities must be used using specific rules. Passive Abilities Passive Abilities are gained from Advantages and cause a Character to gain a Permanent Ability or Attribute change to the Character. Advantages like Constitution, Strength, Meld in Shadows, and others grant Passive Abilities. These abilities can be uses as frequently as the requirements of the advantage description are met, which can be in the form of counts or role-play actions. Activated Abilities Active Abilities require the use of an Out-of-Play slip of paper called a “Tag”. These tags are used to identify how many Activated Abilities a character has left. Racial advantages require a tag for each activated use, and are replenished at reset. Spell and Maneuver Points are used by ripping portions of numbered tags. Pulling Tags All Maneuvers, Spells, and Racial Abilities have paper tags which symbolize how many uses of certain advantages a character has. Any ability that has an expendable tag must be ripped when they are used. This is the method used out-of-play to keep track of your in-play advantages. Give the tags to anyone you use abilities against (if possible) or a Staff member. All players must pull tags as soon as they can when they use abilities and keep them on their person if there is no one around to receive them. Player can wait until after combat to pull their tags, but be sure not to expend more then the character has. A one-use item such as an Alchemy potion must be ripped. Characters receive new Tags at Reset for their Activated Abilities. Item Tags – White and Green Trap and Lock Tags – Pink Barrier Tags – Pink Spell Point Tags – Blue Maneuver Point Tags – Red Racial Ability Tags – Yellow Soul Tag – Grey Achievement Tags – Story Tags – 48 Chapter 6: The Rules of Play Verbals and Tag-Lines The rules of Mordavia rely upon an understanding of delivering Tag-lines by saying a verbal. All verbals are considered to be in-play if a player can hear them. Hearing a damage verbal is akin to hearing active combat. Hearing a spell verbal is hearing the spell being cast. Tag-lines are words said by a player which cause an effect to occur in-play. These effects are delivered through one of three methods: Weapon Delivery Weapon delivery requires the player to make a legal weapon attack (or “hit”)* against another player. Legal attacks are made by pulling the weapon back at a 45 degree angle between attacks and striking the target on the body. Weapon delivered attacks which strike a weapon or shield (including up to the wrist) are considered blocked (unless Massive). Some attack modifiers change where a player must be hit with a weapon delivered attack. All weapons must be approved by staff. Touch Delivery Touch Delivery requires the entire verbal to be said while touching another character and does not require a packet. Packet Delivery Packet delivery comes in two types depending on the source of the verbal. Yellow packets, or “Racial Packets” are considered out-ofplay, cannot be looted. All other packets are called “Spell Charms”. These packets can be used to cast any spell other than Alchemy. Packets must be delivered through legal hits. Self Delivery Self delivery is any Tag-line delivered to a player's own character. It does not require a packet or a weapon. The only requirement is the ability to use the Tag-line as outlined in the advantage which grants it. Self-delivered attacks do not require a strike or “hit” and are considered legal if the verbal is correct. *A legal packet “hit” is on any part of a player, their weapon, or their costume. *A legal weapon “hit” is on any part of a player, weapon hits against other weapons and shields are considered blocked. *Any hit to the face or groin is illegal and the player delivering the hit must not use excessive force. All “Tag-lines” are added together to create a “Verbal”. There are numerous advantages which allow for combinations of Tag-lines and verbals, but all are delivered using only the four methods above. A verbal is considered successfully delivered if the hit is legal and the verbal is correct. Characters on the receiving end of a verbal are called Targets. Using a Verbal with Tag-lines Information regarding the individual Tag-lines that are placed in each part of this formula is explained in the next section. All verbals will follow this formula and players must be aware of the proper method of saying a verbal using Tag-lines. It is important to use Taglines in this manner so that every player understands the effect and responses they have against an individual verbal. Verbals may be simple, only using parts of the above formula, or very complex using each part. All verbals are constructed using the following formula: Verbal Formula “Preparation(s)” + “Modifier(s)” + “Number” + “Type(s)” + “Physical or Non-physical” Preparations – These Tag-lines are the preparatory words a character says before the rest of the verbal. Every spell school has it's own special Tag-lines (See Spellcasting). All ability Tag-lines are listed in quotes under the description of their advantage. Additionally there is a preparation called “Ritual” which allows the character to call a Tag-line that may be modified or different from the spell. Modifiers – These change how an attack affects a target. They may also change how the effect is delivered. Defense Based Modifiers Strength Based Modifiers Other Modifiers Massive – Any verbal that has “Massive” Bind (bind type) – Binds modify the Shatter – A verbal with the “Shatter” TagTag-line modifies the ability by not abilities of the target by causing them to be line can typically be delivered against allowing it to be be blocked. It affects a immobile in a manner described later, weapons, armor, and shields. Items that are character even if the delivery would be in the Status Effects section. successfully hit take a shatter effect, which considered blocked under normal (e.g. “Bind Footsteps Plus Two”) makes the item considered broken and circumstances. unusable in-play. Disarm – A verbal with the “Disarm” TagInnate – “Innate” Tag-lines may not be line can be delivered against weapons and Arcane – Arcane abilities modify spells. avoided using the “Dodge” ability. It may shields or other hand-held items. These Arcane spells do not require the verbal to still be physically dodged. “Innate” verbals affected items must immediately be be said, and instead of the verbal the caster makes the delivery unseen. Players must dropped by the player holding it. Strength says, “Arcane”. role-play that they did not witness the allows a player to call “No Effect” if their ability being delivered. strength is equal or greater than the *Shatter and Disarm: Packet delivered following number Tag-line. The player may Disarms and Shatters names the item it Pierce – Verbals containing the “Pierce” not pick the item for three seconds.* affects in the verbal. Weapon delivered Tag-line may not be Resisted or Absorbed. Disarms and Shatters must hit the item it Attacks with Pierce also ignore Toughness intends to target. and affect HP directly. 49 Chapter 6: The Rules of Play: Verbals and Tag-lines Number – This Tag-line is represented by a number. The number usually affects Health, and sometimes strength. Just a number refers to Health, usually referred to as damage (unless it includes “Heal”) A “Plus” (+) in front of the number means that the ability has “No Effect” on a character with that much strength or more. A number with a “Minus” (-) before it is the amount of Strength a character loses when affected by the ability. Types – There are several Attack Types which may affect characters and cause an effect on the target. The maximum number of types per verbal is two. The Material Tag-line is a Type that must always be said if the verbal is being weapon delivered, but may be omitted if there is another Type. Claws do not have material Tag-lines, and it is not required to add a Type to a claw attack verbal (e.g. for a bronze weapon: “1 bronze damage”; for a claw “2 damage”). An attack's Type may be of any available to the attacking character with a minimum of the material type. Basic Tag-line Types are: Material “Bronze”, “Stone”, “Wood”, “Bone”; Metals have different types based on tier Heal “Heal” causes living targets to regain Health Points (see Living and Dying, next section) Holy “Holy” causes any damage dealt to an undead creature or character to be doubled Vile “Vile” causes any damage dealt to a living creature or character to be doubled Lethal “Lethal” causes a character to skip bleeding and drop to dissipation if the damage exceeds their HP Elemental “Fire”, “Water”, “Air”, and “Earth” do normal damage to everyone but attuned characters Some Tag-line Types can change the status of a character, these are called “Status Effects” and are listed in their own section at the end of this chapter. There are four types of status effects: Instant Binds Ailments Enchantments These status effects do not have These status effects are These effects last five minutes These modifiers grant an effect a duration and occur considered Enchantments, but and are typically negative that lasts an hour (some last immediately only last for five minutes. (these effects. (Fatigue is an ailment, longer; see “Status Effects” are said before the number, e.g. but may also be a Modifier, section) Bind Footsteps +2) e.g. 5 Fatigue Damage or Fatigue -2) Physical or Non-physical The last Tag-line in a verbal is the inclusion or omission of the word “Damage”. Verbals that include the word “Damage” are considered physical and can be blocked normally. These are usually weapon delivered. Verbals that do not include the word “Damage” are considered non-physical and cannot be blocked. These are usually packet delivered. Using the Verbals in Combat E.g. - A Half-Orc Marty has 10 Health Points and 5 Toughness. He takes '5 Sleep Damage'. The attack's damage is reduced by 5, so his HP is not reduced, which prevents the Status Effect. Marty replies by saying “No Effect” or “Null”. Then, he is hit with a '5 Fire' a nonphysical attack, which reduces his HP by 5, leaving him at 5hp. The last attack he takes is a “Sleep” spell, which is a non-physical attack therefore applying the “Sleep” status effect. 50 Chapter 6: The Rules of Play Reactive Verbals Characters have access to a variety of defensive abilities that react to attacks differently. Some abilities are able to be used by any character and some require advantages. The abilities which require advantages are marked by an asterisk (*) Flub (Basic Ability) When a player says a Tag-line or verbal incorrectly or inaudibly, hits someone in a sensitive area such as the groin or face, or swings with excessive force, anyone may call “Flub” on them. The ability has no effect and is considered failed and any Spell or Maneuver Points are wasted. If you “Flub” something, any tags spent performing the failed action are wasted. No Effect (Basic Ability) Any character who is immune to an attack or ability must say “No Effect” against their immune status. A vampire is hit with a “Poison” Tag-line, and is immune. The vampire says “No Effect Poison”. A Zhana who is uncharmable and hit with a “Charm” would say “No Effect”. “Pierce” has no effect on immune characters. Absorb A character with the ability to Absorb an attack or spell says, “Absorb” upon being successfully attacked. Absorbed attacks heal the character for the attack amount and any damage or effect is negated. The 'Pierce' ability specifically bypasses 'Absorb'. Dodge A character says “Dodge” within three seconds of a successful attack and negates any weapon strike or spell which would otherwise hit them. Characters can't dodge attacks in the back or ones they don't see. The “Innate” Tag-line when added to verbal cannot be Dodged. Parry Parry is a maneuver that is called in response to being hit by a normal weapon strike. To Parry; a character must be holding a weapon and the attack must be from the front or sides of the character, and not behind them. (normal attacks don't have any attack modifiers, such as Innate, Pierce, Massive, Disarm, or any of the Strike Maneuvers. Resist “Resist” means that you have the ability to negate a specific attack or status effect. This also indicates that your character has an Advantage, item, or spell which specifically allows this to happen. A character hit with a successful attack or ability may say “Resist” and negate the effects. The 'Pierce' ability specifically bypasses 'Resist'. 