Dying Light Rulebook

Dying Light Rulebook

1.Introduction

Welcome to the Dying Light LARP rulebook! We are so glad you have found your way to our community of Live Action Role Players. Dying Light is a science fiction/fantasy setting which means that we have access to a wealth of stories and settings that fulfill a variety of interests. The world we play in is called Nexus, and the main story takes place in a town called Oasis. Oasis is a trading town that sits on a stable part of the Nexus (for reasons that no one really knows the land of Nexus shifts frequently). It is a trading hub, which means that all walks of life come through from elves to cyborgs to the occasional fairy and beastman. Monsters and other creatures (called voidlings) are either a part of Nexus itself or are spit out of portals that will randomly appear. This is the nature of Nexus, it is chaotic and dangerous. For those with the guts to call it home there are a myriad ways that life can be difficult, but also ways to make it exciting and fulfilling. What your characters motivations are will determine your style of play, but rest assured, whether you are an adventurer or a scribe you will have all you can handle in Oasis.  If this is your first time doing anything like this, let me take a moment to explain some of the basics to you.

Live Action Role Play (LARP)

Live Action Role Play (LARP) is an immersive and interactive role playing experience. Each person who comes to an event has created a character using the system inside this rulebook. Characteristics like race, skills, and magical abilities are all chosen and put into a character sheet. This is your character on paper, but when you get to game and put on your costume, you take on the role of that character adding flesh and bones to the paper skeleton you have made. Plot is a group of people who are in charge of bringing out extras and opponents called NPC’s (non-player characters). These along with the other people playing characters will advance stories, create intrigue, and of course provide opportunities for combat.

 

If this is your first event, it is highly recommended that you read the rule book thoroughly so you have a strong understanding of the world and the rules that govern it. If you have any questions there are referees who are able to assist you any time. Remember, your characters actions and decisions are all set in stone the moment you say or do them. Everything happens in real time, which means you need to understand why your character does things (unless they are insane, in which case you can disregard that last sentence). From the call of “game on” Friday afternoon to Sunday morning you are considered “in game” and your actions will affect the game world. If at any point you feel that you need a break from the role play, you are allowed to go “Out Of Game” which is referred to as going OOG. This means that you no longer exist in the game world, your character is off doing something else which makes them completely inaccessible in game. This can mean that they have “left town” for some reason. Being OOG is signified by wearing an orange head band on your head which is clearly visible or holding your closed fist or weapon on the top of your head. To re-enter game, go to an area that makes sense for your returning character and remove your headband. Remember, you are not part of the game while you are wearing an orange headband.

 

2.Considerations before Playing

Events

Dying Light runs on an eight month season. We begin our season in March and ends in October. This gives the various teams that work on Dying Light time to make any adjustments between games. We have one event every month giving us eight games a season.

What to Bring to Each Game

Since LARP is a combination of camping and improvisational acting you need to bring a little more than usual to an event. The locations we use have bunks for sleeping, however bunks are often limited to a first come first serve basis, so bringing a tent is strongly encouraged. Here is a short list of things that you may want to bring with you for each event:

  • Your costume garb
  • Any and all boffer weapons, bows, spell packets, or Nerf guns your character will be using or may potentially use during event.
  • Props your character uses or physical representations (phys-reps) you want to add flavor to your adventure.
  • Make-up if your character uses it.
  • A tent if you are camping or a sleeping bag and pillow if you are using the bunks.
  • A first aid kit for small issues such as cuts, blisters, or headaches.
  • A OOG bag (marked orange) to keep personal items such as car keys, wallets, etc
  • Food, cooking utensils and a cooler. We have a communal dinner on Saturday that everyone who wants to can pitch in for, but players should bring all other meals. We do have a kitchen available with limited fridge space, a microwave and an oven.
  • Headbands, remember you will definitely need orange and white, and may need the other colors as well depending on your character’s abilities.
  • Entrance fee money. We gladly accept cash or check and appreciate correct change. Your first event is $30.00 dollars, every event after that is $35.00 dollars. We have options for prepaying the whole season ($280) which will give you bribe, an incentive we will cover later on.

A Note on Rules

No game that allows characters freedom can dictate a rule for every situation that may happen. We have worked very hard to give players a rule structure that helps, not hinders role play. If you have any questions or concerns about the function or application of a rule, let the rules team know. We are focused on having fun, so if you find something that you feel is game breaking or will keep other players from having fun, bring it to a rules ref.

 

Who are the Referee’s?

There are several different teams that exist which make Dying Light run smoothly. All of these people are considered Ref’s who can arbitrate disputes, make calls on rule questions, and in general oversee that the game is running smoothly. You will usually see them if they are not playing a NPC (non-player character) walking about in an orange headband. At the top is the Owner who has final say in all matters, then the various teams such as Rules, Plot, Safety, and Logistics. These people make up the bulk of the referees.

