LIVE ACTION ROLE PLAYING

COMPLETE!

Rule BOOK
By
Christopher Melville
Special Thanks to:
Wade Estese, Maureen Kelly, Molly Tichenor, Tony Melville, Will Livsey, Vietor Davis, Dallas Groux, Travis Bresnek, Raven Dominguez, Kevin Kocher, Tyler Johnson, Scott Babb, Brandon Moore, Logan Swan, Clay Brandal, Jonathan Fatzer, John Melville, Nicko Melville, Everyone Else Who Has Supported FanWar,
and
NERO, Richard Garfield, and David Hargrave

Table of Contents

Item Price List –- 3

Introduction to the Game - 7

Player Characters – 8 - 9

Mechanics of Combat – 11

Damaging – 11

Body Armor– 14

Armor Zones – 15

Calling Damage – 17

Looting and Searching – 18

What Happens when You Die – 20

Going Ethereal - 21

Expert Play- The Classes - 23

Gaining Levels - 23

Hit Point and Mana Bonus – 24

Max Armor – 24

Beginning class – JOURNYMAN – 25

Class descriptions – 26

Alignment - 28

Class Skills and Spells - 29

    Universal - 29

Barbarian - 31

Samurai - 33

Knight - 35

Veteran - 37

Paladin - 39

Assassin - 41

Amazon - 43

Thief = 45

Archer - 47

Ranger - 49

Flame Mage - 51

Storm Mage - 53

Life Mage - 55

Necromancy Mage - 57

Nature Mage - 59

Expert Play Explanations – 61

Types of Spells/Skills - 61

Mage Lore - 63

Notes on Role Playing - 64

Scrolls and Potions – 66

Creation of Magic Items – 67

Flaw/Curse Chart – 69

Elder Sorcery - 70

Creature of The Realm - – 75

Natural Abilities - 75

Specialty Player Characters - 76

Monsters - 77

Undead – 85

Campaigning- – 87

Towns - 87

Ocean Voyages – 88

Room and Board – 89

Weather - 90

Happenings and events – 91-92

Random Encounters- – 93

Encounter Reaction – 94

Encounter Tables – 95-100

Appendix - – 101

Small Character Sheets - 101

Item Sheets – 101

Scroll Sheets – 102


Item Price List!

# Means 2 handed only

> Means can be used as a Missile Weapon.

% Means non-edged weapon

Daggers, Knives, etc.                          Cost in Gold

Knife                                        1
Throwing Knife  >(only)            2
Dagger >                                  3
Swords

Short Sword  (1 ½’ blade)        4

Broad Sword (2 ½’ blade)        6

Long Sword (3 ½’ blade)         8

          Cross guard’s                 +1

Two-Handed Swords

Two-Handed Broadsword#       12

Two-Handed Long sword#       16

Two-Handed Great sword #      18

Claymore #                               20

Specialty Swords                              Cost in Gold

Wakasashi                                6

Ninja-to Sword                         7

Katana                                      10

DiKatan #                                 20

Axes

Hand Axe (1’)                          4

Throwing Axe > (1’)                 6

Short Axe (2’)                          6

Tall Axe (3’)                             8

Two Handed Axes

Short Battle Axe # (2’)              12

Battle Axe # (3’)                      14

Heavy Battle Axe # (4’)             16

Headsman’s Axe #          (4’)              18

Hammers and Maces                       Cost in Gold

War Hammer >% (1’)               4

Battle Hammer %   (2’)              6

Long Hammer %   (3’)              8

War Maul >%#      (2’)              12

Battle Maul %#      (2’)              12

Heavy Battle Maul %# (3’)        14

Flexible Weapons, Flails,  etc.                  Cost in Gold

Mace and Chain %                    3

Short Flail % (2’)                      8

Long Flail % (3’)                      10

Two Handed Flail % # (2’)       16

Spears, Javelins, Staves, etc.

Javelins > (2’-5’)                      6

          Per Foot beyond 2’                  +2

Spears > # (6’-8’)                     12

          Per Foot beyond 6’                  +2

Staves # (5’-6’) Bladed             10

Double Sided Staff #                14

Glaive # (7’-10’)                       16

Naginata # (7’-10’)                   18

          + per foot                       +2

Missile (only) Weapons >                 Cost in Gold

Short Bow #  >  __                            3

Long Bow # >                                           7

Extra Arrows >                         1 each

Custom Weapons & Modifications Cost in Gold

                Hafts (+per foot)             __      +2

Two Handed #                                     double 1 handed

Cross guard’s                           +1

Mastercrafted                           double normal

Silver Plating                             1 per blade foot

Solid Silver Items                      double normal


Armor                                     Cost in Gold

Arm Grieve (shin guard)            2

Leg Grieve (shin guard)             4

Leather Armor (green)               8

Chain Mail (yellow)                   16

Half Plate (red)                         32

Full Plate (blue)                         64

Shields

Small Shield (Buckler)              4

Large Shield                             8

Tower Shield                            16

Mage Lore                              Cost in Gold

Wand (not a weapon)                2

Rod (not a weapon)                  4

Spell Staff (not a weapon)         8

Bladed Battle Staff #                 10

Potions                                    Cost in Gold

Of Healing (Red)                      2 per HP

Of 1 Mana restore (Blue)           5.5

Of Antidote (Yellow)                8

Of Full HP restore (Orange)      10
Of Total Mana restore (Purple)  14

Of Poison (Green)                    16

Of Resurrection (White)            20

Scrolls

Scroll of Spell/Skill                   2 per lvl

Of Resurrection                        1Xlvl

Of Rebirth.                               12

Of Rebirth. (auto-act.)               24

Misc. Equipment

Sheath (buckle and belt)            1

Torch (10 min, 30’)                  1

Hat                                           1

Cloak                                       2

Tent                                         5

Amulet (non magic)                   3

Ring   (non magic)                     4

Food and Beverages

Glass of Ale                             .5

Serving of Food                       1

Special Services etc.               Cost in Gold

Healing (per HP)                       1 silver

Resurrection                             1 X lvl

Summoning the Dead                2 X Deaths

Identifying Magic Items             1 X item lvl

Repairing Items                         ½ cost

Locating/Tracking Someone      1 per lvl

Assassination (X 2 if success)   2 X targets lvl

Teleportation                            5 +1 per mile

Ship Rental                               10 per mast

Hiring Ship Pilot (per day)         masts X moves

“Gluing” an Item to you            1 per item

Charging a Mage Lore Item       4 per mana

Room and Board                    Cost in Gold
Sleeping on the Road                5 silver per week

          Inn or Tavern                            5 gold per week

          Guild masters Quarters              50 gold week

Creating a Magic Item           Cost in Gold

          Mana Activated                         lvl X 3

Passive -      Forging a Suitable Item    2 X cost

Mage Fee                        lvl2

Selling Items                           Pay in Gold

Non Magic Items =        ¼ original cost

Work and Income                  Pay in Gold
Working during an Event           ½ skill lvl + 1 gold

          Pay between Events (in silver)   all OUT lvls/week
Introduction to the Game:

Fantasy Warplay is a form of Live Action Role Playing developed over many years of playing and testing out safe and effective ways to simulate combat. It grew out of playing in the woods of Mendocino County, CA in association with the Melville Montessori School and was influenced largely by the Role Playing Game Arduin, Magic the Gathering and dramatic play. While Fantasy Warplay developed completely on it's own it owes much in it's most recent developments to NERO (New England Role-playing Organization) who inspired us to take the game to a level we had formerly only dreamed of. You will see many rules and procedures that have been adopted straight from NERO, as NERO is one of the best Live Action Role Playing groups around and there methods are tried and true. To NERO, and especially NERO-West, we want to thank you, and to all of you who are new to the game, please come in, have a seat by the fire and discover our world.