51 Chapter 6: The Rules of Play Status Effects Status effects are everything in the game that can have a special effect that changes how your character is played. This is done by effecting game rules or by causing a character to role-play a certain way. Characters are encouraged to role-play status affects accordingly. (e.g. snoring while sleeping, or acting sickly if poisoned) All Status Effects occur simultaneously on a character. (e.g. A character can be fatigued, and walk with -2 strength. They can become enraged so they attack everyone in sight. But this character is also dominated so they will listen to the commands of the dominator. The effects of Enrage will override a charm, and a dominate will work on an enraged and charmed character.) Corpse – any Tag-line with Corpse can only affects Dissipating Characters. Instant Effects – Instant effects are Tag-lines which affect the status of a character on a successfully delivered verbal. These status effects do not have a duration and occur immediately. Consecrate Dispel a Dissipating character of Enchantment effects; Bleeding or Dissipating Undead instantly Resurrect Coup De Grâce Reduce a characters bleeding count to 0, and take any Tag-line said after the Coup De Grâce (koo - day - graw) Death Immediately go to Dissipating status Death Knell Reduces any characters dissipation count to 0 Dispel Removes all Enchantments on an affected character at any status Remove [Ailment] This ability removes the specified [ailment] from a character Life Brings any Dissipating character to 1 HP Destroy [Item] Higher Tier abilities allow the destruction of an Item tag by In-Play abilities. Items like Clothing and Scrolls can only be destroyed by this ability. When an Item is destroyed, the tag is marked destroyed or physically destroyed and can no longer be used or scrapped. Binds (Active Enchantments) – These status effects are considered Enchantments, but grant effects for five minutes. (Binding status effect Tag-lines are said before the number, see Ability Modifiers above)Characters effected by a bind can disregard it if they have Strength at least equal to the number given in a bind verbal. For example, a character receives a packet delivered verbal “Bind Footsteps Plus Two” they may say “No Effect” if they have at least 2 strength, stopping the Enchantment. A character who gains strength through abilities while bound may say “Break” upon gaining enough strength to break the bind. Bind Footsteps The target's feet become stuck to the ground. Typically requires +2 Strength to break. Entangle The Target may not use their arms or hands and is considered Incapacitated. The entangle Bind can be ended by another Character completing a “Cutting Bind” 5 count with a Melee Weapon. Typically requires +4 Strength to break. Bind Arms The Target's arms and hands are bound and they may not be used. Typically requires +6 Strength to break. Entomb Bind The target can not use their arms or legs, they are also effected by a Silence effect that ends when the bind is broken. At the end of the bind duration, the target receives a “Death” attack. If the target dies while under the effect of the bind, or when the bind ends they are affected by “Raise Corpse”. Typically requires +10 Strength to break. Ethereal Imprison The Target becomes Ethereal and places one hand on their head; they can not move and are considered Incapacitated. Requires typically +20 Strength to Break Ailments (active)– Ailments last for 5 minutes. Ailments are removed when a character falls to dissipating status, the 5 minute time expires, or it is removed through another in-game ability. Targets effected with a non-physical ailment Tag-line immediately take the effect of the ailment. (e.g. “Poison”) If the ailment is delivered with a physical attack, then the character must also be affected by a health point adjustment in the same Tag-line to take the effect. (e.g “1 poison damage”) Cripple Any arm or leg hit by a cripple Tag-line may not be used; No weapons or items can be held and the player may not lift that limb; Enrage Characters suffering from Enrage must attack every target around them starting with the closest player; The use of Coup De Grace is optional; Enraged characters also gain +2 strength; Enrage stacks with strength enchantments. Fatigue Fatigued character suffers a minus two penalty to strength and must walk Knockout Knocked out characters may not be shaken awake; They may not hear, see, smell, or otherwise observe the world around them Paralyze The target of a paralyze is frozen in play and cannot move or speak Poison A poisoned character may not use any abilities and must move at a slow crawl; Poisoned characters who have their five minutes transpire immediately become dissipating Sleep The target of a sleep effect may not talk or move; Any amount of damage will awaken a sleeping character; A sleeping character may be shaken awake by performing a shaking count: “Shaking 1, Shaking 2,… Shaking 10” 52 Chapter 6: The Rules of Play , Status effects Status Effects cont. Enchantments – Enchantments tend to affect a character's mind. This influence of the mind can be used to grant magical benefits or to harm and manipulate others. Enchantments continue on a character even in 'Dissipation' Enchantments which grant similar abilities do not stack. Enchantments come in 5 varieties: Active Enchantment (Binds, below): Lasts for 5 minutes Enchantments: Lasts for 1 hour Persistent Enchantments: This type of enchantment lasts all day or until used. (Reset [2p.m.] is considered the new day) Soul Enchantment: These Enchantments last until used, or until removed. They persist through episodes, chapters, and death. Greater Enchantments: May only be disenchanted with a “Greater Dispel” Permanent Enchantment: An enchantment that can not be removed, and lasts indefinitely. Permanent Enchantments with per day abilities are reset each day; Permanent enchantments can not be Dispelled. Charm A charmed character becomes Charmed to the first person they see; Discrepancies of who is seen first are settled by using who is also closer; Role-play as if they are friends; Protect their charmer with their life; if asked the charmed character will follow them for up to an hour or until they are dismissed; ; The enchantment ends when they are attacked by their charmer or their charmer attacks their friends; A Vampire Drinking blood is not considered an attack; Charmed characters being drained of their blood may stop the Vampire's count before dropping to bleeding. Curse The Cursed Character is Immune to Heal and Life tag-lines; Cower The target of a cower is overcome with fear and can not look at the character who delivered the cower or take action against them; The enchantment is broken if the delivering character attacks the cowed character; Dominate The target of a Dominate effect must do whatever the delivering character says; Target must make their best efforts at whatever the command; There are no restrictions on commands with-in consent of the players; Exhaustion An exhausted character has their strength brought to 0 and can not activate any combat maneuvers; Raise Corpse Raises and controls a dissipating character; That target suspends their dissipation count and becomes a mindless zombie that can only attack and moan; The target regains full HP, strength, and toughness, but is considered “Undead” meaning they take double from Holy and are immune to Vile and Ailment Tag-lines and have no Bleeding Count; effected characters retain some free will but are considered under a “Dominate” effect from the character who raises them; Undead with no commands will attack all living Characters indiscriminately; When the controlled corpse dissipation count reaches zero it comes back to “un-life” at full health. When the Control Corpse effect ends when the enchantment is dispelled, ends, or the character returns to dissipation. Special – This acts as an active enchantment (5 minutes) for non-heroic characters; Slow Slowed targets must walk and can not use any Dodge abilities; Silence Targets who are silenced may not verbally speak in-play or cast spell verbals; They can still use abilities that do not require speaking In-play such as attacking with a weapon or deliver activated racial abilities. Ethereal Shift Ethereal Characters are considered to be halfway between the Physical world and the Spirit World. Being Ethereal is represented by placing one hand on the head; Ethereal characters can not use Tag-lines against other characters; An Ethereal character is Immune to all attacks that do not include the “Magic” Tag-line; Ethereal characters can typically only walk and in some cases can't move at all. Ethereal Characters may only be searched or have their Ethereal Veil removed by someone with Bind Magic Sight (see Binding) ; a Character who Resurrects while Ethereal retains their Items through resurrection. Ethereal Veils: Costume phys-reps of the appropriate color are meant to hide the character's identity while Ethereal. This Veil must be an appropriate color based on the method of becoming Ethereal. Meld with Shadows uses a Black Veil. Ethereal Shift uses a Grey Veil, and Meld with Nature uses Woodland Camouflage. Other Effects – Some effects change how a character is perceived and played in the game. Entering/ Non-player Character only. NPCs can leave and enter play using special counts for specific in-play reasons. This allows Leaving them to go into and out of play. This includes leaving town, enter the Inn of the Tavern, coming into play from the forest Play or shadows or any other effect that will be described in the count while the NPC slowly removes their OOP indicator such as 2-hands on head or a white headband. Servitude Characters in servitude to a master will not harm or plot against their master, even under the influence of other status effects; Characters in servitude cannot interfere with the actions of the master Willing A willing Character refers to a character that makes a decision of their own free will, and not because of effects such as Charm and Dominate. 53 Chapter 7: Items, Phys-Reps, and Barriers Characters may start the game with any weapon and armor they have phys-reps for. All of the items come In-Play as Tier 1 material items. All weapons and armor must be safety approved by staff before they may be used in game. Any weapons or armor with sharp edges, entangling parts, or safety concerns may be denied. If you have questions, contact the staff for instructions on proper physrep construction. Phys-reps and Tags are required to represent all In-play Items. Most In-Play items require a Tag. Tags are the representation of an item. Players who do not have a tag for their item do not have that item in-play. Stealing an item in-play is the act of stealing this tag by any means. Mundane items do not require tags, only the phys-rep. To use an in-game Tier 4 or 5 Item, a special physrep at least somewhat representing the item must be used. Almost all places at the game site are considered In-play. If a player wishes to keep their OOP items safe then they should be placed in a container or bag that is clearly designated as OOP. Typically white tape with OOP written on it is used. It is recommended that OOP items be kept in one of these containers or a vehicle. Vehicles are considered OOP areas. Player may not keep in-game items inside of OOP areas. Anyone caught doing this will be considered cheating. Cursed Items – these items are very uncommon but have a very specific trait. When a Cursed item is first picked up or used by a character it comes Soul Bound to them and they can not be rid of the item even through death. (see binding Novice Spell.) This soul bound effect stacks with similar spell effects or other cursed items and can not be given away for any reason willing or by accident. Weapon and Shield Phys-Reps, and the Size Chart In-game items are based around 5 Tiers of Size. The Size of an Item determines how many Units of material the item requires, how many hands must be used on the weapon for a character to use it, and most importantly, how long a Phys-rep can be to be used with an in-play item. Creating a Phys-rep – Items must be considered light for their size, made of soft foam, and must be safe to strike another human body with. Bows and other ranged weapon phys-reps are measured by using this chart, but must not have a draw strength greater than 20 pounds. All phys-reps must be Safety Approved by a Staff Member during check-in or Reset. Shield must be made of foam or wood. All sides of the shield