 

Laws of Conduct and Safety

How to act and what is considered safe at LARP are two very important subjects. They have their own chapter in the rulebook which we STRONGLY encourage you to read and understand. The only way everyone can have a good time is for all our participants to feel safe and free to play the characters they have created. Etiquette and safety are just as important as any other part of the game play and that is why there is a whole chapter devoted to it.

 

Children and Valuables at Game

Dying Light is an 18+ age event. This means that no one under the age of 18 should be on site for game play or observation. Some of the subject matter at Dying Light can be adult in nature, with themes that can contain course language, adult situations, and of course violence. For this reason no children are allowed at game. As for valuables such as wallets, watches, jewelry, etc it is recommended that you keep them all together and as safe as possible. Dying Light accepts no responsibility for lost or stolen goods (though we of course will lend a hand helping you find them if they are lost). So I would personally suggest you get a clearly labeled bag that is out of game (OOG) and stash all your stuff in that in a safe place (perhaps a vehicle).

 

Warnings and Player Grievances

Though it would be great, not all players will get along with one another. It is important to remember that in character interaction should stay in character. You must be able to separate your characters emotions and your own emotions so that what is in game stays in game and what is out of game stays out of game. If it is found that a player is treating another player with disrespect, threatening, or any behavior that violates the laws of conduct then they will be issued a warning by the owner or a representative endowed with that authority. After three warnings (or fewer if the situation is deemed severe) that player will be asked to leave the game. It is encouraged that any player with a legitimate grievance comes to a ref as soon as possible.

 

Character Sheets and Physical Representations

As we stated earlier, your character sheet is the base of your character. It is what tells you which feats you have purchased, how hard you hit, how effective you are at healing and all the other little things that are a part of the stats of your character. You will be given a new character sheet each game, since you will be making changes frequently from blanket. Blanket is the experience you have earned after being at each game. This is used to purchase new skills and abilities. At the end of each game you will give your character sheet to a person from Logistics and then between games upgrade your character using blanket. At the beginning of the next game you attend you will be given a new character sheet with all the changes you elected to make. You must keep your character sheet on you at all times during game! If any player feels that you are not following the rules (e.g. using feats you do not possess) then they can request a Rules or Plot ref who will look at the player’s sheet and declare a ruling. If a ruling is requested, this should be done outside of combat situations.

 

Dying Light uses a tag system for its items. We are a tag light system, so not all items are required to have tags. Items that have an exceptional in game effect will have a tag associated with it. An enchanted weapon, a poison, dancing lord boots, all of them have tags. You get these items from merchants, looting enemies, thieving, and grab bags OOG. Once you have a tag it is your responsibility to get it phys-repped. This is the process of putting a tag on an actual object that you will use as that item. If the tag says +1 sword, then you have to find a safety approved LARP sword and apply the tag to it. If you get a tag of Dancing Lord Boots, then you have to put it on footwear. These tags and phys-reps must stay together so that if you are looted they will remain together (since technically in game they are the same thing).  Since it is impossible to come with enough possible phys-reps for every occasion you have one month after getting your tag to find a phys-rep for it, if you do not have a phys-rep for your item it will be unavailable for use.

 

Tags that are in-game but are not phys-repped must be stored in a container no less than 2 cubic feet in size. If you find that you need to replace the tag on a phys-rep, due to it being shattered with the shatter effect, you may go and replace it from your item box. If you are selling items you do not have phys-reps for, it must be done at the container you use to store your extra tags.

 

Plot may pass out phys-reps with tags attached; some of these are meant to be kept by the players. If you receive such an item, continue using it until end of game, and then check with a Plot ref on what should be done with the phys-rep.

 

Multiple Characters

Dying Light allows you to have four characters created and in the system at any given time. You may only play one of those characters at each event and only that character gets blanket. If for some reason you are unable to play that character after event begins such as the character is sundered and not returning or an injury forces you to play something else then you are allowed to bring in another character. Other situations may occur, and you should always check with head of plot or game director before switching characters.

 


Thieving and Searching

One of the chief reasons that all tags and phys-reps must be together is that some of the players could be out to steal your stuff. There are very specific rules for theft in Dying Light to keep everyone involved safe. First, if you want to steal something from someone’s bunk or sleeping area and they are not present and watching you, you must have a ref present to ensure fair play is used. Second, if you have successfully taken something from someone once you have made good your escape please bring the phys-rep to a ref. We will take note of phys-rep and owner of it. A stolen item is not allowed to be stored or kept in an out of game area and must be returned to owner at the end of game. Hand the phys-rep into a ref at the end of game and we will return it to the owner. The thief will be responsible for the phys-rep until it has been returned to the owner, just please be respectful of other peoples property. The reason for this is that if you steal their +4 sword and you are walking around with the phys-rep out, they will know it is theirs and have the opportunity come to take it back. This is all handled in game. Players should always have a bag or area marked for out of game stuff (orange tape works or fabric) that way there is no confusion about what is lootable.