                What is Live Action Role Play?  Fantasy Warplay is not a game of simply hitting each other with padded sticks.  It is a Role Playing Game requiring players to take on a character and act as that character in a live setting.  It requires a certain amount of improvisational skill and dramatic flare to be a Live Action Role-player but once you get the hang of it, it becomes quite natural.  The first thing you have to do is create a character.  Usually I recommend players to pick a character from a book they have read (Fantasy Novel or otherwise) start there.  You have to decide what you see your character doing.  Is this a Legolas figure leaping from log to bush firing arrows, and quizzically eyeing the people around him, or are you a hulking barbarian with the brain the size of a pea (i.e. Conan).  Once you have a sense of your character you can begin to shape it.  The first step is to choose a species for your character.  We use the basic Tolkien species of Human, Elf, Dwarf and Hobbit, but add in Centaurs.  There are other species you can be but for your first character these are the only ones available to you.  Some of the factors for each species may not be clear to you yet, but they will be as you continue.


Player Characters

HUMANS

ROR: 20  HP: 2  Mana: 2  SIZE: 3  AV:  0
Notes: Humans are very simple with no great highs and no great lows.  Humans start with any one Trades&Crafts they choose,  as they are the common people.

ELVES

ROR: 16  HP: 2  Mana: 2  SIZE: 3  AV:  0
Notes: Elves prefer longbows and deal +1 damage with any longbow.  Elves are immune to all mind effects and sleep spells (immune to Fear, Charm, Mind Control etc, though Not Knock Out or Flash Packet)  Elves never wear above Leather Armor unless the armor is of elven make or is magical.  Elves, being immortal gain 2 deaths every time they die!

DWARVES

ROR: 30  HP: 3  Mana: 1  SIZE: 2  AV:  0
Notes: Dwarves are natural smiths and start with the Blacksmithing Trade/Craft with which they operate at double proficiency (2Xlvl). Dwarves have the natural ability to sense secret doors and traps in any stone built structure.  They cannot use any two-handed weapons over 3 feet long.

HOBBITS

ROR: 10  HP: 1  Mana: 3  SIZE: 1  AV:  0

The tradesmen of the world, they may start with one random Trade/Craft  and Area Search Trade/Craft.  All searching is instantaneous for hobbits!  Hobbits cannot use any two handed weapons.

CENTAURS

ROR: 40  HP: 4  Mana: 0  SIZE: 4  AV:  0

Notes: Centaurs prefer short bows and deal +1 damage with any short bow.  Centaurs must reach 5th level in one guild class before beginning another, but Class Skills/Spells (other than the universal Journeyman Skills) cost 1 less experience for Centaurs do to there dedication. They cannot wear body armor (other than Arm Grieves) unless it is modified for them (which means that it cost twice as much as normal and they cannot wear looted armor unless it is from another centaur or it is converted into centaur armor by a smith).


 



The Mechanics of Combat

 (1) Damaging: Fantasy Warplay is basically a game of "Tag." If you try to remember this throughout the game you will be in a much better position to not only play it well but play it safely. The object of combat is to "tag" your opponents. When someone is tagged we call them "damaged." Normally in Tag you tag with your hands. While that sometimes happens in Fantasy Warplay that is not the usual method. Usually you must tag with a weapon. The weapon can be anything from a simple foam Short Sword to a Javelin that can be thrown but ultimately the goal is always to "tag" not to beat down or bowl over as might be the case in real combat. In order to "tag" someone you must touch them with your weapon. No amount of force is necessary, a simple tap will suffice (though often no one is likely to let you just tap them with your sword). Furthermore, just like in freeze tag, you can be tagged anywhere (with the exception of the head- for safety reasons- discussed below). It does not matter if you are "tagged" on your toe or your stomach, you are "damaged.” The only exceptions are the head, groin and breast on women, which are considered to be non-legal target for safety reasons. If you strike someone in one of these areas they are considered to be unwounded (though granted they might be a little annoyed and if you persist you will be asked to leave).

Hit Points (HP):  Hit Points (HP) are represented by red beads on your belt. You start with a designated amount and loose them as you take damage.  When you take “damage” you loose one of your HP.  To record this, simply move one bead from the front of your belt around to the back.  For example if you hit me with your sword I loose one Hit Point and move one red bead to the back of my belt (granted I don’t have to do it right at that moment… and make myself into a sitting duck!).  . It is a good idea to say something like "hit" or "ahh" when you take damage so that people don't think you are ignoring fair strikes.

Rate of Recovery (ROR):  Rate of Recovery (ROR) is a number that represents how quickly your character can recover from wounds or effects (spells etc.) that are cast on her.  For a human their ROR is 20 and most things that effect them will last 20 seconds.  When knocked unconscious you are out for ½ your ROR in minutes and your ROR determines how quickly you die if you are bleeding to death (your ROR in minutes!).


“Unconsciousness” and Death:  As you take damage you get closer and closer to 0 Hit Points at which point you pass out from shock and fall to the ground “unconscious.”  This happens when you loose your last hit point and are AT 0.  While unconscious you must kneel or lie down and close your eyes to indicate that you are incapacitated.  Once unconscious you will wake up in a number of minuets equal to ½ your Rate of Recovery (ROR)  (usually 10 minuets).  All "counting" in Fantasy Warplay is in seconds so you can simply count to 60, 10 times and then get up. When (or more likely IF) you wake up and recover, you may rise to fight again, but keep in mind you are still at 0 Hit Points.  If you take another damage at this point you are at –1 HP and as before fall unconscious and begin to count to your ROR again.  However, at –1 you are mortally wounded and are considered to be bleeding to death.  You must begin your “Death Count” which is a number of minuets equal to your ROR.  If you do not get back to 0 or more Hit Points before you complete your Death Count you die (but don’t worry, most opponents won’t let your death be that slow, they tend to finish you off before you have a chance to recover…).  Once again, if you regain consciousness, you will then be at –1 HP and can move and fight as normal, though you must continue your death count while doing so.  Now, if you take damage at this point you fall unconscious again (get use to it) and are now at –2 HP.  –2 HP has the added disadvantage of rendering you immobile.  If you wake you will not be able to move about, though you can defend yourself.  Now for the grand finally.  If you take damage at this point you will be at –3 and simply die! (see What Happens When You Die).

To summarize, see the following chart.

1 or more HP = Healthy

0 HP = Fall Unconscious ( ½ your ROR in minuets), then fine.

-1 HP = Fall Unconscious AND begin Death Count.

-2 HP = Fall Unconscious AND immobile, continue Death Count.

-3 HP = Immediate Death!


Tie goes to the looser: It is the responsibility of the person being tagged to know when they have been tagged, not the attacker. For example, if I hit you with my sword it is not my job to make sure that you take the damage, it is the responsibility of the person who just got hit to determine if they have been wounded and we must trust their judgment. We have this rule for obvious reasons. No one knows better where you got hit than you and no one can MAKE you stop fighting, you must acquiesce. Sportsmanship is the major factor here and those who consistently are found to be playing unfairly will be asked to leave. Furthermore, wounding someone is a big deal and no one wants to be wounded unfairly. Better to let a few real hits not be counted and then be wounded when it is a sure thing, than stop the game to bicker about whether you are dead or not.

Missile Weapons: For the most part missile weapons are just like any other weapon you can tag with. The difference is that they can be thrown to tag someone at great distance. There are Basically two classes of Missile Weapons, Thrown and Shot.

(a) Thrown:  Thrown missile weapons are fairly obvious. They are weapons that can be thrown to strike someone. There are several different kind of thrown missile weapons including two kinds of Javelins, Light and Heavy as well a War Hammers and the like. The major different between a thrown missile weapon and a shot missile weapon is that the thrown weapon can also be used as a melee weapon, making it more versatile if not more effective.

(b) Shot: We do not use bow in the traditional sense as the danger would be astronomical. Instead we use a symbolic bow and white packets for arrows. The bow itself is a prop (though you may block with it), it must be held in the hand that is not throwing the arrows for the arrows to have any effect (otherwise you are considered to be throwing arrows at people- not very effective). Arrows are "up for grabs" by anyone who wants to pick them up.