must be soft and wood shields must be completely surrounded with foam. How to determine item Sizes – Measure the entire length of a Weapon Phys-rep from the furthest two ends, or the longest diameter in the case of round or non-linear items. Based on the total size of the phys-rep is will be assigned a Size. A 1 Inch margin of error is allowed when measuring a phys-rep. Any phys-rep that falls within the length of a size category can be used for that in-game item. For example, a 35 inch and 35 inch sword physrep can be used with a corresponding Medium Sized in-game item. The following chart shows how many in-play Units of material are required, as well as how long the phys-rep is. (This is considered the Weapon Size, such as a Small Shield or a Medium Sword.) This is also the typical measurements for other non-weapon or shield phys reps that are measured by length. Huge Weapons can go over 60 inches for an additional 1 Unit of Material per 12 inches. Size Chart Size Units of Material Phys-Rep Measurements ShieldCrafting Tiny 1 6”-12” Small 2 12”-24” Small Shields Medium 3 24”-36” Medium Shields Large 4 36”-48” Large Shields Huge 5 48”-60+” Tower Shields *A Large Weapon may be wielded in one hand with 5 Strength, and two may be wield with 10. Weaponcrafting Throwing Weapons Small Weapon Medium Weapon Large Weapon (Req. 2 Hand)* Huge Weapon (Req. 2 Hand) 54 Chapter 7: Items, Phys-Reps, and Barriers Using Item Tags and Item Degradation All items require an Item tag, distributed by Staff. These tags are the in-play representation of the item, and are attached to the phys-rep when possible. Items do not last forever, and must be repaired, but eventually the item cannot be repaired any longer, at which point it is destroyed (1 or 2 Unit of Material Items), or Scrap (Items 3 Units of Material in Size or Greater). Items have three states: New, Shattered, Worn, or Scrap. These states are determined by sections of an Item tag called “Repair Slots”. Repair Slots: All Items come with a number of Repair Slots available on the tag that represent the item's status. The number of Repair Slots on an item is based on the material type. The first Slot signifies the item is a “New Item”, and is the first Slot used is the item is Shattered. Slots are used sequentially. When there are no more Repair Slots available the item is Destroyed, and can only be used for it's scrap value. Bone, Stone, and Wood Items have a base of 1 Repair Slot, and Metal and Leather have a base of 2 Repair Slots. The “Durability” Recipe can grant additional Repair Slots. Ability Markers: each Repair Slot has ability markers to denote the use of abilities on the item. When using an ability, mark the appropriate ability marker on the active Repair Slot. Once the Item has been shattered, Abilities on that Shattered Repair Slot can not be used. Shattering an Item In-Play: Items that are shattered using in-play abilities cause the active Repair Slot to become unusable. Draw an “X” or otherwise cross out the active Repair Slot, or the New Item Slot if the weapon is New. This can be done by the item holder after combat, or another character using an ability to shatter the item with the intention to leave it broken for someone to find. The item is now in the “Shattered” state and must be repaired. After it is repaired, if the “New Item” repair slot was eliminated, the Item is considered “Worn” and it's value becomes equal to it's Base Value when assessing Value. Repairing Items: When a Crafter uses the Repair ability on an Item, they are activating the next non-shattered Repair Slot. To do this, the Crafter writes the date on the next available Repair Slot after performing the 5 Minute Repair Count. The weapon is now considered “Repaired” and can be used normally. Additionally all of the “per Repair” abilities are reset. Crafters can Repair a weapon with an active Repair slot to reset the “per Repair” abilities while the weapon is still functional. Draw an “X” or otherwise cross out the active Repair Slot after the 5 Minute Repair Count before writing the date on the next available Repair Slot. Sign the Item with the Crafter’s OOP name. The item will become “worn” and degrades with each repair. Items with no available Repair Slots can only be scrapped. Tags with no active or available Repair Slots, and no Scrap Value can be freely thrown away as they no longer serve any purpose. Breaking Items All Items other than “Indestructible” Items, Buildings, or Cloth Items are able to be broken or “Shattered” by a player with Strength. The amount of Strength necessary to break an item: Tier1: +2; Tier2: +4; Tier3: +6; Tier4: +10; Tier5: +20. Characters attempting to break an item must make a “Breaking” 60 count to signal what they are doing. At the end of the count, the item is considered “Shattered”. Scrapping an item is the only way other than magic to “Destroy” an item. (E.g. A Tier 1 Item requires 2 Strength to break, a Tier 4 Item requires 10 Strength to break) Destroying Items Higher Tier abilities allow the destruction of an Item tag by In-Play abilities. Items like Clothing and Scrolls can only be destroyed by this ability. When an Item is destroyed, the tag is marked destroyed or physically destroyed and can no longer be used or scrapped. 55 Chapter 7: Items, Phys-Reps, and Barriers The Mordavian Economy Barter and trade are both common place in Mordavia. The Mordavian transaction methods are widely based around the characters doing business and what business they are doing. Alcyon is very traditional and still prints the currency of their late king, which is a golden coin called the Kopek. All the principalities accept Kopeks,but Raw Gold Units are Illegal. Sargon is a bastion for innovation and invention, they have recently discovered the concept of fiat currency and commonly issue paper Promissory Notes (kopek amounts written on tags or printed notes), backed by the Sargon government and military. Raw Materials Raw materials are the basic components out of which everything in Mordavia is made of. Materials can be used by the production advantages to craft items. For weapon strikes, metals call their specified Tag-line (see chart below). All Bone, Stone, and Wood, call their respective Tag-lines of “Bone, Stone, and Wood” (Exception T4 gemstone). Cloth is Immune to Shatter. Various events may influence the market, causing variation in price for certain goods. However, this typically a base standard of what is considered fair. Item costs are determined from percentages added to the Base Value of raw materials. Tier Bone1 & Hide Stone Wood Metal Cloth3 1 Basic Creta Pine Bronze Wool 2 Revered Granite Oak Iron Cotton 3 Renowned Marble Eredeti Wood Steel 4 Legendary Gemstone Living Timber Silk 2 Gold and Silver Spider Silk Properties Kopeks per Unit Base Value May be repaired, but not scrapped 5 May be scrapped 10 Gains +1 resist shatter per day 15 Gains special properties 25 5 Mythical Opal Atulian Oak Gem Metal Atulian-Silk Indestructible/Special properties 50 Bone weapons add +1 Damage per Tier of Bone used, but bone weapons can never be repaired at any tier 2 Cloth items cannot be shattered or repaired 3 Raw Gold has the special property of being twice the cost per point. Bone, Stone, and Wood Items have a base of 1 Repair Slot, and Metal and Leather have a base of 2 Repair Slots. The “Durability” Recipe can grant additional Repair Slots. Base Component Cost (# of Units of Material X Kopeks per Unit) + (Additional Components Cost) + (25 x Used Recipe Slots) 1 Formula for Base Value (in Kopeks) + (10 x Tier of Item) This Base Value formula is used as a basis for price of finished goods throughout Mordavia. “Base Value” is used to determine the next two standards of Value in Mordavia: Prices 100% of Base - “Base Price” - The cost to make an item. 200% of Base - “Suggested Wholesale Price” - This is the price merchants expect to pay craftsmen for finished goods. 300% of Base - “Suggested Retail Price” - This price is the general average price merchants sell finished goods for. These prices can vary between different merchants and areas, but are accepted as a basis of trade in Mordavia. Anything above 300% of base is considered “The Gouge Price” or a terrible deal. e.g. A Merchant purchases a Medium Sword (24-36inches) made by a Blacksmith. The Component Cost of the sword is 3 Bronze Ingots which are worth 5 Kopeks a Unit, for a total of 15 Kopeks. The Sword also includes 1 Recipe Slot so it adds 25 kopeks. The Blacksmith then charges a crafters fee of 10 kopeks. The Base Value of the weapon is now 50 Kopeks. On the Market the Merchant can buy that weapon for 250% the cost of the item or 125 Kopeks. Sellers always round down. Any merchant is able charge whatever amount for their goods they wish, generally at 300% making this item worth 150 kopeks on the open market. 56 Chapter 7: Items, Phys-Reps, and Barriers Crafting Lists This section details the specifics of the in-play Rules and Recipes of each type of Item. Additionally, Item-based benefits are listed here as well before the recipe chart. These recipes can be used by Crafters who share a Crafting List. Items may be created without Recipes, but each type of Item is subject to the Crafting Lists rules listed above. Weapon Crafting List Weapons are objects used to make attacks on other players. Weapon Recipes Novice Craft Weapon – It takes 1 Universal IA to Craft a Weapon. Declare the weapon being crafted, along with the weapon recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form Weapons can be Melee (weapons swung from the hands) or Ranged weapons (weapons with airborne projectiles). Large and Huge Weapons are 2-Handed. Weapons require a number of Units to Craft based on the Size Chart (1 Unit of Material per 12” of physrep size). Tiny Ranged Weapons are considered Throwing weapons, and larger ones are considered Bows (Large and Huge only). Keen Adds a permanent +1 damage. Bane Adds a permanent +2 damage vs one specified type. (goblin, vampire, ect.) Humans and gypsies count as the same race. This damage should only be added if the race of the target is known. Adept Weighted Pommel Adds +1 to Waylay maneuvers made with this weapon. Special Material Rules: Bone Stone and Wood weapons can not be Balanced repaired, but gain additional damage based on Weapon Type. Bone Small and Medium Melee weapons have +1 Damage per Tier Journeyman Stone Large and Huge Melee weapons have +1 Damage per Tier Wood Large and Huge Ranged weapons have +1 Damage per Tier Resistant Craft Crossbow (Tinkerer Only) – Similar to “Craft Weapon” under the Weapon Crafting List. Requires 1 additional Unit of Cloth of the same Tier. Crossbows are Medium Size (1-Handed) and Large Size (2-Handed). They Require a 5 Reloading Count between firing each bolt or a 60 second count for clips. Weapons can only shoot 1 shot at a time. Well Gripped Gain +1 to disarm strike maneuvers made with this weapon. The weapon gains a “Resist” Shatter each Repair Slot Gain +2 Strength against disarm Master Alchemical Storing After striking with an alchemy coating, say “Innate [alchemy] Coating” to have the same coating reapplied once. Lethal Weapon gains “Lethal” Permanently Grand-Master Bane Bind 60 second count cuts Binds Experiment Shield Crafting List Shields are in-play objects used to block weapon strikes made against a character. Shield Recipes Novice Recipes Strapped Allows a character to strap a shield to Craft Shield – It takes 1 Universal IA to Craft a Shield. Declare the their arm. Making that shield arm Shield being crafted, along with the Shield Recipes being used on Immune to Disarm spells. the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Shields Adept Recipes require a number of Units to Craft based on the Size Chart (1 Unit Swift Gain +1 “Parry” each Repair Slot of Material per 12” of phys-rep size). Journeyman Recipes Resistant Gain a “Resist” Shatter each Repair Slot Master Braced Resists a “Massive” each Repair Slot Grand-Master Experiment 57 Chapter 7: Items, Phys-Reps, and Barriers Armor Crafting List Armor is iconic for survival and organized warfare. It provides excellent protection from physical attacks and is essential to anyone looking to survive a devastating blow. Armor grants Toughness to the wearer which negates an amount of damage. The type of material the phys-rep is made from, the inplay material, and whether the character is wearing a Full Suit or a Half Suit decides the amount of Toughness granted by the armor. A number of locations on a players body must be