 

First Two Games

As a courtesy to those learning the system, your first two games as a new player do not count against your resurrection boxes. If you die and pop to spirit you do not need to see a ref and have an X placed in your box until your third game.

 

 

 

Thank you for reading! We look forward to seeing you at game!

3.Conduct

At your first game, please be ready to show us proof of age. At this time, we cannot accommodate accompanied minors or minors with permission slips. First time players will be asked to produce proof of age at check in. Acceptable proof is defined as any document issued by the State or county, city, or the federal government. A driver’s license, state-issued ID or a passport will work just fine.

 

Be respectful of both players and staff. Dying Light will not discriminate against anyone on the basis of race, ethnicity, gender, sexual orientation, religious belief, physical, or mental disability, or age (excepting our minimum age requirement of 18 years old.) We expect the same of our players.  Respect also includes refraining from vulgar displays of temper. Everyone has moments where they are upset, disappointed, or unhappy (and that’s ok) but this doesn’t give players license to lash out.

 

Familiarize yourself with the rules and follow the intent behind them. If you find a loophole, tell us. If we find a loophole, we reserve the right to correct problematic interpretations as needed. If you have a question regarding what a rule means, a member of our Rules team will be happy to answer any concerns you have. Rules Lawyers are a giant wet blanket on fun, and players who repeatedly exploit or argue about loopholes will be issued a warning.

 

Take good care of yourself and be aware of your limits. LARPing can be a strenuous activity. Pair that with long nights, irregular eating habits and bad weather, and you can end up feeling awful come Sunday morning cleanup. Dying Light expects its players to bring clothing and footgear for wet, cold weather (this includes snow gear in all but July and August), enough food for six nutritious meals that meet a player’s personal dietary needs and restrictions, and a tent with gear or bedding that will keep the player warm and dry at night. See the What to Bring section for further details. Players requiring daily prescription medications should have enough doses for the entire weekend as most of our sites are not within convenient driving distance of a pharmacy. We strongly encourage our players to get some sleep during game. Energy drinks, coffee and other caffeine delivery systems are not an acceptable substitute for sleep.  A special note on chronic conditions: Dying Light encourages those players dealing with chronic illness to assess their capabilities and use good judgment regarding participation. We expect all players to assist in the cleanup of the site on Sunday morning and to participate in game with minimal accommodation beyond our yellow headband policy (see None Combat for details). While no one can predict the onset of an illness-included bad day, we will remove players that consistently suffer medical issues due to a lack of self care or self awareness as this poses a safety issue to both the affected player and the community.

 


Bullying, Domestic Violence, Sexual Harassment and other forms of social aggression will not be tolerated or ignored. Social predators can manifest a variety of unhealthy behaviors, most of which involve dominating, excluding and abusing vulnerable individuals in a variety of social settings. Because LARPing is inherently a social event which has a tradition of being “accepting of everyone,” it is especially attractive to these types of individuals. Dying Light does not tolerate social aggression in any form. Should our staff become aware of a player behaving in such a way, we will immediately remove the offender and take steps in order to ensure the safety and comfort of the target. At Dying Light, we have one member of staff who is formally trained to identify, intervene and provide support in these situations. We consider this rules violation to be a serious offense and will handle the situation accordingly, which may include contacting the authorities.

 

No buying and selling goods or services at site with real world money. Dying Light is a 501c3 private nonprofit organization. Because of our status, we cannot allow any for-profit buying, selling or trading at game. In addition to this, we rent our sites from other nonprofit entities which also prohibit for-profit activities on grounds, which means the parking lot and any time before/ after game is included in this. The only exception to this is in circumstances where all profits of sale would go to the betterment and upkeep of the organization.

 

Consumption of alcoholic beverages, illegal drugs, or prescription drugs for which you do not have a prescription for, is prohibited. We here at Dying Light feel that boffer weapon combat and any substance that impairs your judgment are a bad mix. For the safety of the group, we have a zero tolerance policy regarding the possession or consumption of these items at game.