Carrying People:  We use a system developed by NERO for carrying people who are unconscious (or otherwise out of combat) which is done by touching both arms to another players torso and calling out “Carrying” at which point the wounded player may stand up and move with you as long as you remain touching them.  You cannot fight or heal while carrying someone.  You may carry an enemy who is aware or unconscious but when they recover you may be in for a surprise!  

  Body Armor:  Body Armor affects the game by modifying WHERE a person must be hit to damage them. For example, if I have "Chain Mail" on, you can't just hit me anywhere, you must strike me in my torso to damage me, and blows to the arms and legs will have no effect. With these levels of Body Armor another element is added to the game, which really makes the finer points of combat necessary. Not only must you tag someone, you must tag them in the right spot.  There are several levels of armor, which are designated as follows.

Standard Gear

*, Gloves and Boots (N/A) Protects both hands up to the wrist and both feet up to the ankle. (Zones 0)

(everyone has this armor, you do not need to buy it and cannot have it taken from you.  It is standard, even for Mages).

Suits of Armor

a, Leather Armor (Green tabard): Protects both arms up to the elbow and both legs up to the knee. (Zones 0-1)

b, Chain Mail (Yellow tabard): Protects arms up to the shoulder and legs up to the waist.  (Zones 0-2)

c, Half Plate (Red tabard): Only vulnerable in the belly and lower back.  (Zones 0-3)

d, Full Plate (Blue tabard): Impenetrable to normal (non-modified attacks) (Zones 0-4!)

Specialty Armor

1, Arm Grieve (silver shin guard): +1 AV to the arm it is worn on.

2, Leg Grieve (silver shin guard): +1 AV to the leg it is worn on.


Armor Zones.

Note: For Women the Breasts are a N/A Zone!

Gloves and Boots = 0   Leather Armor = 0-1  Chain Mail = Protects 0-2

Half Plate Mail = Protects 0-3  Full-Plate Mail = 0-4

Arm Grieve = +1 AV to limb.  Leg Grieve = +1 AV to limb.


Calling Damage and Attack Modifiers: For a long time we have tried to avoid having to call out amounts of damage and types of hits to keep combat as clean and simple as possible and this is still our goal in Fantasy Warplay.  However, there is a point in combat, when advanced spells and skills are being used and combined so that the lack of modifiers in combat becomes more of a problem than calling them out.  For example, I could hit you with a weapon expecting you to fall down because my attack was AV=0 and dealt 10 damage, and when you don’t fall down I can start an argument with you about why you should be dead… or I can simply call out the modifiers to my attack (if there are any) when I first attack so there is no confusion.

In Fantasy Warplay we use a NERO inspired system that states modifiers in a simple format that is always consistent.   The modifiers are strung together in a consistent series so that you always know what part refers to what.  For example, we always state the amount of damage (only if it is MORE that one) at the beginning and follow it with any armor modifiers.  For example, you might call “2,” if your attack was dealing 2 damage.  Next we add Armor Effects which are calls that effect WHERE the attack will work.  Examples of these are calls like AV=0, which means your body armor is treated as Armor Value 0!  If you are particularly unlucky someone might call “UB” which means that there attack cannot be blocked, you can only dodge it! Other attacks are contingent not just on if they damage but WHERE they damage.  Attacks of this nature are called “Vitals” in that they only have an effect if they damage in zone 3-4 on the body.  Attacks of this nature are ‘all or nothing’ in that they do nothing if they do not strike the stated zone and are thus an Armor Effect.  Finally, we have Damage Type, such as Magic or Poison, which always gets tacked onto the end, after damage and armor effects.  So you might call “AV 0 poison”  or even “2 AV0 Magic.”

1) Amount of Damage

1, 2, 3, 4… = the amount of damage this swing is dealing.

2) Armor Zone (where the attack will effect you)

AV 0 = attacks all armor as Armor Value 0.

UB = as a Ball Spell attack, Unblockable damage.

Vitals = an attack that only works if it damages in zone 3 or 4.

3) Modifier (Type of Damage Being Dealt)

Poison = a poison attack that causes you die in 1 minute.

Magic = an attack that is magic and can effect undead, etc.

Morganti = permanently effects anyone damaged by the attack.

Silver = an attack that can effect undead.

 

Keep in mind that Calling Damage and Modifiers is not a RULE except when necessary.  Only call effects when the effects are not obvious.  If you are hitting someone with a hand axe, in plain sight and have been dealing 1 each time as you hit, there is probably no need to continue calling the effect until you change it somehow.  However, if you are hitting them from behind, or have an ability to deal extra damage, than you must call the modifiers to be clear that that is what you are dealing on that particular strike.  Keep in mind, in a situation where you didn’t call something because you thought they knew but they get away because you failed to remind them, YOU are at fault, not them… it is YOUR responsibility to make sure your effects are understood and called and the appropriate time.

Also, you cannot have more than one type of modifier on a given swing.  If I am attacking someone and I have the ability to swing AV0 and I also have the ability to attack “Vitals” I CANNNOT use both, because they are in the same slot (Zone Effects).  Thus I would  have to choose to call “2 AV0” or “6 Vitals.”   I CANNOT call “6 AVO Vitals.”

Effects of more than one damage hits:  As a general rule, any Two Handed Melee Weapon (a weapon that MUST be used with two hands- usually marked with a blue stripe) will deal 2 damage instead of 1.  This signifies the force with which these large weapons are wielded and gives them the advantage they would have in real combat over smaller, faster weapons.  Furthermore, when you are hit for more than 1 damage the effects are severe and twofold.

(1) Most frightening is the effects of taking more than one damage in Zone 4 which kills instantly!!  Thus, if I swing my battle axe into your lower back, no matter how many HP you have, you die, and if you poke me for “2 Vitals” in my stomach I have been slain!

(2) If you take more than 2 damage in a single hit on a limb (Zone 0-2) that limb is rendered useless in addition to you taking 2 damage (you must let your arm hang lifeless at your side or drag/slide your leg etc.)

On Taking What Doesn’t Belong to You:  The age-old method of searching and looting the dead or incapacitated is a time honored tradition in Fantasy Warplay and indeed, almost every Role Playing Game. Thus I must take a moment to explain the rules for relieving your friends of there worldly goods.  As far as items go (shields, swords, wands) you need only call “Loot” and take the item from someone if they are unconscious (you don’t need to count to any number, simply take it).  Body Armor is a little trickier.  While you still need only call “Loot” to take the armor, it takes 10 seconds per AV of the armor to get the armor off their body (which is appropriate, it should take about 30 seconds to rip half plate off someone).  Keep in mind, that in the interest of realism, if you are carrying armor, you must have it in your hand and cannot use any items in that hand while carrying it.

Searching people takes more time too.  Unless you are a thief (see Thief Skill) you must call “Search (type)” and count down from 20 to search for a particular type of item on a person (i.e. money, potions, etc.).  When you reach 0 that player must turn over any of that type of item that they have.

Now, there are many ways to keep your items from being taken.  In Fantasy Warplay, the thieves’ guild has a secret process for attaching items to your soul, and thus making them impossible to steal (except by a trained thief- you see why only the thieves guild could conceive of such a thing!).  This makes the Thieves Guild very profitable, as they rake in money to make sure everything you own cannot be taken by anyone except them.  Of course they assure you that if something was to disappear off your person than they would know it was a member of the guild and could track them down… of course, there is the matter of the fee.  Well, they are thieves aren’t they! 

Shattered and Destroyed Items:  If an item is shattered or broken it deals no damage and does not function.  Armor that is shattered gives no protection, and a shield or sword that has been shattered is considered an extension of your body if someone strikes it!  An item can be fixed usually for ½ it normal cost.  If an item is Destroyed is completely gone and there is no way to repair it.  No matter how many times you shatter an item it is still only “shattered” and will not be Destroyed unless it is Unforged.