covered by physrep armor to apply their Toughness against attacks. Armor may be bypassed by the “Pierce” Tag-line. Armor is broken by the “Shatter” Tag-line and must be repaired to use again. Non-physical damage without the “Damage” Tag-line is not blocked by Armor unless otherwise specified. Physical “Knockout” attacks are blocked by armor only if a Helmet is worn and the damage does not exceed the toughness. Shields count as an armor location for the purpose of counting locations when applying the armor benefit, or approval at Check-in. Armor Locations Armor comes in “Half Suits” and “Full Suits” and requires a physrep to match. A “Half Suit” is considered 6 of the locations listed on the chart. A “Full Suit” is at least 10. Armor may be fake or “Feaux” phys-rep materials, or they can be made out of “Real” phys-rep materials. There are in-play benefits to using real leather and metal over Feaux versions. The armor must be attached and not too loosely fitting to the character and is considered part of their costume. The Toughness benefit of armor is granted when the majority of pieces of the phys-rep match the material on the armor tag. This allows players to mix and match different physrep materials with some leniency. Half Suit Phys-Reps require at least 4 pieces made from the predominant material listed on the tag. Full suits require at least 6 pieces of phys-rep armor be made from the material listed on the tag. Armor’s Phys-Rep requires a certain number of locations to be worn to gain the Armor Toughness benefit. The Locations are: Upper Arm Left, Lower Arm Left Upper Arm Right, Lower Arm Right, Chest, Back Upper Leg L, Lower Leg L Upper Leg R, Lower Leg R Shield, and Helmet Craft Armor – It takes 1 Universal IA to Craft a Suit of Armor. Declare the type of Armor, along with the Armor Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Armor Half-Armor Full-Armor Helmet Units of Material Location Requirement 3 6 Locations 5 10 Locations 1 Counts as a Location Armor Toughness per Tier and Material (Half Suit/Full Suit) Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Feaux Leather +1/+2 +2/+4 +3/+6 +4/+8 +5/+10 Bone / Wood +2/+4 +4/+8 +6/+12 +8/+16 +10/+20 Feaux Metal / Stone +3/+6 +6/+12 +9/+18 +12/+24 +15/+30 Hide/Leather +4/+8 +8/+16 +12/+24 +16/+32 +20/+40 Metal +5/+10 +10/+20 +15/+30 +20/+40 +25/+50 Armor Recipes Novice Recipes Improved Add +1 Toughness Adept Recipes Durable Add an additional Repair Slot Journeyman Recipes Resistant Armor Gain a “Resist” Shatter each Repair Master Lightweight Allows the wearer of Full Suits to “Dodge” or grants a “Dodge” per Repair to Half-Suits Grand-Master Bulwark Toughness applies against “Pierce” Physical attacks Encumberance Full Suits of any Kind cause the wearer to be unable to use “Dodge”. Half Suits have no penalty. Stone Armor requires +2 Strength per Tier to Wear, or half that amount for a Half-Suit. 58 Chapter 7: Items, Phys-Reps, and Barriers Clothing Crafting List Specialized Clothing can provide many benefits to a character, Clothing Recipes but everyone needs to be clothed in a civilized society. Novice Clothing Should match the recipes in a set to the phys-rep. (e.g. A Healing Garments Bright Pink Dress cannot be used as Camouflage; A Flowing Robe cannot be used with Form Fitting) Adept Craft Outfit – It takes 1 Universal IA to Craft an Outfit. Declare Fancy the type of Outfit being crafted, along with the Clothing Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Outfits require a 5 Units of Material to Craft. Clothing with Journeyman per Repair abilities can be “Replenished”, by a 5 minute “Repairing” count, similar to Repair for other Items. Clothing Items are Im- Camouflage mune to Shatter, but may expend all of their of per Repair abilities. Increases magical healing on the wearer by +1 Heal per Healing Garments Recipe These clothes are considered “Fancy” when being appraised. Each Fancy increases the Base Value by 50 kopeks. Make a “Camouflage 60 count” Upon completion say “camouflage, to be become Ethereal as per Status Effect. Moving or using an advantage will break the effect. Master Form Fitting Gain +1 Dodge each Repair Slot Grand-Master Experiment (Special, see “Experiment”) 59 Chapter 7: Items, Phys-Reps, and Barriers Traps & Locks Crafting List Traps are cunning devices which spring into action when a character opens a Door, a Container, or other staff approved means of activation. Some devices deter unsavory types and keep people out. Others can be quite deadly. Craft Trap – Traps cause an effect which is stated on the trap tag to characters who encounter them. It takes 1 Universal IA to Craft a Trap. Declare the Tier of Trap being crafted, along with the Trap Recipes being used on the check-out form. Include any required Units of Material, Kopeks, or Gems in the envelope with the check-out form. Traps require 1 to 5 Units of Material to create. A Trap gains a base of 10 Damage and 1 Complexity per Unit of Material used, apart from any Recipes added. This produces a Trap Item Tag which has a Key-code and a corresponding Key. Craft Lock – Locks keep characters from passing doors or containers unless they have the appropriate key or advantage. A Lock requires 1 to 5 Unit of Material to create. A lock increases in Complexity equal to the Units of Material used. A lock increases in its Strength requirement to break based on the material type. It takes 1 Universal IA to Craft a Lock. Declare the Tier of Lock being crafted on the check-out form. Include any required Units of Material or Gems with the check-out form. Produces a Lock Item Tag which has a Key-code and corresponding Key. Setting a Device – Traps and Locks must be Set inside of a Container or Door Tag. Upon completion of a successful “Setting [Device]” 60 count, place the [Device] Tag inside of the Container or Door Tag. The Device is now Set and its Abilities are active. Only set a device equal to the Tier of Tinkerer. Using a Key – Each Device has a unique Key Code and comes with 1 Key, which shares the unique Key Code. The Device may be Bypassed upon completion of a successful “Unlocking 5” count, and having a Key with the corresponding Key Code. Craft Key: Devices come with 1 Key. More Keys can be crafted at the time of Device creation by spending and additional 1 IA and 1 Unit of material per Key. These keys will have the same Key Code as the corresponding Device. Keys can be copied by turning in a Key and spending 1 IA and 1 Unit of the same Material Type per Key created. Traps and Locks reset when the Door or Container is closed. Shattered Devices must be marked on the Item Tag. Upon successfully disabling a device a character may choose to Break the Item. Locks require Strength to Break based on the tier of the material: Tier1:+2; Tier2:+4; Tier3:+6; Tier 4: +10; Tier 5:+20 Disable Device of the equivalent Rank. A Lock's Disable Rank is equal to the Tier of the Crafted Material, but can be raised by adding Refined Gems similar to other Crafted Items listed under the rules at the beginning of this section. This requires a Master or Grandmaster Tinkerer. Each Gem increases the Lock's Disable Rank by 1, maximum of 2. Lock Keys and Key Codes work the same as Trap Keys and one Key is made when the Lock is made. Enabled locks require a 5 Locking Count. Trap Recipes Novice Recipes Wounding Add +10 damage to a trap Modular Returns an additional Unit when Scrapped. (May only be added twice) Adept Recipes Lethal Add +10 lethal damage to a trap Entangle The trap delivers an Permanent “Entangle +4” each additional recipe adds +4 to the strength requirement. (you may choose to have this trap deal no damage and just deliver the entangle effect.) Journeyman Recipes Gas Add an alchemical Gas to the trap to be delivered as an attack. This trap can not also deal physical damage. Durability Adds an additional Repair Slot Master Dead Man Switch This trap automatically triggers Pierce The trap gains the “Pierce” Tag-line Grand-Master Death The trap gains the “Death” Tag-line Experiment In-Play Containers (For Traps, Locks, and other Tags) Locks are tag-based items but require a phys-rep container to use in-play. Containers are boxes which can be opened by other characters, and can store in-play items behind defenses such as Barriers (See Magic), Locks, and Traps. These containers must be able to be opened out of play, so no combination or key locks may be used. Each container must be approved by staff and receive a “Container Tag” to which these other tags will be attached. Containers must have the tag attached over the opening and must be viewed by characters attempting to open them. 60 Chapter 7: Items, Phys-Reps, and Barriers Barriers, Doors, and Containers Barriers are used to keep people from crossing their threshold. Doors and Containers are OOP Tags which signify a Door or a Container. They may have Barriers Placed upon them. These In-play Objects defend a Character’s Items and Soul and are important parts of the layout of the game site. Resting at Game: If a Player does not wish to be disturbed while sleeping, they must place their Item Tags and Soul Tags somewhere Visible either near their body, or outside the sleeping area. Otherwise another player may wake them in order to perform In-Play actions. Create Barrier: All Barriers have a 5 Minute Casting Time. During this time the physical representation of the barrier must be placed up. Barriers are colored sheets of cloth or other staff approved phys-rep that have certain defensive properties. Barriers are required to have a “Barrier Scroll” upon them, which indicates the requirement to pass the barrier. Each barrier has different requirements a player must meet to physically pass the barrier in-play. Barriers can be cast in three ways: Area Barrier – This type of Barrier can be up to 20 Feet in Length. Must have at least 1 Opening with a Barrier Scroll near the opening Door Barrier – This type of Barrier places the Barrier Scroll under a Door tag. The requirement must be met when the Door is opened Container Barrier – d This type of Barrier places the Barrier Scroll under a Container tag. The container can only be opened if the requirements are met Warders: At the time of casting the Caster and any additional “Warders” write their name on the spell scroll. Warders may make a 5 Bypass Barrier Count and may let others in by making an additional 5 Bypass Barrier count per character. Barriers may only have 1 Warder, the Caster. Walls may have as many Warders as the Caster desires. Veils do not have Warders. Barrier Name (Phys-Rep Color) Requirements to Pass Abyssal Barrier (Black) The caster creates a Barrier than cannot be passed without +4 Strength. Abyssal Prison Barrier (Black) Creates a Barrier that requires +10 Strength to pass. Meek Barrier (Blue) Characters with +2 Strength or more can pass. Taboo Barrier (Blue) A chosen Race (Human and Gypsy count as the same race), Item Type (Weapons, Shields, Armor, Jewelry, Spell Scrolls or Alchemy Potions, or specific named Characters can not pass the Barrier Ward All Barrier (Blue) Requires +20 Strength to pass Wood Wall (Brown or Green) Creates a wall with 40 HP and 4 toughness; takes double from Fire; The spell Efect can be Stacked to increase the Hp and toughness of the wall. Stone Wall (Grey) Creates a wall with 200 HP and 8 toughness; take double from Sonic; Shatter Deals “25 Sonic”; The Spell effect can be stacked to increase the health and toughness of the wall. Radiant Veil (White) Conjure a White or Golden Veil that can not be passed by Undead or anything with Affinity to Black Magic. Veil of the Undying (Purple) When a character passes this barrier they receive an “Innate Death Raise Corpse” effect. Containers and Doors – A Container tag, placed on a container, or a Door tag, placed on a door or simple entryway, represent in-play containers and doors. All In-Play containers and Doors with In-Play items on them must have a clearly visible “Container” or “Door” tag.. “Door” and “Container” tags are available from staff for as many containers as available. Opening a door or container with a tag on it requires a player to reveal any tags under the “Container” or “Door” one-by-one. Tags under these “Container” and “Door” tags must be read from first to last. A player may choose to stop before revealing the next tag. The tags underneath these “Container” and “Door” tags can be either Locks or Traps. Locks – Doors and Containers can only be locked with in-play locks. A character who sees an in-play lock under a “Container” or “Door” tag cannot open a door or container or look at any tags under the lock tag. Locks have special requirements to open and can be broken with Strength or disabled using Disable Device. A Player who meets the requirements of the lock can remove the lock from the “Container” or “Door” tag. A door requires locks from both sides to be fully locked. Containers and doors are magically enhanced by locks and cannot be broken unless the lock is able to be broken. Doors can not be locked Out Of Play for any reason. This is a safety hazard and is illegal for fire safety. Locks Cannot be Shattered by spells. Traps – Traps are tags which can deliver 'Innate' attacks. When a player looks under a “Container” or “Door” tag and sees a “Trap” tag they activate an in-play effect. Trap tags must be read and activated if they are revealed by a character. An activated trap can be reacted to according to a character's abilities. Disable Device disables a trap before it can activate. Traps cannot be removed from a “Container” or “Door” tag unless it is disabled. Any trap that is not under a “Door” or “Container” tag is disabled . Trap tags that are not disabled reactivate once the container is closed and re-opened. Traps Cannot be Shattered by spells. 