 

We do not allow marijuana use for any reason. We understand that medical marijuana is regulated in both Oregon and Washington at a state level, and the recreational use of marijuana is legal in Washington. So…why is it still not ok? Because our games are held on private property, and the owners do not tolerate marijuana consumption for any purpose on site grounds. Legally speaking, the wishes of the private land owner supersede any otherwise legally permissible activity. Marijuana consumption is also still illegal on a federal level, and as a result is not treated as a permissible substance for any reason by our insurance company. Individuals who cause property damage or bodily harm while under the influence of marijuana void the protection of our insurance policy. This is a firm rule. Please respect the financial and legal risks marijuana consumption poses for Dying Light.

 

Felony crimes and convictions disqualify players. We take player safety and security seriously. Should Dying Light learn of a felony conviction in a player’s history as an adult, supported by an official copy of a criminal record, the player will be permanently banned. If you admit to a staff member that you participated in a felony crime or a staff member witnesses you committing a felony crime in or out of game, regardless of conviction or arrest, you will be banned. This is a firm rule with only two exceptions: a state felony arrest or conviction regarding civil disobedience, or a none-violent offender. Should your conviction fall under these exceptions, tell us. We are much more likely to work with a player who has been open and honest about their past.

 


Players who show signs of intoxication and/ or impaired judgment will be removed from play.

In addition to illegal drugs and alcohol, pain killers, allergy treatments, sleep medications, and severe emotional stress can leave a player distracted, groggy or worse. Because Dying Light is a physically strenuous game that includes simulated combat, we require players to be able to exercise good judgment at all times. If at any point a player is judged to be too impaired to interact safely with the game, he or she will be removed from play. At no time will an intoxicated or impaired judgment player be allowed to leave the site by car. Failure to follow both these rules will result in the staff contacting the authorities with your vehicle information and a permanent ban.

 

Our designated smoking area is the parking lot of the site. E cigarette use is limited to outdoors. Both of our sites are designated as nonsmoking. Players who wish to smoke must leave game space and go to the parking lot to do so. Due to small amounts of nicotine and inconclusive health studies regarding indoor use, E cigarettes may only be used outdoors.

 

No Poaching…so what is poaching? Poaching is when a player joins a LARP not so much with the intention of actually playing the game, but to advertise for another LARP. Usually, poachers put on a big show of finding fault with the LARP in progress, then pitch their LARP as being a better alternative. Poaching is disruptive, pulls people out of the game, is disrespectful to all the time and effort the staff have put into an event, and casts the LARP which the offender comes from in an ugly light. Anyone caught poaching will be asked to leave site immediately without a refund.

 

Players will not give medical or mental health advice or assistance unless appropriately certified. Rendering first aid or CPR untrained can be dangerous and hurt an injured player further. Expired licenses, insufficient training or past training that is not current by an official certifying body’s standards, or ” my mother/ boyfriend/ dog is a doctor/ therapist/ psychologist” do not qualify as certification. Anyone caught practicing medicine without a license (this includes advice) will be asked to leave the game. In short, unless you have a statement from an official certifying body that says you can dispense medication, perform CPR, or diagnose depression, don’t do it.
Players will report any injuries to a member of Safety. At the time of this handbook’s writing, we have staff members, who are currently licensed to perform CPR and basic first aid. Copies of their cards will be kept in the organization’s records for site and insurance purposes.  Should anyone become injured during game, even if it’s “no big deal,” contact either of the named staff members above so they can assess the injury and write a safety report.

 

Do not bring real weapons to an event REGARDLESS of licensing, training, or permits. This includes forms of nonlethal personal self defense, including but not limited to pepper spray, stun guns and batons. Having weapons of any sort in your car, (even the trunk) counts as bringing weapons to an event. Leave these things at home.

 

Players will refrain from misrepresenting the organization of Dying Light, its membership, or its intent at any time. While the staff of Dying Light welcomes players with constructive points of criticism, we will not tolerate trash talk or gossip. If you are found to be the likely source of a destructive rumor against a player, staff member, or the organization, you will be asked to leave the game. Misrepresentation also includes falsely claiming to be a staff member. We rely on the generous support of our players with things like NPCing, administrative duties, and prop creation, but this does not confer staff member status (or authority to act as such) to any player, even temporarily.

 


Before touching another player, ask permission. We recommend players ask out of game “Do you accept physical role-play?” to the player being acted upon and then describe the action. The receiving player may give the go ahead, at which time the scene plays out as described. Should the player decline, the scene is described by the actor, at which time play resumes. Witnesses are to treat the described scene as if it physically occurred. Err on the side of caution on this one, comfort levels can vary depending on person and the scene. Violating another person’s physical space can be uncomfortable at best and a form of bullying at worst.

 

Rape and sexual assault are off-limits subjects. There is only one forbidden subject with Dying Light. That subject is rape. We do not think that a real life subject that causes so much emotional havoc is appropriate for the game. Plot will never touch this subject, neither will players. This includes back stories. We don’t care if you kill, steal, kidnap, or torture people, as long as rape doesn’t come up.