What happens when you Die:  Players who are dead cannot do anything!  While Dead you cannot call for help, give friends directions or shield friends with you body.  You must simply lie motionless.  Technically you are blinded, though this rule is not enforced, if you use information gained by watching others while dead, the rule will be enforced for you.  Furthermore, be prepared to hand over goods quickly and jump back into the game as a Zombie if need be as there are many things that can happen to you while you are “out.”

Once you are truly “dead” (i.e. at –3 HP) your “spirit” has two choices.  First (1) you can have you spirit remain with your body in the hopes that someone will come along to resurrect you (see expert play spells etc) OR option two (2) is to have your spirit leave your body and return to town to be summoned.  Nobody want to lie around in the woods “dead” for the whole day waiting for someone to find them and resurrect them, so the option to leave your body and return to town as a spirit is often the best choice when all hope of being found is lost.  To do this you first count up to your ROR at which point you have left your body and are considered ethereal (see Going Ethereal).  You must take off ALL items you have (armor, weapons, money etc.) and leave them in a pile where your body was for anyone to pick up.  At this point you cannot go back into you body, you must find a Necromancer to summon you.  As an ethereal spirit you must proceed to town, walking only, with an open hand above your head.  As a spirit no one can see or interact with you, but must treat you like you are not there.  As a Spirit you do not remember anything you see or hear, you are simply passing through the world, and living creatures are invisible to you.  Once you find a Necromancer you can be summoned (a process that brings your dead body back to the location of your spirit and puts your spirit back into it).  Once summoned you are still dead, you must be resurrected by a Life Mage, in order to bring you back to life so you can play again (though you gain a Death and do not remember the last 1-10 minuets leading up to your death).

Players are dead permanently if “Death Comes for You.”  Every time your character dies they get a Death added to their spirit, which signifies the weight of the afterlife pulling them towards the eternal.  Every time you are resurrected there is a 3% chance per death you have that “Death Comes for You” and your character is permanently lost.  However, if you have more deaths than you have levels than this number is doubled!

Also a character can be permanently killed if they are slain with a Morganti weapon (special soul eating weapons) whose wounds cannot be healed!  Thus a player hacked by Morganti permanently looses the use of that limb, and a player brought to Unconsciousness will be in a coma.  If killed by a Morganti weapon you cannot be resurrected, your soul is gone.

Going Ethereal:  When you die and leave your body you are considered going ethereal and are in another plane of existence.  In this plane your spirit can only walk (no running) and has no skills or abilities, and can only move through space (hopefully towards a Necromancer who can summon you).  While ethereal, you cannot see anyone and no one can see you (so don’t tell your friend “Don’t go up there I just got killed!” and don’t talk to a spirit “Hey Joe, how did you die?”).  While you are ethereal you cannot interact with anyone in any way who is in the normal world.  You must keep your hand over your head and walk (role playing a disembodied spirit helps people to know how to interact with you).

Now, having said all that, there are a few exceptions to these rules.  Necromancers have abilities to speak, hear, see and even touch ethereal players, so there are certain situations where, as a spirit you can talk to people about how you died, where you went etc.  Also, Necromancers can go ethereal with Ethereal Travel (see Necro Spells), which allows them to travel in the ethereal world.  For them, they can battle etc, and do anything a normal player can do while in the real world.  This is why it is so important for normal players not to interact with spirits because the spirit may think that you are a Necromancer and have the ability to speak to them etc.

Finally, ALL UNDEAD ARE PARTIALLY ETHEREAL!  Undead are half in our world and half in the world of the dead.  What this means is that they CAN see, speak to, touch and interact with spirits.  Also, they can attack and damage spirits just as if they were real.  If you are killed while a spirit you get a Death and must fall to the ground and reform (count to your ROR) before you begin to travel again.  Keep in mind that you CAN defend yourself though you have no skills or abilities or items (usually) so that may be difficult and you can only walk no matter how fast that Vampire is running after you!!!

Mana and Mana Loss:  Mana is energy that your character can use.  There are many spells and abilities that require mana to activate them (see Class Skills Section).  Just like with HP you can loose mana and even have negative mana.  In fact, you are free to spend yourself into the negative at your own risk, for taxing your mind can be far more dangerous than your body!  The effects are similar to body damage.  At –1 mana you are going insane (and will be permanatly insane in your ROR in minutes).  You loose your ability to use any spells and skills (you are incoherent and confused).  At –2 mana you loose the ability to fight at all and can only run away in terror (and continueto go insane).  At –3 you Die instantly with a 25% change of going permanatly insane).

To summarize, see the following chart.

0 or more Mana = Healthy.

-1 Mana = Begin Insanity Count and can’t use any skills or spells

-2 Mana = Can’t fight!  Only run.  Continue Insanity Count.

-3 Mana = Immediate Death!  (25% permanat insanity)


 Expert Play- The Classes

Alignment:  Next you need to choose your characters alignment, or what their ethics and morals are.  In Fantasy Warplay every sentient being has an alignment that influences how that player sees the world and how they treat others etc.  (see notes on Role Playing in the following section).  We use basic Role Playing Game Alignments so if you are familiar with them you will know how to play your character but here is a list for new players.  In brief the characteristics of each are as follows.  Chaotic Evil, unpredictable and set on destruction.  True Neutral, only does what is best for herself.  Lawful Good, always helpful, never kills on purpose.  Lawful Evil, follows a set of evil and cruel rules set on death.  Chaotic Good, does what she believes best but obeys no rules.

A character aligned with one of these forces MUST act appropriately or their alignment will permanently change to reflect there actions and they will have evoked the wrath or their gods by acting inappropriately.  If your GM says it is okay you may blend two or more of these alignments.

Classes:  Now that you have an understanding of the mechanics of combat you can get into the specifics of the class of you character and just what you would like them to be able to do.  Now don’t get all excited because everybody starts out at first level which means you will be fairly weak to start out and won’t even have a real “class” yet (you didn’t think we were going to let you waltz in the game as Gandalf did you!).  All characters start out as journeymen, seeking to earn enough experience to join a guild and thus pick a class.  Therefore, though you may have an idea of where you would like your character to go, you do not have to choose for a while and can explore for a while.  Now comes the fun part.  You receive 8 gold pieces to outfit your character (this is consider supply money from your family etc.).  You can use that money to learn a Universal skill or buy weapons, potions or armor.  As a first level character you have 1 experience point to spend on a skill.  You can spend that experience point now, and learn a skill or save it for later use.  The only skills and spell available to you at first level are called Universal Spells/Skills and are fairly limit in their scope and power but essential non-the less.  Once you reach 6th level you can select a starting class from the fifteen types.  For example, if I want to make my character an Amazon than I simply write in Amazon as my first class and mark down that I am a level one Amazon.

Gaining Levels:  As you play Fantasy Warplay your character will earn Experience Points.  You keep track of these on you character sheet along with the rest of you character information.  In order to gain a level you need an amount of experience points equal to your next level (i.e. if you are 3rd level then you need 4 experience point to become 4th level and then 5 experience points to become 5th).  When you level up (get a level) you have many choices to make.  First of all, into which class do you wish to put your level.  You do not have to keep leveling up in the same class, you are free to branch out as much as you wish (i.e. if I am a 8th level Paladin and I level up I can put my 9th level into Amazon and become a 6th level Amazon in addition to a 8th level Paladin, OR I can continue up the Paladin Tree and simply be a 9th level Paladin).  Now the second decision to be made is where to spend my Experience Points.  When I level up I get to spend the experience points I earned getting this level to learn new skills.  For example, in the above example where the 8th level Paladin gains level 9, once the decision is made of where to put the level, now I can spend the 9 experience points I earned either to make my paladin skills better or perhaps to learn some new skills.