61 Chapter 7: The Setting The setting of Mordavia commonly uses medieval Romanian and general European folklore for inspiration. The land mass of Mordavia is small and can be walked from one end of the mist to the next in a manner of weeks. It is also dense and has much variety and influence from its various regions, races, cultures, and time periods. Before the Cataclysm, Mordavia was once a thriving society of high magical fantasy, filled with people and creatures that mastered the arts of magic to a point of being considered gods themselves. These gods wanted to share their power, so they created wondrous contraptions that ran on magical energy. When the world ended, the gods which society had created were gone and their magic faded. With it, all of their vast magical knowledge and technology was destroyed or lost to the ages. The world suffered greatly having relied to heavily on magic to maintain society. Hardship and turmoil are what describes almost the last 2000 years of Mordavian history. However, there is hope found in the Magical Renaissance. It is described as an age of revitalization, invention, magical discovery, and cultural development unlike any Mordavia has seen before. Each race and region offers its own unique culture and influences; but they all share a similar social class system, highly depended on circumstance of birth, but not without potential to “move” up or down in society. Mordavian Society Upper Class This class is made of the many Noble Houses. Being born into a Noble House is the only way to be considered of “Noble Blood.” Those born into a noble house give up much time to learning the ways of their bloodline. This includes learning how to dress, codes of conduct, attending soirees, and any number of traditions depending on the particular noble house. This leaves them with much less time for other skills.The noble houses base their levels of influence on ones level of power, number of retainers, and influence in the world. Nobles get in conflict with one another other over a variety of issues ranging from land and contracts, to honor and personal code. It is common place for these squabbles to be resolved with a duel to the death. Of course, those of noble blood are considered sophisti cated and usually chose to elect champions to fight in their stead. The various noble houses are unique and often have their own goals and ambitions. Some are knights or religious zealots. Others are merchants or bureaucrats. They all; however, share similar passions for wealth, luxuries, and power. Nobles are also quick to distinguish themselves from those that are not of their blood; flaunting their house crest or colors. While many hold feelings of disdain towards those in the “lower classes” some Nobles make great allies and wealth working with those of all walks of life. Nobles help maintain order by being the self proclaimed enforcers of the law. Daily functions of society are maintained through Noble Contracts which are passed down from the top of the hierarchy to the bottom. These contracts guarantee large payouts for com pletion. Noble contracts are usually funded by taxes which is a main source of income for Nobility. Tax collection and seeing the fulfill ment of Noble Contracts are top priorities of nobility that wish to keep the current society functioning – and their rank as a noble. To help Nobles fulfill these functions, they often use servants known as Retainers. These are considered the lowest form for nobil ity while not actually being of Noble Blood. This is because they are considered an extension of the Nobles they follow and are usually treated as such. A retainer can be married into a noble house and is the only way for someone to aspire to join the ranks of the upper class. Because of this, the position of retainer is one of the most ought after positions from the other walks of life. Any race can be nobility; although, elves, vampires, and demons often thrive among the upper class. Middle Class The middle class is considered the true backbone of Mordavia. Members of this class often live with the struggles of day to day life, concerned with how they will pay for food and taxes, raise their children, or fend off the next bandit raid. Luckily, the middle class is persistent, hardworking, and enduring. Many form together as guilds to increase their strength and efficiency. These guilds are where you will find the most influential individuals and families that are not of noble blood. Some individuals and Guilds are considered free-lance and pick up jobs wherever they can get them. Most; however, receive their work from the nobles, completing their contracts ranging from production of goods, to the assassination of a Warlord. Many political debates stir as some say that the Noble Contracts are current system are critical to the survival of the realm. Others argue that these contracts are simply used to maintain rule and the lavish lifestyle of the upper class and their hard work is wasted away to corruption. Al though, they are likely both true, none can argue that the middle class works tirelessly to accomplish the tasks given to them. Many of the middle class pick up trends and fads set by the nobility, whom many of the middle class idolize. Unfortunately, the wealthiest and most influential of this class are often looked down upon by the lowliest of Nobility. Those in this class widely vary. Some are not content with a “peasant life” and try to get close to Nobility by becoming retainers, or loyal servants of the noble families. Others try and join or form guilds in an attempt to utilize strength in numbers. Most; however, re member the tax wars all to well and just do what they know and what they are told and try to keep their nose out of trouble. A majority of most races can be considered middle class, but one will find many Half-Orcs, Humans, and Created excel in this environment. Lower Class The lower class gets the crumbs left by the rest of society. It is populated by the poorest of peasants, slaves, outcasts, criminals, cut throats, and worst of all – Gypsies. Citizen races are protected by the Kings Law, citizen races consist of the playable races (from ch.3) with the exception of Gypsies. Those not protected by the kings law include gypsies, slaves who usually forfeit their lives by being sentenced to death or willingly go into servitude, and other lesser races such as goblins and ogres. The majority of those found in the lower class are not here because of their own desire, and are merely victims of Modavia's unforgiving realm. However, there are many that have chosen this path. They willing give up wealth and the droning of society for various reasons. Some wish to live the life of a druid or monk without need for material possession. Others live in the cracks and survive through any means necessary, and some simply wish to travel or not to be bothered. Gypsies and Zhana are common races found living in the nooks, crannies, and fringes of society. Half-orcs and Created are usually here due to indentured servitude or outright slavery. One thing that is certain of the lower class is that it is filled with the most variety, mystery, and uncertainty of all the walks of life. 62 Chapter 7: The Setting The World of Mordavia 3 Principalities: Alcyon : Alcyon Keep : The Fields of Virtue Racial Majority: Human, Elf Prominent Organizations: -The Order of the Right Hand of Gebelises -Sanctioned Orders of Gebelises -The 7 Elven Noble Houses of Virtue Sargon : Royal City of Sargon - The Upper Quarter - The Guild Quarter - The Lower Quarter - The Misty Quarter Racial Majority: Human Noctu : Orag'Magoz : Vanatoss Racial Majority: Humans, Vampires Prominent Organizations: -The Furian Privateers -Vanatoss Assassins Prominent Organizations: -Sargonian Military -Sargonian Guilds Other : __________________________________________________________________________________________________ -The Council of Bendis Avaros : The Ethereal City Morgrim: City of Morgrim Mount Kogian : Racial Majority: Zhana : Barren Wastes Groups of interest : Racial Majority: Half-Orc -The High Court -Morgrim's Horde -The Unseelie Fey -The Wild Tribes The Suul Wasteland : Demon Kingdom: City of Seven Sins Eredeti : The Groves of Eredeti Racial Majority: Demon Culture: Clothing style, colors, art styles, :Frontier Town Groups of interest : food tastes Racial Majority: Gypsy -The 7 Demon Houses of Sin -Gypsy Tribes -The Slave Class Goods with Sigils are illegal because they are often stolen from large organizations like the Sargon Military, Alcyon Noble Houses, or the Docks of Orag Magoz. 63 Chapter 7: The Setting The Kings Law 1. All lands are property of the King 2. The King extends his power to the nobility to rule the citizens of the lands: Alcyon, Sargon, Noctu, and the Demon Kingdom 3. The citizens of Mordavia are people of the races: Created, Elves, Demons, Humans, Half-Orcs, Vampires, and Zhana 4. All citizens are protected under the King's Law 5. All citizens must pay the King's tax 6. Nobility is responsible for upholding the King's Law 7. Contracts, Agreements, and Duels must be honored 8. Necromancy in all forms is forbidden Amendment 1: Guilds must be registered with the local nobility Errideti – setting of the frontier Things shift around, areas may not be available for long not many come out to the frontier unless it becomes safe or there is incentive or reason to go. The day is normally safer, but be very wary at night mant take the law into their own hands 64 Chapter 7: The Setting Faiths and Theologies in Mordavia Many beliefs have come and gone through Mordavia’s history. The most prominent of these beliefs focus around a school of magic. Each school has its own doctrine and it is from these beliefs that all religions and theologies of Mordavia have developed. Each doctrine claims ’the’ truth: of how to live ones life, of the Cataclysm, how the world was created, and even how it will end. Every race has a tendency towards a unique belief system, and many organizations also have adopted various dogmas which influence how they operate. Each religious doctrine has 5 Tiers or Chapters that have been hidden or lost to the ages. Certain texts have been deemed heretical by the Order of the Right Hand of Gebelizis and are illegal to possess. The Holy Scripture of Gebelizis A Study: In Observation of the Natural World The Totems of Nature The 50 Laws of Abyssal Power The Circles of Binding The Book (Combat Manual) The Path of The Soul 65 Chapter 7: The Setting Common Perspectives on Race The following chart gives an example of what an average member of one race may think about members of the other races. The answers are given in the perspective of the vertical racial column being asked a basic opinion over the races in the horizontal column. Created Demons Elves Gypsies Half-Orcs Humans Vampire Zhana Created Typically lack racial bias against other races due to being “found” instead of raised. Their focus is typically on finding a Master that fits their personality, needs, or personal goals. Created tend to pick up racial stereotypes and personality traits of their masters, this can determine how created feel toward one another and others greatly. Demons Slaves that want No comment, to be slaves? Yes I'm