 

To recap: Have fun! Be awesome to yourself and each other. While we have attempted to be a complete as possible here, there may be inappropriate behavior that arises that isn’t explicitly covered in this section. For this reason, Dying Light reserves the right to remove any person from game for any reason, or deny a person entry into the game, temporarily or permanently.

 

 

 

4.Character Creation

To begin the process of creating a new character, you should construct a concept and choose a race.  This can be as simple as deciding to play a melee class to developing an extensive background (See the Dying Light website): the past of the character; determining the moral codes to which the character ascribes; or motivations which will affect the course of actions for the character during a game.  After this, Dying Light has several steps in the mechanical development of the character.  The most fundamental being the selection of statistics and the character’s race.

4.1.Races

Within the setting of Dying Light, there are six playable races; two of which possess sub-races.  There are no known half races within the Nexus Realm and as a rule; a character will always be the same race as their mother.

Each race provides mechanical bonuses to the character, along with a cultural heritage and history.  This is provided in greater detail within the Player’s Guide.

Table 2.3 – Racial Bonuses

Race Bonuses
Terran High Tech Use
*Additional bonuses
Vary
Fey/ Dark Fey High Magic Use
*Magic Path feat OR Claws
Beastmen Warrior Feat OR Claws
Dwarves Body Feat OR Merchant and Contacts
Felinae Quickness Feat OR Claws
Mutants Claws AND Poison Touch
Revenants Claws AND Undying

Please note that some of these races have make-up or costume requirements which must be worn at all times while playing.

See the racial feat Description: in chapter four.

Also of note, each race has its own starting equipment list that will be presented to you at the time of character creation.

 


Table 2.4 – Racial Costume Requirements

Race Physical Representation
Terran No Requirement
Terran: Tinker Gear “tattoo” located on the head, neck, hands, or wrist.  Cannot be hidden in hair
Terran: Cyborg Approximately 1” by 2” barcode located on the head, neck, hands, or wrist.  Cannot be hidden in hair.
Fey/ Dark Fey: Elves Pointed Ears
Fey/ Dark Fey: Fairies Pointed Ears and Wings
FeyKith Must phys-rep the distinct race. Must not be able to be confused with other races.
Beastmen Horns
Dwarves Three braids
Felinae Cat Make-up
Mutants Must obviously have a deformity
Revenants Must be obviously undead

4.1.1.Beastmen

Beastmen are a race of bovid-humanoid hybrids.  Characteristically bovids are cloven-hoofed, ruminant mammals with unbranching horns such as those of a goat or bull.  All Beastmen have horns, while many also possess digitigrade hindquarters, hooves, fur, and tails.  The maximum racial ability score for Beastmen is ten with an exception of twelve for their Strength.  Beastmen receive either one Warrior Feat or may choose to have the natural weaponry of Claws as their racial bonus.

This race is not native to the Nexus and accounts to their origination differ; Beastmen claim to come from a realm called the Dreaming, while the Fey argue that the race is a result of Elvin experiments during the Gate War.  This society is typically very tribal and war-like, showing high regard for acts of strength, bravery, and prowess while hunting.  The Beastmen at large place great importance on the size of their horns—larger horns signifying strength and virility.  The lifespan of a Beastman can extend to approximately 80 years.

Beastmen clothing is usually very tribal in design, with the fur and leathers of fallen prey along with preserved trophies to adorn their costume.

Racial Costume Requirement: Horns

Racial Bonus: One Warrior Feat or Claws

4.1.2.Dwarves

Dwarves are a subterranean race of humanoids.  Despite living primarily underground, their stature and eyesight are unaffected by the conditions under which they live.  The race is capable of existing above ground and does not show any signs of light-sensitivity.  Their height is human-like. Some Dwarf females have been known to have beards.  The maximum racial ability score for Dwarves is ten with an exception of twelve for their Constitution.  Dwarves receive one Body Feat OR Merchant and one Contacts as their racial bonus.

Dwarves are supposedly an indigenous race of the Nexus Realm and occupy underground cities carved from rock.  The culture is rigid and steeped in traditions placing high value on metallurgy and craft.  There are three Kingdoms, five Clans, and numerous Families.  The people represent their commitment to these institutions by wearing three braids.  The lifespan of a Dwarf can extend to approximately 500 years.

The typical attire of a Dwarf is medieval in style; however, they are able to adapt most clothing, favoring garments that are sturdy and practical in construction.

Racial Costume Requirement: Three Braids. This can be in either the Dwarf’s beard or hair. Women do *not* have to don a fake beard, but it would not be out of place in Nexus.