Spell/Skill Cost:  Spells and Skills are not simply known they must be learned, either by the guild or by another player.  First of all you must be of appropriate level to use a Spell or Skill (i.e. you must be 3rd level to use a 3rd level spell).  The process of learning a new skill usually takes about 10 minuets of game time and an amount of gold (paid to the guild) equal to the level of the Spell/Skill to be learned (i.e. A first level Skill will cost 1 gold to learn, whereas Scroll Making would cost 6).  Furthermore, you must spend an amount of experience points (earned by playing) equal to the level of the skill/spell to be learned as well (to learn a 2nd level skill, I need to spend 2 experience points).  To summarize, once you are the appropriate level, you can spend an amount of gold and an amount of experience points equal to the level of the skill or spell you wish to learn and 10 minuets of game time and then you know that spell or skill.  For the Classes the amount of gold and experience points is the level +5 (i.e. if you are a first level Flame Mage you can learn Flame Dart for 6 experience points and 6 gold- NOT 1 exp and 1 gold).

HP and Mana Bonus’s:

Warriors, Mages and Semi Martial Stats.

Max Armor:  Many of the classes have armor restrictions labeled as Max Armor.  These restrictions do not keep you from wearing the armor, as you could always slap it on you if you wanted to, you would just loose your ability to use all skills in that class while wearing that type of armor.  Thus, a wizard can slap on some plate-mail and charge into battle but they cannot cast anything while doing so

Beginning Class:  The Journeymen Class.  Everyone starts out as the same class when they start a new character.  You begin as a 1st level Journeyman (explorer) trying to prove yourself worthy of entering a guild class.  In order to do this you must first attain 5th level as a Journeyman.  At that point you are deemed eligible and your next level (level 6) can be put into any one of the fifteen classes that you wish to pursue.  However, you do not have to put your level into a class, you may remain a Journeyman for as many levels as you like before entering a class or never enter a class at all.

THE CLASSES:  Even though you won’t need to select your class until you are 6th level, I want give you an idea of what each is like so that as you choose your skills and trades you can have a sense of where you might be heading.  Your character class determines what your character can do, what she is good at, if she is a person who casts spells or a fighter.  When you think about your character you need to imagine what you see your character doing.  Are they a Gandalf type who cast fireballs and “zaps” things, or are they more of a hack and slash Gimly type.  Don’t worry about being stuck with anything though because in Fantasy Warplay you can be as many classes as you want (with a few exceptions) so you can overlap and multi-class as much as you like and don’t have to be a ranger for the rest of your life. There are three basic types of characters, Warriors, Semi-Martials and Mages.  Warriors are the combat experts and as such can take more damage and wear more armor.  Mages are those characters who rely on the power of words to create spells that they then cast for powerful magical effects though they cannot wear armor and can take less damage.  Semi-Martials class supplement both the mages and the warriors in that semi martials can overlap into either category (i.e. you can make a ranger who is also a wizard OR a ranger who is also a warrior but not a wizard warrior).  The following Venn diagram is useful in understanding the system.

A list of the class types follows to give you an idea of what you might like to play- for more detail you will have to jump to the Class Skill Tree System.

LIST OF CLASSES

Barbarian:  Wild and a savage.  They distrust magic of all kinds and put their faith in themselves before others.  Always at the front of a battle, barbarians love the sport of combat and don’t like missile weapons (though they will use them if they have to).  Barbarians are not reliable as guards as they are too distractible and are rarely very intelligent.  If you are a Barbarian, be larger than life, brash, not to bright and stupidly brave.

Samurai:  Honor bound and honest to the core, Samurai are often judges and referees for duels as well as devoted warriors.  Samurai prizes the honor of their family above any sort of personal gain and thus strive for excellence in everything that they do.  A true Samurai wins the battle before it has begun and uses the force of his enemy as a weapon against him.  Strategy and personal perfection are the Samurais ways.  If you are a Samurai be calm, focused, well spoken and confident in yourself.

Veteran:  Jaded and tough, these warriors act as if they have seen it all.  Obviously they are not all seasoned warriors, but the training of the Veterans involves a great deal of time in battle and so even a first level Veteran has seen more action that any other first level warrior.  The strategy of the Veteran is to be an immovable wall, and hold the line.  Veterans rely on defense in battle, always working to better ensure their protection, which is why they survive to be veterans.  If you are a Veteran be jaded, unimpressed, hard and pessimistic.

Knight:  The true glory seekers, knight are chivalrous to a point but have none of the Samurais respect for battles.  Knights are the weapon Masters, well armored but relying on their swift powerful attacks and powerful strength to destroy their enemy before they can counter attack.  Knights are the real behemoths of the battlefield, leading troops into the fray and slaughtering all they can.  If you are a Knight be looking for glory, looking for then next powerful weapon.

Paladin:  The least martial of the warriors, their outlook on life is that of the combat medic, focus on keeping others alive on the front lines.  Paladins are often leaders, as their charismatic charm draws followers to them and everyone likes to have a healer on their side.  Paladins see themselves as somewhat better than most others as they have magical powers that other warrior’s lack.  Paladins usually have a strong guiding force in their life to help those in need and do what is right.  If you are a Paladin be righteous, concerned for others health, and take charge.

Assassin:  The most shady of all the classes, assassins see life as expendable and unimportant.  Even their own life is trivial, naturally someone will kill them sooner or later.  That’s life.  Life is short and thus assassins tend to get to the point quickly (literally).  Somewhat of a martial artist, there is something Zen about the assassin’s way not unlike the Samurai in that they have strong inner motivation though care nothing for honor.  Assassins try to increase hatred between people in the hopes of creating more job opportunities for themselves.  If you are an Assassin, don’t think twice about killing someone, care little for your own life and cut to the chase!

Amazon:  People of the sea, they are never very comfortable far from a large body of water.  Amazons are wanders and like to be on the move.  Amazons tend to be humble in that they understand that nature is greater than they are and respect it for that. Amazons are matriarchal and thus if you are a male Amazon, do not take charge, you would be unfamiliar with that.  If you are an Amazon crave water and sailing, go with the flow, keep on the move and keep things ship shape.

Archer:  A precise and accurate as a well-crafted arrow, archers don’t mess around.  They prefer to keep their distance, as that is where they are the most effective, never letting anyone get to close to them.  Archers are direct and focused and thus make the best guards.  Ever vigilant, archers are always looking ahead as if taken by surprise they are easily killed. If you are playing an Archer be direct, and on target, sturdy and perhaps high strung, watchful of the future and of your back.

Thief:  Almost as shady as the Assassin, thieves are a bit more socially oriented and have a much grater care for their life.  Thieves are the flip side of the Samurai and tend to follow laws and tell the truth only if it serves their purpose.  Always trying to make a profit, thieves are the businessmen of the world and will cheat you without blinking an eyelash, that is their job.  If you are playing a thief, lie and make up stories, be ever watchful for a chance to search or loot and look for the profit angle, never doing anything for free.

Ranger:  The true wanderer, they are a bit like Amazons of the land.  Always on the move and scouting about, rangers never like to have much responsibility if they can help it and prefer to be on their own.  Gritty and worn like old leather, these characters are unflinching and realistic at all times.  If you are playing a Ranger, keep watch, seek solitude, long for the woods and be introspective.

Flame Mage:  Fierce and brazen, these mages are always at war.  The arms dealers of the world their magic it completely focused on destruction and thus they seek to create bigger and better ways to blow things up.  Passionate, wild and a bit chaotic, these mages like the mountains and underground spaces.  Flame Mages dislike Strom and Life Mages.  If you are playing a Flame Mage be hot tempered, war like, ready for battle and consuming everything.

Storm Mage:  The true wonder seeker, these mages are the philosophers of the world, always seeking out more knowledge and more wisdom.  The Storm mage is a logician, a tactical intellectual who prefers to neutralize opponents rather than destroy them.  Often cold, the storm mage is also tumultuous and crafty, always ready with a trick up his sleeve.  Storm Mages dislike Nature and Flame Mages.  If you are playing a storm mage, be curious, hungry for information, always in the clouds,  tricky and clever, eluding rather than confronting.