under please. contract. My greatgreat-great grandparents killed over a thousand Elves...each. Like a pet. It should only be trusted if properly trained. The strongest of pets; but very… persuadable. I have 4 if you need one. They became my sla- I mean, employees for gold. The enemy of my enemy is my friend. Useful but extremely hard to maintain. Favor Imps but they are all a potential problem. Elves Precious gifts from Gebelisesto be used as tools for the greater good. It's better to kill a Demon then make a deal with one. The chosen of Gebelises are respected by all. Unpredictable Their race is cursed- avoid or cleanse. Brutes. Old tools of the demons. Trust them to destroy your plans. A waste of potential, but can be guided to salvation. Eventually, they all turn Vile. When they do, I'll be waiting. Depends on their school of magic, but always be wary of a Banshee. Gypsies Metal tree ents? Tools for the destruction of Nature? Potential allies? I need to ponder this more. I'm not sure what issues others have with Demons. I clearly see what issues others have with Elves. Other blessed brethren, but they all know the first law of nature- the strong survive Caution, may destroy your favorite tree...and likely the entire forest. Good people, just don't tell them about...ya know… Sympathize with them for being seen as monsters by many. Allies against the monotony of society. But be cautious for they serve none but themselves. HalfOrcs ...Tough metal humans - trade good potion. Make good boss- and look! He give me free tattoo… Pointy Ear. Talk much, but give good heal. You mean dirty forest humans? … They o.k. Me half-orc! Me half Pointy ear, Oh? How like human. like blood. strong is this other halforc? Shake well to use old orc cure for no sleep. Humans Good servants, better friends, and the best bartenders. The few i'v seen are lawyer types – and my boss... Not family types, they tend to scare the kids. Pretentious, but maybe rightfully so. They have saved my neck a few times. Gypsy!? Wheres a gypsy? Grandmas got the noose 'n Gypsy Bane pitchforks in back! Roughhouse type - that friend you try not to invite to family dinners. Not so bad in small doses. They usually require some supervisionnot good for long term employment. Vampire A great source of minerals, but you may want to tenderize before eating. Always judge your standing with a demon. Whether it be above or below them. They speak quickly of giving life, yet they know nothow to live. We share kinship in that we are also considered cursed Easily Food Manipulated with an excellent source of blood An esoteric Not worth the and lengthy effort, or the topic...we trouble. should discuss this over dinner. Zhana Where can I get one! I want to show one off to my friends...do they come in my color? The worst kind of killers... mood killers. They will scare off the good vibes. Squares. Cops. The man. Will shut down your party. Make great hosts for a nature retreat. Can get a little...hairy. They lift-a lot. They party-too hard and think-too little. Not so bad in small doses. Not good for long-term partying They Bite. I Love Zhana! Only Who doesn't entertain if love Zhana? you're into that kind of kinky stuff. Created Demons Elves Gypsies Half-Orcs Humans Vampire The more the merrier! -Except for that new family that just moved in - they might be gypsies. They always seem so charming in person but I’d 'void 'um 'round meal time. Zhana 66 Chapter 8: Playing a Character Progress character history push character goals uncover the secret story line behind mordavia and gain special game rewards of epic proportions! What to do at Mordavia --hang out in-town and role-play with characters and see where the story takes you. – advance a story, once a player has found something of interest, they should attempt to pursue it. – gain levels and advantages from attending the game and surviving. --enjoy the experience (especially the food) – Participate on Mods – Sign up for crew Creating Immersion LarpWorks Presents: Mordavia is a Larp that focuses on character development, role-play, immersion and balance. Immersion is the mental state of being deeply involved or absorbed. Immersion and How it Applies to the Game The concept that united the staff was to create a game that immersed its player's so deeply that they would forget their real lives and live as their characters. The way staff-members actualize this concept is by having N.P.C.s fully costumed and by having a simple rule system. The staff works diligently to maintain a friendly, professional, and immersive atmosphere. The staff's mission is to provide a game that challenges it's players to create and play characters that will grow in story and personality. Helping Maintain Immersion Excellent role-playing is paramount to maintaining immersion. New role-players may not understand what this means. Immersive roleplay is simply playing your character properly at all times. You do not have to overly dramatic or flashy (unless that's your character). You simply have to portray the personality of your character during the entire event. If your character is a dumb Half-Orc who only cares about brawling then just maintain that frame of mind. Your character's personality can be as simple or as complex as you want it to be. The better you portray your character the better other players will want to portray their characters. Staying in costume and maintaining proper makeup are very crucial to maintaining immersion. This is because characters are perceived by their makeup and costume. The more detailed and amazing your character's outer features are, the more you will care about your character. Other players will see how much work you put into your character's costume and makeup and want to emulate that behavior. Cabin and Tent Decorations Bringing decorations The LARPWorks Staff is aware that cabin decorations can be expensive and most of the players are on fixed budgets. However; it is highly encouraged to raise the level of immersion by decorating your cabin as authentically as possible. This may result in increased story attention. Restricting Technology Use It is also encouraged that players turn off their cell phones, iPads, labtops, ect. and leave them in their vehicles. Music can be played but try and keep is with the theme, and preferably instrumental. 67 Chapter 8: Playing a Character Characters and Role-playing at the Episode Characters at the game are physically in play and can interact with other characters played by people in a live-action setting. The live-action setting is filled with various features that characters can use for role-play as well as out-of-play functions. Some of the notable places are: “In-Town” “In-town” is used to describe the central area where the players are encouraged to hang out and engage one another in-play. This is commonly one large central area, but can be used to describe multiple areas around the site. “The Tavern” - The tavern is generally considered a 'safe' place where people gather for great food and water. It is often populated by characters of any and all walks of life. It is a central meeting place for characters and the location of opening ceremonies. Noble meetings are usually held in the tavern. The tavern is a major hub of activity and one of the most important locations for characters to know. “The Fire Pit” - A centralized area usually next to the tavern where other travelers typically gather tell tales, find work, conjure magic rituals, meet newcomers into the town and defend the town from wayward visitors. “The Cabins” - The stronghold and sleeping area of the player characters. Neighbors in the player character quarters try to be friendly with one another for fear of having 'unfriendly' neighbors in their sleep. “The Campgrounds” - Sleeping areas for travelers who enjoy the outdoors. During the day and during nice weather, many players spend time here resting or meeting with guests and allies. Use caution approaching unknown camps. “The Trails” - The trails are usually designated with in-play signs and lead to/from other cities, towns, etc. When characters pass inplay signs, or go into a sign designated area, they are considered at the location of the sign. Mods and many other story segments are played out here. Travelers to town take these trails to get there. Players are free to roam trails within the boundaries of the site. Beware of who may roam with you. “Other Site Features” - Each game site offers unique opportunities based on the geography, terrain, buildings, surrounding foliage, and overall size of the site. Important information regarding this will be announced at opening ceremonies. For further insider information on the unique features of a particular game site, you can always ask other players. Characters are encouraged to use the features of the site to formulate their role-play strategies. Find out about the town by asking other characters and learning their stories. When players role-play their characters together, interesting information is presented for characters to interact with. All characters have likes and dislikes. Some have codes of honor and important belief structures. Some hold strong biases, prejudices or outright hatred towards other races, styles of dress, manners of speaking, beliefs and many other important features of a character. These important decisions are what make a character who they are to every else. They allow a player to interact with the story and game world in a deeper way than just mindlessly killing for loot, unless that's your thing. Many characters decide to play what they consider good characters. They have beliefs like helping others and protecting the innocent. They follow usually the King's law and look out for their own. Good characters are interested in rooting out anything that may pose a danger to themselves, the town, or the world at large. A Player may choose to make nefarious characters or characters who are considered dangerous by other characters. Any player who does this must understand that the characters of the frontier town may live in opposition to their views. This is often the case with “Necromancers”, as it is considered illegal to be a necromancer. Gypsies, a player race, are not considered illegal but are not protected by the law and seen as animals. Vampires are frightening undead creatures but are considered citizens under the law. The various degrees of legal status and whether or not a player's character will be sought after by the town must be taken into account when deciding what type of character a player makes. Characters should look to make allies and find what the goings on in town are to get immediately to the heart of their story. Other characters will be embroiled in quests and business which may align with a character's beliefs and goals. Characters who work together stand a greater chance against the forces of their opposition. Characters should actively attempt to discover new information and trade secrets to learn the secrets of the game. _____________________________________________________________________________________________________________ Modified Player Experience – A Module or Mod. For short. Mods are scenarios created and placed into the greater story. Mods can sometimes alter the basics of game-play, or what a player's character may see and experience. This is up to a storytellers discretion. Mods are very dynamic and have set difficulties that will return a certain reward. Based on varying factors such as getting help from an NPC, defeating extra waves of minions, or partial completion of the Mod can add or decrease the initial reward amount. 68 Chapter 9: Updating and the Interlude Character Checkout-Out Character checkout is an essential process that must be completed at the end of each episode. Checkout includes submitting a Character Update, Interlude Actions, and a Character Journal Entry. Players currently have two options for checkout: 1) By filling out and turning in a Checkout Form provided in the Tavern at the end of the episode. (see form 01) 2) Submit an email to [email protected] in the proper format by one week after the episode. The following steps must be taken while checking out: 1) Include your real player name and character name. 2) Declare what Advantages will be purchased with any available Advantage Points. 3) Guild members, Retainers, and Nobility must submit extra information as described below. 4) List Interlude Actions in order of how you wish to use them. 5) Turn in any relevant tags that may be required to complete actions such as Universal Advantages. 