Racial Bonus: One Body Feat OR Merchant and one Contacts

4.1.3.Felinae

Felinae are a race of feline-humanoid hybrids.  The cats are furred, with markings that vary based upon their heritage and tribe.  Similarly, not all Felinae have tails.  The maximum racial ability score for Felinae is ten with an exception of twelve for their Dexterity.  Felinae receive either one Quickness Feat or may choose to have the natural weaponry of Claws as their racial bonus.

The Felinae are supposedly an indigenous race to the Nexus Realm, living in territorial tribes and unlike most, have a spoken language that is unaffected by the Nexus magic which unifies common oral communication.  The lifespan of a Felinae can extend to approximately 60 years.

Felinae are most likely to dress in primitive tribal clothing, though their natural fur protects them from the elements.  This can differ though, as some may find fine clothing and jewelry more appealing.

Racial Costume Requirement: Cat Make-up such as cat ears, striped or spotted face paint, whiskers or prosthetics to simulate a cat’s nose are examples of appropriate racial costuming.

Racial Bonus: One Quickness Feat or Claws

4.1.4.Fey/ Dark Fey

The Fey are a race with three sub-races: Elves, Fairy, and Feykith.  Dark Fey are a corruption within the Fey and therefore have a slightly different racial bonus.  While Dark Fey have no physical differences from other Fey; their distinction comes from their connection to darker magic.  These Fey also have an affinity for the spiritual, they have become touched by darker forces—specifically Death Magic.  Though the Fey and Dark Fey are sometimes described as fairy tale creatures by the Humans and Dwarves, they are in truth a magically advanced race.    The maximum racial ability score for Fey is ten with an exception of twelve for their Intelligence.  Fey receive one Magic Path Feat, from the listed options, as their racial bonus, while Dark Fey receive one Death Feat as their racial bonus. Feykith can choose Claws instead of the Magic Path feat.

Elves

Elves are the most numerous sub-races of Fey and Dark Fey within the Nexus Realm.  By virtue of their race Elves possess a natural affinity for magic, as represented by their Racial Bonuses and by extension a cultural association to magic as a whole.  The lifespan of an Elf can extend to approximately 2000 years.

Traditionally, Elves prefer to dress in more medieval clothing—it is uncommon to see an Elf adopt a more modern human style of garb.

Racial Costume Requirement: Pointed Ears

Racial Bonus: High Magic Use and One Life Feat OR One Death Feat OR One War Feat


Fairies

Fairies are another sub-race of Fey that, along with several other distinctions from Elves, most notably have wings.  Contrary to Human assumptions, these creatures are not diminutive and their wings are seemingly nonfunctioning; they do not fly.  The lifespan of Fairies can extend to approximately 500 years.

Due to the nature of Fairies, their fashion choices are not conforming to any one style.  They can be fickle or flighty and this extends to a Fairy’s attire.

Racial Costume Requirement: Pointed Ears and Wings.

Racial Bonus: High Magic Use and One Life Feat OR One Death Feat OR One Pain Feat

Feykith

Feykith is the term applied to the myriad of other fey races present in the Nexus that lack a population large enough to warrant categorization.  While this sub-race is comprised of dryads, nymphs, red caps, and—as humans can attest—many of the creatures of fairytale lore; they possess enough similarities which allow them to be identified as Fey.  The lifespan of a Fey Commoner can extend to approximately 500 years.

Similar to Fairies, there is enough variety amongst the Fey Commoners that their style of garb is too diverse to mention.

Racial Costume Requirement: Must phys-rep the distinct race. Must not be able to be confused with other races.

Racial Bonus: High Magic Use and One Magic Skill Path Feat or Claws

4.1.5.Mutants

Mutants as a race are mutated version of any previously listed race.  The unifying trait of mutants is that they have all suffered a mutation of some sort and the replacement of former racial bonuses. The maximum racial ability score for Mutants is nine.  Mutants receive both the natural weaponry of Claws and the Specialty Feat Poison Touch.

Mutants are less of a race, and more the victims of the errant energies released during the war. Weather these deformities were caused by technological or magical means matters not.  The Lifespan of Mutants can extend to approximately 200 years.

Mutants may wear the clothing of their previous heritage and/or fashion which suits their new state of existence.

Racial Costume Requirement: In addition to the Mutant’s former racial characteristics, the Mutant must have an obvious deformity. Extra arms, tentacles, a third eye, or a face on the back of your head are all good examples.

Racial Bonus: Claws and Poison Touch.

4.1.6.Terran

Human are a race with two sub-races: Humans, Tinkers, and Cyborgs.  The maximum racial ability score is ten. All Terrans have access to Morpheus Tech, see the Items chapter for details.