Life Mage:  The true healers of the world, they are committed to sustaining all life.  The true altruistic character, Life Mages are known to enter battles on neither side, healing anyone and everyone who they can.  Obsessed with keeping people alive and conquering death, Life Mages are not as righteous as the Paladin but much more humble and kind.  Shying away from combat, they prefer to stand behind the troops healing when needed.  Life Mages dislike Flame and Necromancy mages.  If you are playing a Life Mage be helpful, kind and loving, protective but committed to saving lives and fighting death.

Necromancy Mage:  The true dealer of death, these mages are most at home in the cemetery digging up future minions.  Shunned by most of society, these dark mages are not necessarily evil, they simply see death as full of potential energy while others see it as the end of life.  Necromancers fear nothing, as they are always facing death, and they think nothing of killing as it is a gift to you in their eyes.  Necromancers dislike Life and Nature Mages.  If you are playing a Necromancer be unafraid, kill without remorse and be interested in dead bodies, as well as close to death yourself, almost in another world.

Nature Mage:  The enchanter of the woods, these wandering spell casters resemble Rangers in their wanderlust.  More comfortable with animals than people, Nature Mages are always heading to the woods and keeping to themselves.  Ever in defense of the land, Nature Mages are like environmentalists, righteous at times but only when nature is threatened.  Nature Mages are in tune with the world at all times and know of things that are happening far and away through their constant communication with plants, animals and the earth itself.   Nature Mages dislike Storm and Necromancy Mages.  If you are playing a Nature Mage be reclusive, avoiding people if you can, happy in nature and eager to leave any civilization.


UNIVERSAL TRAINING SKILLS (Journeymen)


1) First Aid: You may stabilize players (including yourself) BELOW 0 HP by touching both hands to them and counting to their ROR.  You can never restore more than 1 HP to a player using First Aid but you can wake someone up from Unconsciousness by completing first aid on them.

1) Read Magic: Can read magic runes and learn spells.  Can tell if an item is magical by handling.  Can read and use scrolls up to 2x your current lvl.

2)Basic Healing (spell): Cost: 1 Mana per 10 min of use.  Requires Read MagicYou cannot wear armor while using this spell.  Can heals anyone for 1 HP of damage in their ROR.

2) Trades and Crafts:

1)                   Cook/Chef (can sell food at an event)

1  2  3  4  5  6  7  8  9  10

2)                   Vintner/Brewer (can sell beverages at an event)

1  2  3  4  5  6  7  8  9  10

3)                   Reading and Writing (read/write + 1 language per lvl)

1  2  3  4  5  6  7  8  9  10

4)                   Teaching (can teach any skill/spell 2X your lvl or less)

1  2  3  4  5  6  7  8  9  10

5)                   Area Search (search, but for an area)

1  2  3  4  5  6  7  8  9  10

6)                   Messenger (trusted with information, paid for missions)

1  2  3  4  5  6  7  8  9  10

7)                   Alchemist (make potions 2X your level or less at ½ cost)

1  2  3  4  5  6  7  8  9  10

8)                   Musician (choice of instrument- -5 silver for training per lvl)

1  2  3  4  5  6  7  8  9  10

9)                   Jester (pay varies with popularity- -5 silver for training per lv)

1  2  3  4  5  6  7  8  9  10

10)                Locksmith (make/unlock locks that are 2X your lvl at ½ cost)

1  2  3  4  5  6  7  8  9  10

11)                Blacksmith (make items that cost 2X your lvl at ½ cost)

1  2  3  4  5  6  7  8  9  10

12)                Tracking (track people 2X your level or less)

1  2  3  4  5  6  7  8  9  10

13)                Seamstress/Tailor (make cloaks, hats, 2X your lvl at ½ cost)

1  2  3  4  5  6  7  8  9  10

14)                Artist (Choice of Medium - -5 silver for training per lv)

1  2  3  4  5  6  7  8  9  10

15)                Hunter (reduces room and board cost 1 silver a week per lvl)

1  2  3  4  5  6  7  8  9  10

16)                Peacekeeper (know if players your lvl or less are lying)

1  2  3  4  5  6  7  8  9  10

17)                Small Boat Sailor (sail 2X your lvl in moves)

1  2  3  4  5  6  7  8  9  10

18)                Innkeeper (know where to find anyone 2X your lvl)

1  2  3  4  5  6  7  8  9  10

19)                Poet (pay varies with popularity- -5 silver for training per lv)

1  2  3  4  5  6  7  8  9  10

20)                Gambler (+3% to gambling chances per lvl)

1  2  3  4  5  6  7  8  9  10

3) Armor Piercing (IC): With any weapon you use you may call AV=0 but deal only ½ normal damage rounded down (i.e. with a battle axe would deal 1 AV=0 or 2 normal).


3) Mage Lore: Can wield mage lore items. Can also put mana into mage lore items and use the mana stored in any mage lore item by invoking.

4) Knock Out (IC): Strike the pommel of your weapon on another players upper back and call “X Knock Out: You’re unconscious!” to render that player unconscious if they have X or less HP (deals no damage though).  X = 3 times the normal damage your weapon could do.

4) Arcane Ray (spell packet AV-0): Requires Read Magic and Mage LoreYou cannot wear armor while using this spell. Cost:  1 Mana for ten minutes.  Call  “With Arcane Ray I deal 2 damage” and Invoke to throw a purple spell packet and deal 2 damage.

5) Cure Critical Wounds (spell): Cost: 2 Mana.  Requires Read MagicYou cannot wear armor while using this spell.  Helas anyone to FULL HP in their ROR for 2 Mana.


BARBARIAN Combat SKILLS

RESTRICTIONS: (non-mage only).

MAX ARMOR:  Chain Mail

1) Berserk: Call “Berserk!: I have no Armor” (IC) and cannot use any shields (must drop them).  All attacks on you are AV=0.  You are immune to fear, cannot retreat from combat and deal +1 damage with all melee weapons until you revert.  Revert cost 1 mana.

2) Hack: Call "AV-0 Hack: your limb is useless”  and if you strike a limb of a player on your next attack, and damaged them, that limb is rendered useless until they are healed Ony useable with an Axe.

3) Healing Factor:  Cost: 1 Mana.  Allows you to heal yourself for 1 HP in 4 times your ROR.  This skill is passive once activated.  It end when you fall unconscious.

4) Evade Missile Weapons: Missile weapons (not spells) do 2 less damage to you.

5) Magic Resistance (Missile Spells): You are impervious to missile spells of all types (even if you don’t want to be- i.e. Medicine Ball won’t heal you).

6) Battle Cry (IC): Cost:  1 mana. As long as you are using a weapon in each hand you may call “Battle Cry: run in Fear” (IC) to cast Fear (as the spell) on all players in your vicinity.

7) Universal Hack:  (IC):  You may hack with any melee weapon.

8) Improved Healing Factor: Increases the speed of your Healing Factor to your ROR

9) Evade Missile Weapons (advanced): Reduces damage deal by missiles an additional 2 (i.e. now you take 4 less).

10) Magic Resistance (Spoken Spells): Impervious to all spoken spells (though NOT elder sorcery).


BARBARIAN Out of Combat SKILLS

RESTRICTIONS: (non-mage only).

MAX ARMOR:  Chain Mail

1) Gladiator: Can take part in gladiator matches and get paid.  Pay = lvl in barbarian in gold.

2) Gladiator Skills: In gladiator fights you have- +1 HP, +1 AV, and deal +1 damage with all attacks.

3) Throw the Bones: Cost:  1 mana.  A ritual that once completed gives the recipient of the ritual the ability be immuned from the next spell cast on them.  They must call “Thrown the Bones: no effect.”

4) Scholarly Discipline: Lowers the time and exp. cost to learn all (OUT) Skills in this Class (though they are never less than 1 exp).  They now take only 2.5 min and cost 4 less exp.  to learn.

5) Intimidation:  Cost: 1 Mana. Can force agreement from players whose total levels are equal to or less than you are in Barbarian (this effective stacks with other players).

