Latest Mordavia Rulebook: MordaviaMaster9c 3/30/2017

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
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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.
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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.
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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'.
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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”
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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)
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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.
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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.
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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.
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