Humans

Humans are descendent from the settlers, research teams, and troops that arrived in the Nexus before the Gate War.  Their adaptability and genetically encoded technology provides a distinct advantage represented in their Racial Bonus.  The lifespan of a Human can extend t0 approximately 100 years.

Humans garb ranges from primitive medieval clothing to science fiction fashion.

Racial Costume Requirement:  No make-up requirements

Racial Bonus:  High Tech Use and Gunslinger Feat OR Warrior Feat

Cyborgs

Cyborgs are the third Terran sub-race; remnants from the genetically engineered troops of the Gate War.  Able to interface with a unique technology dubbed Morpheus Tech, Cyborgs can have no augmentations or be almost completely mechanical. The life span of Cyborgs is unknown at this time, but speculation places it at approximately 300 years as they are able to replace failing organs and tissue with machine.

Racial Costume Requirement: Approximately 1” by 2” barcode located on the head, neck, hands or wrist.  It cannot be hidden in hair.  The barcode may be hidden with clothing such as scarves, masks, or gloves, however must actually be present on the body.

Racial Bonus: High Tech Use and Gunslinger Feat OR Armor Feat

 

Tinkers

Tinkers represent a different culture of humanity.  More than simply the descendants of settlers, they believe that their predecessors were the engineers and technicians which operated the dimensional gates.  This society of humanity reveres technology and incorporates this regard into daily life: Tinkers have developed a semi-nomadic lifestyle to continue the pursuit of lost technology and have even extended this to the names of their offspring.  The lifespan of a Tinker can extend to approximately 100 years.

Tinkers prefer human clothing adorned with technology—circuit boards, sprockets, wires, and cogs.  While not limited to, Tinkers can also be seen in steampunk regalia.

Racial Costume Requirement: Gear “tattoo” located on the head, neck, hands, or wrist.  It cannot be hidden in the hair. The gear may be hidden with clothing, but must be present.

Racial Bonus: High Tech Use and Gunslinger Feat OR two ranks in Engineering

4.1.7.Revenants

Revenants are a race of undead that can be from any of the previously mentioned races—Terran, Fey, Beastmen, Dwarves, Felinae, or Mutant.  The unifying characteristics of this race are the distinctive appearance of death and the replacement of former racial bonuses.  The maximum racial ability score for Revenants is nine.  Revenants receive both the natural weaponry of Claws and the Specialty Feat Regeneration.

Revenant origins are unknown, though their appearance is closely tied to the origins of Death magic.  Many Revenants have gathered in the former Elven city of Athenea, now The City of the Liberated Dead, and call this place home.  The lifespan of a Revenant is unknown; currently there are no Revenants older than the Gate Wars.

Revenants may wear the clothing of their previous heritage and/or fashion which suits their new state of existence.

Racial Costume Requirement: In addition to whatever racial characteristics the Revenant had in life, the player must appear obviously undead. Examples of this are pale skin with sunken eyes, death wounds, protruding bones.

Racial Bonus: Claws and Undying.

4.1.2.Character building questions

The next stage of character creation is spending Skill Points for your character. However before moving forward into this last step of Character Creation, you may wish to spend some time developing a more in depth character background. As this can greatly assist you in choosing which skills to assign too your character, making your starting experience that much more fulfilling.

Please peruse the world guide on our website and feel free to contact or PR team or talk to folks on the forums to get some ideas for the following.

What follows are some suggested questions to consider for your character:

Where are you from?

 What brings you to Oasis?

 Why are you staying in Oasis?

 What do you spend your time doing when you aren’t <Fighting, digging graves, underwater basket weaving, selling goods, ect…>?

The following two chapters: Skills and Path Skills, Feats, and Epic Feats, will detail the final steps needed to complete a beginning character.


5.Character Advancement

Just like in real life, as we experience more we grow and learn new skills. Dying light represents this growth through giving characters additional skill points to spend.

There are several ways to get more skill points for you to spend on adding additional skills to your character. The details of those costs and restrictions are covered under Skills and Paths.

 

Blanket

For every game that you attend, you are eligible to receive skill points for the character you played. Blanket is awarded to all players provided that the campsite has been cleaned and ready to present to the rangers by checkout time.

This keeps us in good standing with the campsites we use and helps encourage our community approach. Please focus on cleaning and packing up your personal belongings and the area you were using.

The amount of skill points your character will receive from Blanket is dependent on the total skill points your character currently has. It is a sliding scale to help keep the game balanced and fun for everyone playing. See Table 6.1 to determine how much your character can be awarded.