6) Guild Member: Skills in this class cost 4 less gold to learn (though never less than 1 gold).  Staying on the road is now free for you in any town where your guild is present. The guild will help you in legal matters, protect you and summon and resurrect you at no cost.  Members of this class that are level 5 or less must obey you unconditionally and you are responsible for their actions.  You must obey your Guild Masters unconditionally.

7) Barbarian Tracking: Doubles you level in all tracking skills and gives you immunity from Ambush in the wild.

8) Combat Discipline: Lowers the time and exp. cost to learn all Combat Skills in this Class (though they are never less than 1 exp). They now take only 2.5 min and cost 4 less exp.  to learn.

9) Barbarian Hordes: Cost: 1 Mana.  You may form a horde of at least 3 other Barbarians at which point you are fearless and Battle Cry is free as long as you stay in their vicinity.

10) Guild Master: You are a master of your class guild and must train people through the guild at the guilds benefit. All members of this class MUST obey you unconditionally and you are responsible for their actions.  For skills in this class you train others in 5 min. Staying in an Inn where your guild is present is now free. Skills in this class cost no gold to learn.  Also, your total levels is now considered you level in this class (i.e. skills that read X= your level in [this class] would now read X= your total levels).


SAMURAI Combat SKILLS

3) Honor Fight (IC): At the beginning of a duel you may call “Honor Fight, you are healed at duels end.”  If you win the duel, gain 1 mana. Note:  Your opponent is fully healed no matter if you win or loose.

4) Defy Death: When you would fall unconscious or die from taking damage you remain conscious for your ROR before falling down.

5) Chi Duel (BC): Cost:  1 Mana.  At the beginning of a duel you may call “Chi Duel, HP equals Mana.”  For the duration of the duel all damage is dealt in Mana (i.e. damage removes mana not HP and you fall unconscious at 0 mana etc.).  If you win the duel, gain 2 Mana.

6) Dueling Techniques: Choose a weapon class.  In Duels only (even Ninja Duels) weapons of the chosen class have deal +1 damage.

7) Bow out (IC): Call “Bow Out: I refuse your duel.“ to refuse any type of Duel.

8) Dishonor (IC): If you win an Honor Fight duel without taking ANY damage, call “Dishonor, gain X deaths.”  to give X deaths to the looser where X is the damage you dealt in the duel.

9) Final Fury (IC): When you would fall unconscious from taking damage call “Final Fury” to remain conscious for your ROR but then you die!  For this duration your attacks deal double damage, are UB, and you take no damage.

10) Chi Kill (BC): Cost: X  Mana.  At the beginning of a duel call “Chi Kill X,  pay X  mana or die” to kill an opponent unless they pay X mana.  X= the amount of mana you pay.


SAMURAI Out of Combat SKILLS

RESTRICTIONS: (non-mages only).

Will not use Shields.

1) Resolve Conflict: Can know if a player is lying if that players total levels are equal to or less than your level in Samurai (this effective stacks with other players and Peacekeeper Trades & Crafts).

2) Law Enforcement: Can be hired as law enforcement and must carry out orders to keep the peace.  Pay can be up to 3 gold per lvl in Samurai.

3) Clan Fealty:  May enter a samurai clan.  All members may join duels a clan member initiated for 1 mana.  Must have at least 3 other members.

4) Scholarly Discipline: Lowers the time and exp. cost to learn all (OUT) Skills in this Class (though they are never less than 1 exp).  They now take only 2.5 min and cost 4 less exp.  to learn.

5) Tea Ceremony: Cost 2 mana per participant.  You may engage in a tea ceremony that takes 10 minuets per participant in which all who participate have their mana levels restored to starting levels.

6) Guild Member: Skills in this class cost 4 less gold to learn (though never less than 1 gold).  Staying on the road is now free for you in any town where your guild is present. The guild will help you in legal matters, protect you and summon and resurrect you at no cost.  Members of this class that are level 5 or less must obey you unconditionally and you are responsible for their actions.  You must obey your Guild Masters unconditionally.

7) Enlightenment: Cost: 7 Mana.  Meditate for 10 minuets to gain 1 experience point.

8) Combat Discipline: Lowers the time and exp. cost to learn all Combat Skills in this Class (though they are never less than 1 exp). They now take only 2.5 min and cost 4 less exp.  to learn.

9) Hara-kiri: Cost:  7 mana.  You may ritually kill yourself and then must have your spirit summoned, but when you reform you loose a death rather than gain one.

10) Guild Master: You are a master of your class guild and must train people through the guild at the guilds benefit. All members of this class MUST obey you unconditionally and you are responsible for their actions.  For skills in this class you train others in 5 min. Staying in an Inn where your guild is present is now free. Skills in this class cost no gold to learn.  Also, your total levels is now considered you level in this class (i.e. skills that read X= your level in [this class] would now read X= your total levels).


VETRAN Combat SKILLS

5) Armor Wound (non-magic) (IC): When you take damage by a normal weapon (not spells or magic items) you may call "Armor Wound: no damage." and instead take 0 damage and loose 1 from you AV. You must have AV to loose to use this ability (i.e. if you have only gloves and boots on you can only use it once). These loses to your AV remain until you can repair your armor.

6) Mystic Armor Repair (IC): Cost: 1 Mana. Repairs all AV losses or damage (i.e. shattering) to your armor instantly.

7) Improved HP: Permanently adds 4 to your HP.

8) Vitals Protection (magic): As Vitals Protection (normal) but works on spells and Magic Weapons.

9) Unbreachability (magic): As Normal Unbreachable but works on spells and Magic Weapons.

10) Armor Wound (magic) (IC): As normal Armor Wound but works against spells and Magic weapons. 


VETRAN Out of Combat SKILLS

6) Guild Member: Skills in this class cost 4 less gold to learn (though never less than 1 gold).  Staying on the road is now free for you in any town where your guild is present. The guild will help you in legal matters, protect you and summon and resurrect you at no cost.  Members of this class that are level 5 or less must obey you unconditionally and you are responsible for their actions.  You must obey your Guild Masters unconditionally.

7) Runic Armor: Cost: 1 mana per AV of armor.  Can inscribe runes in armor to give it regenerative powers.  Heals 1 AV loss in 15 seconds.

8) Combat Discipline: Lowers the time and exp. cost to learn all Combat Skills in this Class (though they are never less than 1 exp). They now take only 2.5 min and cost 4 less exp.  to learn.

9) Magic Armor Smith:  Can build armor that can be enchanted and made magic, at ½ cost if they normally cost X gold.  X = you level in Veteran.  (Stacks with Blacksmith).

10) Guild Master: You are a master of your class guild and must train people through the guild at the guilds benefit. All members of this class MUST obey you unconditionally and you are responsible for their actions.  For skills in this class you train others in 5 min. Staying in an Inn where your guild is present is now free. Skills in this class cost no gold to learn.  Also, your total levels is now considered you level in this class (i.e. skills that read X= your level in [this class] would now read X= your total levels)..

KNIGHT Combat SKILLS

3) Transmute (BC): Cost: 2 mana.  You can call “Transmute“ to change 2 Mana into 1 HP (temporarily).

4) Damage Cap (4-3-2): Requires a shield.  You cannot take over X damage in a single hit by any attacks (i.e. if you cap at 2 then a hit that does 10 only does 2).  For Bucklers X = 4.  For Large Shield X =3.  For Tower Shields X = 2.

5) Improved Strength: You can use two-handed weapons one handed. When you use a weapon with both hands it deals +1 damage.  (thus you can now deal 2 damage with a Two Handed Weapon in one hand- or 3 with it in both hands).  You can carry players your size or smaller one handed and up to 2 times your size with both hands.

6) Shield Bash (BC):  Cost: 1 Mana and Be Stationary.  Call “Shield Bash: X UB:” and Be Stationary.  As long as you remain stationary you may call “Shield Bash: X UB”  and touch someone with the FLAT of your shield to deal X UB damage.  Buckler X =1.  Large Shield X =2.  Tower Shield X=3.