6) Turn in your Characters Soul Tag. Gain a Survival advantage for not dying. 7) Include a character Journal Entry. Character Updates Characters progress as they experience and survive the game world. One way this progress is recorded is through the earning and spending of Advantage Points. It is up to a player to submit character updates by the deadline or they will not have their update recorded until after the next episode. (Characters receive 1 AP for attending an episode and another if they avoided resurrection.) The following characters must add additional information with their Update. Nobility can't be a member of a guild. Retainers can join a guild but only as a Guild Master. Nobility- Write the names of all retainers Guild Members- May specify what Guild they are assisting with and what Universal skill they will be using. Guild Masters- May specify what Guild they are in charge of, and what universal skill will be used by the guild. The Interlude The time between episodes is called The Interlude. During this time the game world still turns even for player characters. To quantify this time, character receive a base of 5 Interlude Actions or IAs. Actions during the interlude will produce certain results that will have vary based on what the characters are attempting to accomplish. -Characters must turn in any resource or item tags required to use Universal Advantages or for other story purposes at Check-Out. Using Universals During the Interlude The most common use of Interlude Actions is with the use of Universal Advantages. When a player All universals advantages may be used simultaneously during any IA that is sued using Universals, with the exception of Nobility. -Some of these advantages require resources or certain tags to complete. These tags must be turned in at checkout in order to be used. Other Actions During the Interlude Characters may choose to use interlude actions that do not involve universal advantages. However, Universal Advantages may not be used at the same time as other actions. Other IA actions that can be taken: • Sending a message / letter to another character. • Travel to another location outside Frontier Town. Traveling takes a minimum of 2 IA, one traveling to and one from a location. • Certain organizations or characters may require you to use a number of IA per month for various reasons. • Cast rituals. This is an ability for character of master and arch-master. For more information find out in play. • Anything else your character can think of. Storytellers try not to place limits on P.C.s unless what they want is physically or metaphysically impossible, with respect to the game world. Doing something like this will return random stuff. Character Communication Communication between characters is important but must be kept in-game. In-play conversations should be kept at the game, set up using IAs, or in the in-play tavern forum. Characters that leave the town during the IA may not use the in-play tavern. Character Journal Entry Each Player may submit 1 Character Journal Entry per Interlude. This entry can be written in any perspective but should be based on a players character. The entry should include experiences or thoughts that the character may have and should be limited to one page. This is used to help storytellers cater to characters by knowing that they are doing and thinking and will be added to a Player Journal. 69 Chapter 10: Beyond the First Game A players first episode is just the beginning! There are several options, perks, and rewards that become available to players after their first episode. The first thing players should remember is to preregister for the next episode. Player Pre-Registration Players who plan on attending an episode should preregister, which provides several benefits: -Receive an entry discount -Bed spaces are limited and are given on a first register first serve basis. -Allows staff to prepare better story for your character To preregister; email [email protected] Include your Player Name, Character Name, and any goals you may have for the episode/chapter. It should also be included if you want to sleep in a cabin or you can receive a $5 discount for choosing to tent camp. Character Re-spend New players may not know what what type of character they want to play or they may change their mind after getting more familiar with the game. To help with this, players get one free re-spend. This means that a player may wipe a character and give all their items and experience to the new character without penalty. Players only get one free resend and it must be used before a players 3 rd episode. Rules updates occur from time to time. Small rules updates and advantage changes will only allow characters who have their specific advantages effected will be offered the chance to “re-spend” or change those advantages on a case by case basis. Only in the rare event of a large scale rules update will a full re-spend be allowed to players. Beyond Your First Character Multiple Characters Players may have multiple characters but can only play one character an episode. Each character must be a different race and an acceptably different costume so other players don't easily confuse a players multiple characters. (In the case of Gypsies and Humans you may only have one character that is either a Gypsy or Human but not both) Retiring a Character If a character accomplishes their goals and is given permission by Staff then they may retire their character. A retired character can not be played as a player character again but still has an active place in the game world. Staff and players may collaborate to have the re tired character played again in the future but it is not mandatory. Retired characters also receive new character rewards. (listed below) Permanent Death A character is considered Permanently Dead if they resurrect and have no lives remaining. A character meeting their final resting place can bring a variety of strong emotions, but it should not be seen as something bad. Everyone dies, and this is another factor that should be used as motivation for characters to try and accomplish their goals. New Characters If a player wishes, they may stop playing their current character in between any game and create a new one. When a player creates a new character in this method without Retiring or experiencing Final Death then they do not receive New Character Rewards. New Character Rewards A character that suffers permanent death or is allowed to retire will be given several rewards: -New characters made will receive bonus levels equal to the tier of the first character. That character will also get 1 interlude actions and 10 kopeks per level of the previous character. (For example; A level 11 elf accomplishes all of their character goals and retires the character with permission from staff. That players new character will receive +3 bonus starting level because the character is considered to be tier 3. The character will also start the game being able to use 11 interlude actions and will have 110 kopeks of gold and resources to spend on the new character.) -Any character that retires, reaches permanent death, or is still around at the end the story, will have a chance of being recorded in a story book. This book will include Character Journals, pictures, and comments. It will be published at the end of the game for all participants to enjoy and for all the characters that helped make this game world to be immortalized. Back-pay If a player is absent for an episode, after the first game they begin attending, then they have an option to Back-pay. Back-pays are when a player pays the cost of an episode (in full) and is given 1 Advantage Point and 5 Universal IAs. Back-pays are only allowed once a chapter per player. 70 Chapter 11: LarpWorks Community Mordavia makes you feel good and the people are great. It is a game with a focus on the community and the overall quality of the game. Duties of the Player Players have their own responsibilities at the game that help keep the experience as immersed and enjoyable as possible. • Golden Rule. Treat other Players and Staff members as you would like to be treated. • Respect the personal space and property of other players. Stealing OOP items and Phys-reps is prohibited. Players who find another player's item must turn it into staff or return it to the player. • Stay in Character and increase immersion as much as possible. • Bring props appropriate for the setting. Be mindful to keep the site clear of trash and other waste. Cigarettes can be smoked in outdoor areas, but players must be mindful of their trash. • Keep all required items on them at all times. Using abilities without required items is against the rules and considered cheating. • Refrain from acting C.D. or “seedy”, that is, attempting to bend the rules or utilize vague explanations to benefit themselves in obscure ways. This is highly frowned upon and may result in discipline if too many issues arise with a player acting seedy. • To know the rules of the game. Questions About Rules Most staff members are qualified to answer any question about the game. Any issue that arises in-game is encouraged to be solved by the players involved. If they feel the situation is serious enough to require a rules call then they can seek a rulebook or a Staff member for guidance. If the results of the rule call are still not satisfactory then please wait until it can be discussed at an appropriate time. Safety Checks for Weapons and Costume Phys-reps Checks will be conducted at the beginning of every game. Every players must have their costuming, make-up, props, and especially weapons, inspected for safety and rule compliance. This process is very easy and is just to make sure people don't bring things that could accidentally harm other players or drastically break immersion. On-Site Safety and Medical Issues We will have designated Medics for out-of-play medical issues. Anyone with preexisting health concerns such as Asthma or Allergies must report these issue to a Medical Staff for your own safety. Harassment and Problems Between Players We encourage players to act like adults and try and solve issues amongst themselves. However, this is not always possible. If a player feels there is a serious or persistent issue please get in touch with a Staff Member you feel comfortable with and they will help with possible resolutions or arbitration. Role-playing and Bleeding Bleed is when emotions cross over between a player and their character, in either direction. In many cases this is considered to be a good thing because characters and players can never truly be separated. However, players can sometimes react to bleed in certain ways that are not good for the game or community. Bleed is something that Mordavia tries to create by intentionally trying to bring out certain emotional responses. In a situation where the story calls for fear, then it may be more effective to actually scare the player rather then the character. When a player experiences feelings and emotions it is often considered an accomplishment for many storytellers. Although, bleed can lead to meta-gaming, which is a form of cheating, and it can greatly diminish the game experience for everyone. A classic example of bleed is when a character is murdered by another character. In turn, the player who had their character murdered will “bleed out” by changing their perception of the other player. On the other side, you may have a player “bleed in” when a player changes their characters goals to murder another players character because of an out of play discussion at a bar or online. Is it necessarily wrong for a person to hold those feelings of resentment? We think the answer is: no. Who has the right to tell another individual their feelings are right or wrong? The line is crossed; however, when players allow bleed to effect them in a way that can cause harm to themselves and the community. One of the most challenging things about LARP is controlling how bleed affects your actions in and out of game. Bleed is not only necessary but it’s unavoidable. How we mitigate its affect on our feelings and how we act on these feelings helps determine our quality as players.(1) http://nordiclarp.org/wiki/Bleed Becoming Crew and Helping Out the Games Larp games are built around volunteers. Help is more then welcome and any player may sign up for 3 hour Crew shifts at the episode or ask staff if they have anything they may need help with. Players interested in joining the LarpWorks team or have something they wish to offer to the game, such as donations, should feel free to contact staff. 