7) Trample: Charge is now UB for you.

8) Advanced Transmute (BC): Improves Transmute- you can now change 2 Mana into 4 HP (temporarily).

9) Advanced Damage Cap (3-2-1): Requires a shield.  Improves Damage Cap.  Buckler X =3.  Large Shield X =2.  Tower Shield X=1.

10) Giant Strength: All your  melee attacks deal +X damage where X is ½ your SIZE (rounded up).


KNIGHT Out of Combat SKILLS

6) Guild Member: Skills in this class cost 4 less gold to learn (though never less than 1 gold).  Staying on the road is now free for you in any town where your guild is present. The guild will help you in legal matters, protect you and summon and resurrect you at no cost.  Members of this class that are level 5 or less must obey you unconditionally and you are responsible for their actions.  You must obey your Guild Masters unconditionally.

7) Runic Weapons: Cost: 1 mana per 4 gold cost of item.  Can inscribe runes on weapons to give it regenerative powers.  Heals from being shattered in 15 seconds.

8) Combat Discipline: Lowers the time and exp. cost to learn all Combat Skills in this Class (though they are never less than 1 exp). They now take only 2.5 min and cost 4 less exp.  to learn.

9) Magic Weapon Smith:  Can build weapons that can be enchanted and made magic, at ½ cost if they normally cost X gold.  X = you level in Knight. (Stacks with Blacksmith).

10) Guild Master: You are a master of your class guild and must train people through the guild at the guilds benefit. All members of this class MUST obey you unconditionally and you are responsible for their actions.  For skills in this class you train others in 5 min. Staying in an Inn where your guild is present is now free. Skills in this class cost no gold to learn.  Also, your total levels is now considered you level in this class (i.e. skills that read X= your level in [this class] would now read X= your total levels)..

PALADIN Combat SKILLS

1) Jumpstart Heal (IC): Call "Jumpstart Heal, (1 in you ROR)" and tag a player and count up 5 (they finish to their ROR).  That player is healed of 1 damage.

2) Might Mace: your non-edged weapon attacks can deal magic damage and you deal +1 damage verse undead creatures.

3) Spell Turning Shield (missile): Your shield deflects all UB missile spells.  

4) Bash (IC):  All non edged weapons you use are AV=0.

5) Miraculous Recovery (other) (IC): Cost: 1 Mana.  You may tag another player and call "Miraculous Recovery 4 (HP)" to INSTANTLY heal a player for 4 HP.

6) Improved Healing: Increases damage healed with ALL Paladin skills by 3.

7) Improved Might Mace: Enhances Might Mace deals an additional +2 damage verse undead.

8) Spell Turning Shield (spoken): Your shield can deflect all UB spoken spells.  

9) Charm (IC): Cost: 1 Mana. Call "Charm level X : you must obey me" and tag a player (AV=0) (no effect on undead).  If their level is equal to or less than X then they are under your control and must fight for you until the charm is removed. You may only charm one person at a time.  X = your level in Paladin.

10) Righteous Aura (IC): Cost: 2 Mana.  Call "Righteous Aura: all are fully healed."  to heal to full HP all in the vicinity (10-foot radius) instantly. NOTE:  This deals max damage to undead!!! (Killing them).


PALADIN Out of Combat SKILLS

6) Guild Member: Skills in this class cost 4 less gold to learn (though never less than 1 gold).  Staying on the road is now free for you in any town where your guild is present. The guild will help you in legal matters, protect you and summon and resurrect you at no cost.  Members of this class that are level 5 or less must obey you unconditionally and you are responsible for their actions.  You must obey your Guild Masters unconditionally.

7) Remove Charm: Can remove any charm or mind control from a player instantly by touch.

8) Combat Discipline: Lowers the time and exp. cost to learn all Combat Skills in this Class (though they are never less than 1 exp). They now take only 2.5 min and cost 4 less exp.  to learn.

9) Undead Hunter:  Cost:  1 Mana.  Can summon any undead level X or less to you for a battle to the death! (as a Duel- though the creature can appear anywhere near you- not necessarily in your vicinity). If you win, you gain experience points = to ½ the creatures levels above 5th.  X = you level in Paladin. 

10) Guild Master: You are a master of your class guild and must train people through the guild at the guilds benefit. All members of this class MUST obey you unconditionally and you are responsible for their actions.  For skills in this class you train others in 5 min. Staying in an Inn where your guild is present is now free. Skills in this class cost no gold to learn.  Also, your total levels is now considered you level in this class (i.e. skills that read X= your level in [this class] would now read X= your total levels).



ASSASSINATION Combat SKILLS

4) Weapons Mastery: Choose one specific weapon.  That weapon attacks all AV=0 if you are stationary (you may choose Martial Arts).

5) Ninja Duel (BC): You may call "Ninja Duel: advance and fight" with an opponent in your vicinity.  No one may interfere until one of you is unconscious or you call off the duel!! (Call “Bow Out: this duel is ended”).

6) Slay (IC): Cost: 1 mana.  Call  “Slay!” and if you damage a player on that strike they are dead (this stacks with AV=0, ie Call “2 AV=0 Slay.”

7) Blinding Aura (IC): Cost:  1 mana.  Call “Blinding Aura: (blind):” All in your vicinity (10 foot radius) other than you are blind for their ROR.

8) Advanced Martial Arts: You can deal +2 damage with your hands.

9) Weapon Mastery (elite):  Cost: be stationary.  Select any one class of weapons with which you attack all AV=0 (while stationary).

10) Ninja Duel Elite: Cost: 1 Mana.  At the beginning of a Ninja Duel you may call one of the following to affect the match.  “Loose all Skills” (your opponent has no skills)  “Loose all Spells” (your opponent has no spells)  “You are immobile and blind.”  (they cannot move from their spot and are blind for the duel).


ASSASSINATION Out of Combat SKILLS

RESTRICTIONS: (can be learned by mages and warriors)

MAX ARMOR: Leather Armor.

1) Informant: Can locate any player who is in the same town as you whose level is X or less.  X = you level in Assassin (this ability stacks with other players as well as the Inn Keeper Trade&Craft). You know specifics of your target (armament, number of guards, some abilities they have etc).

2) Hit Man: Can arrange to meet up with any player whose location you know.  You will be within 10 feet.

3) Dispatch:  In Out of Combat situations you may place a bladed weapon on the front of another players neck and call “Dispatch: You die!” to kill that player.

4) Scholarly Discipline: Lowers the time and exp. cost to learn all (OUT) Skills in this Class (though they are never less than 1 exp).  They now take only 2.5 min and cost 4 less exp.  to learn.

5) Disguise: Cost: 1 mana.  Can make yourself look unlike yourself or like any species 1 size larger or smaller.  Can even look like someone specific. Only lasts for one encounter.

6) Guild Member: Skills in this class cost 4 less gold to learn (though never less than 1 gold).  Staying on the road is now free for you in any town where your guild is present. The guild will help you in legal matters, protect you and summon and resurrect you at no cost.  Members of this class that are level 5 or less must obey you unconditionally and you are responsible for their actions.  You must obey your Guild Masters unconditionally.

7) Make Poison: Cost: 1 Mana.  Can make Poison at ½ normal cost (usually 8 gold per dose).  Poison is applied to a weapon or food and last for one encounter.  If damaged by Poison (or drink/eat it) you are on your death count and will die in 1 minute if you do not receive an antidote.

8) Combat Discipline: Lowers the time and exp. cost to learn all Combat Skills in this Class (though they are never less than 1 exp). They now take only 2.5 min and cost 4 less exp.  to learn.

9) Careful Planning:  Increases effectiveness of Hit Man.  You can choose what level of Careful Planning to use-  (1) Target will be asleep (though perhaps guarded.  (2) Target is alone – unguarded (though perhaps awake).