71 Chapter 12: Closing Notes Important Times During the Episode These are important times during an episode that all players must know, and they all take place in the Tavern. Check In – The check-in process includes paying for the game, receiving your character sheet, getting a bed assignment, resolving any issues, signing up for volunteer crew time, making alchemy, weapon safety checks, and a few other out-of-play related things. Opening Ceremonies – A short period of time where introductions, announcements, and the game chapter and episode are given. Game On – This is when the game begins. The exact time of when the game begins is announced at opening ceremonies. Reset - This is an hour long period of time, normally between 2-3 pm, when several special functions occur: - Players may regain per-day advantages such as spell points, maneuver points, and racial advantages. - All persistent (until end of day) spells and effects end. - During this time the Tavern is considered in Time-out and staff will usually have limited interaction with characters. - This is the latest time that players are allowed to check-in. Check Out – When a player leaves the game they must first complete Character Checkout. On this form a player must at least place their real name, character name, and if they will be turning in their character update at a later time via email. Crew/Crew Time “Crew” is the term used to refer to Staff and specific player members who do general work for the game. “Crew Time” is an optional part of every event. Crew time will be logged, and players who have done crew may receive an in-play reward for your service. Usually crew time is not mandatory for the event. The Tavern The “Tavern” is the location where the players are served food and sit in an air conditioned environment. Generally, the “Tavern” is a central building where the site kitchen, staff, and medical supplies are stored. The “Tavern” is in-town. Some areas of the “Tavern” are considered OOP and cannot be accessed by players. If you pay the cooks enough, they will poison someones food for you. The War Room The “War Room” is an OOP location where the staff materials and logistics is located. Non-player characters originate from this location. Players proceed to the war room in order to initiate their crew time, have weapons inspected, have armor points calculated, have spell books/spell scrolls checked and signed, or to report their character's death. What can I expect at an episode? Contact staff before going to a Mordavia event. Players are expected to arrive between 6p.m. and 9p.m. Staff will guide you through the check-in process and give you all your “Tags” and “Character Sheet”. Once you have all your in-play gear it's time to prepare your bunk and sleeping area. It's a good idea for people coming together to select a common sleeping and storage area. This is also the best time to get some early eats from the delicious on-site catering. The event officially begins at opening ceremonies where the hosts of the event will go over any changes, in-play developments, and other announcements. Opening ceremonies is held at 10p.m. on the first day of the event. New players will be directed to a “newbie mod” to go over the rules and safety checks one last time. All other players will continue getting set up and getting in costume and makeup for the game. A time for game-on will be declared in opening ceremonies. Players are expected to play their character to the best of their abilities while the game is on. Characters in Mordavia are of many wondrous fantasy races with many diverse abilities. Each race has their own history and each player is expected to have a back story (Ch. 2 Character Creation) Staff will present themselves as various characters in the game world called “Non-Player Characters” (NPCs). These NPCs provide opportunities to learn more about the world and role-play your character in new ways. NPCs can provide beneficial help to your character's goals or become nefarious evil-doers who must be stopped at all costs. During the second day of the event the game is “Reset” and all characters report to staff and get new tags as necessary. This is considered “The Next Day” and resets all “Per-day” abilities. You'll read more on what abilities these affect later. For now, just know that you'll need to “check-in” again during the second day of the event. Reset times are announced at opening ceremonies and during reset. The final morning starting at 9a.m, players are expected to check out, gather their belongings, and be off the site by 11a.m. Game off occurs around 3-4:00am on the final night. This is a “soft” game off. During this time staff and players alike are exhausted, so generally strenuous fights, story, or important plot-related information occurs. This time is generally referred to as “late night shenanigans” because it is a fun time for players and staff to experiment in a lighter toned setting. 72 Chapter 12: Closing Notes Thank You Now that you understand the rules and probably have a few great character ideas we can discuss what you'll need for the game. First and foremost your character is going to need a costume and maybe some makeup. The costume should be as awesome as you can make it. Please, no excessive metal spikes or anything that would cause another person REAL physical harm. Your character is probably going to need a weapon and packets. It is highly encouraged that you style your character up to the fullest (jewelery, flair, cool gear). You should also bring three days worth of underclothing and consider multiple costumes (you'll probably sweat a lot). Bring water; the tavern provides water for free; however, it's wise to bring your own as well. Bring food or money for food in the tavern. Don't forget toiletries: toilet paper, tooth brush, tooth paste, deodorant etc. Towels and soap are very helpful. Bring sleeping gear: pillows, blankets, and sheets. Bring flashlights, medicine and emergency supplies. Please inform the staff immediately if you have a predisposed medical condition such as diabetes or asthma. Does Mordavia have an age restriction? Yes; you must be eighteen or older to play, no exceptions. What if something changes but it's not mentioned in the rules and I don't hear about it at the game? It's your responsibility to stay up to date with the game as long as you want to be involved. The best way to stay up to date is visit the forums at least once a week. The website is: http://LarpWorks.com/forum/index.php. You may go on and make an account start familiarizing yourself with game terminology and lore. Thank you for reading! Special thanks to all the players out there and the community! The LARPWorks team: Matthew Chauvin, Christopher Chauvin, Ryan Curry, Thomas Tomba, Shawn Hunter, Kamal Khanboubi, Aaron Lang, Teddy Blanchard, Steve McQueen. Special thanks: to Matthew Reeks and all of our beta testers. And Especially to Ryan Paddy; the Creator of the original Mordavia Larp. Contact info The LarpWorks Community Come join us at our Mordavia and larpworks facebook pages and LarpWorks.com! https://www.facebook.com/LarpWorks/ https://www.facebook.com/events/582290428639050/ Official Larpworks website: http://Larpworks.com 73 Appendix A: Forms Check-Out Form – Form 01 RSVP Form – Form 02 Player: Character: Character Level: Tent or Cabin: Episode Goals: Nobility/Guild/Guild Leader Character History Form – Form 03 Here are some example questions that a player can ask themselves to fill out their history: Who were your parents? What do they do? They still alive? Do you know them? Do you have Siblings, what do they do? What was your childhood like? Where did you grow up? Who raised you? What were some significant events that shaped you into the person you are today? When did you first start to get into your particular path? Were you formally trained or did you learn on your own? Why in the name of Gebelizsis did you decide to come to the frontier town, so far away from anywhere safe or civilized? What is your primary motivation: gear, glory, power, knowledge, riches, immortality in the hearts and minds of people? What are your goals for 6 months or a year from now? What is your characters ultimate goal? We want to know about your character's life. Your character is more than a set of stats that popped into existence. Appendix B: Tags Character Sheet Racial Advantage Tag Item Tag Armor Physrep. Tag Maneuver Point Tag Spell Point Tag Achievement Tags Trap Tag Container Tag Door Tag Spell Scroll and Spell Book Achievement Tags Map Tag 74 Check out Form (01) Player Name : ______________________ Character Name : Resurrected ? Yes / No Advancing to Level : Retainer of Noble : ________________ or Purchasing Advantage 1: _______________ Advantage 2: Guild member/leader: Inte rlude Actions # of Ias on universals _____ # of Ias doing other tasks ______ Nobility Tier of Nobility : __ Retainer; r1 ________________ r2 ________________ r3 ________________ Gathering Tier of Gathering : __ Tier of Material : t1 t2 t3 t4 t5 Type of Material : _______________ Purchased Items Cost ______________ _____ ______________ _____ Pros pe cting ______________ _____ Character Rank: __ ______________ _____ Prospecting Map : Yes / No r4 ________________ r5 ________________ r6 Tier of Map : t1 t2 t3 t4 t5 Profe ss ion Tier of Profession : __ Type of Profession : ________________ Ge m Crafting M e rchant Tier of Merchant : ___ Kopek limit per IA: 25/tier Sold Items Revenue # of Maps : __ __ __ __ __ ______________ _____ Type of Material : ________________ ______________ _____ Map location : ________________ ______________ _____ (if applicable) ______________ _____ Arm or Sm ithing Fence Tier of Gem Crafting: __ Tier of Armor Smith : __ Tier of Fence ___ Tier of item crafted : t1 t2 t3 t4 t5 Tier of item crafted : t1 t2 t3 t4 t5 Kopek limit per IA: _____ # of Item crafted : __ __ __ __ __ # of Item crafted : __ __ __ __ __ Purchased Items Cost Recipes Included; i1: _______________ ______________ _____ i2: _______________ ______________ _____ i3: _______________ ______________ _____ i4: _______________ ______________ _____ i5: _______________ Sold Items Revenue Resources used : Tailoring ______________ _____ Tier of item crafted : t1 t2 t3 t4 t5 Tier of Tailoring: __ Resources used : ______________ _____ # of Item crafted : __ __ __ __ __ ______________ _____ Recipes Included; i1: ________________ i2: ________________ Weapon Sm ithing i3: ________________ Tier of Weapon Smith : __ Other Actions Complete a task IA Cos t 1-5plus i4: ________________ Tier of item crafted : t1 t2 t3 t4 t5 Send a letter 1 i5: ________________ # of Item crafted : __ __ __ __ __ Talk to a character 1 Recipes Included; i1: _______________ Journal Entry * 0 i2: _______________ Travel (2-w ay) 2plus Resources used : i3: _______________ i4: _______________ Scholar Tier of Scholar : or Stay In tow n^ 0 i5: _______________ Resources used : Researching scroll : *details what a character has done, or what they are thinking. It can b e in any perspective and is used to help the storytellers keep Track ing Tier of Tracking : __ Target Character : Special Dream Walker : track of character development. ^Character not traveling may : stay in town for free and roleplay : on the in-play forum. For example, a character has 5 IAs to spend and chooses to use four of them on Universals and one sending a letter. The elf has Profession and Gathering, so 4 IAs are able to be used gathering and using profession because they are both universals, but sending a letter is a special action and so that takes the last IA. 75 Waiver of Liability Disclaimer: The Larpworks Staff is not responsible for any physical or mental injury you may suffer by playing Mordavia. It is your responsibility to stay well fed and hydrated. By coming to the game and paying for the Episode you acknowledge that you have read this disclaimer and you are aware of that LARPing is potentially dangerous. LARPWorks Staff will not be responsible for any harm you may incur. If you are physically injured and need to leave to the game for medical purposes Staff Members will contact park officials and wait with you for them to arrive. Mordavia always has a designated “Medic” on site to assist you if you have any health issues. 76
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