 

Blanket Skill Points Awarded

Current Skill Points Amount Awarded
0-99 15
100-149 10
150-199 5
200+ 1


Bribe

Bribe is our way of saying ‘thank you’ for assisting with the game. Bribe is something like a currency, in that you can exchange bribe for various benefits. See table 6.2 for the current list of what is available to exchange for Bribe.

We will award bribe for most things done to help out the org. For instance the donations of packets, costumes, props, and cash will all give you bribe. In addition, taking time away from playing your character and offering to run one of the ‘None Player Characters’ that help to represent the world will also net you some bribe.

Activity Reward
NPC 20 per hr
Donations 3 per $1

Your donation may be tax deductible. Check with the owner for details.

We limit the amount of bribe you may use per game to 750 points, when used to convert to skill points.

Bribe Rewards

Bribe Cost Reward
50 1 skill point for any character
1 1 in game credit(our monetary system)

 

5.1.Valor Points

The Valor system is something that a character gains access to once they are over 200 skill points. This reflects the generally epic nature of characters at this skill point level and allows you to make further customizations to produce a truly unique character, without drastically increasing the overall power of the character.

For each game that you attend you will gain 1 Valor point that can be spent during your character update.

What follows is an example list of the changes you can make with the Valor system. All of these changes are valid, and you can request the majority of them and we will grant them with no further need for discussion. If there is another change that you would like to use valor points for, you will need to send your idea in and we will discuss it with you.

Name Cost Effect
Self Limb Restore 1 Use the Medic skill to fix your own limbs
Self Surgery 1 Use the Medic skill to perform surgery on yourself
Ritual Specialization 1 Count your Ritual skill as being higher for specific ritual applications
Minor Call Alteration 1 With Plot and Rules approval, change a feats’ call to one in the same ballpark but slightly different flavor (Shatter could become a Corrosive call)
Magic Claws 1 Call for Magic with claw weapons
Claws 2 Gain the ability to grow claws
Surpass Ritual/Engineering 2 Increase Ritual or Engineering to 6
Magical Substitution 3 Replace a base magical call with another unrelated one for 30 minutes (Life as a weapon, War used to heal)
Additional Feat 4 Gain an additional feat you would otherwise qualify for (at least 3 ranks in the appropriate path)
Prestige Race Lvl 2 4 Increase and existing prestige race to Level 2
Thunder Shock 5 Use Thunder Shock 3 times/event
Frost Nova 5 Use Frost Nova 3 times/event
Prestige Race Lvl 3 6 Increase existing prestige race from Level 2 to Level 3
Additional Epic 8 Gain an additional Epic Feat that you would otherwise qualify for (at least 15 ranks in the appropriate path)

 

6.Skills

All characters begin the game with 50 Skill Points to spend.  Each skill has both a cost next to the name and a brief description.  A more comprehensive explanation of the skills will follow the list.  Costs for skills are fixed; the prices are the same at character creation as they are later in the game.  Skill names followed by an asterisk indicate that the skill may be purchased multiple times at the same cost.


Skill Lists

Armor Skills SP Cost Description
Light Armor Proficiency 2 Light supple armor; provides 1 point of armor
Medium Armor Proficiency 4 Light rigid armor; provides 2 points of armor
Heavy Armor Proficiency 6 Heavy rigid armor; provides 3 points of armor
Armor Master 10 Combines all Armor Skills; allows the armor values to stack

 

Melee Trainings SP Cost Description
Unarmed 2 Simulated fists; provides base of 1 damage
Small 2 Daggers, hand axes; provides base of 1 damage
1-Handed 4 Short swords, maces, clubs; provides base of 2 damage
2-Handed 8 Long swords, great mauls; provides base of 6 damage
Man at Arms 14 Combines all the melee weapon trainings

 

Ranged Trainings SP Cost Description
Blowgun 2 Provides 1 damage; allows the ranged delivery of poison
Bow 6 Provides base of 15 damage
Thrown Weapons 2 Explosives, thrown daggers, rocks; provides base of 1 damage
Deadeye 8 Combines all the ranged weapon trainings

 

Gun Trainings SP Cost Description
Artillery 8 Both low and high tech artillery, provides average base damage of 50
Pistols 4 Both low and high tech pistols; provides average base damage of 10
Rifle 6 Both low and high tech rifles; provides average base damage of 20
Sharpshooter 16 Combines all the ranged weapon trainings

 

Fighting Styles SP Cost Description
Shield 2 Allows use of a shield or buckler
Two Weapons 3 Allows use of dual weapons
Combat Master 4 Combines all Fighting Styles

 

Sneaky Skills SP Cost Description
Disguise 10 Masquerade as another race; unable to impersonate a specific character
Escapology 8 Escape from most restraints and Bind effects with counted action
Waylay 10 Knock out a victim from behind

 

 

Holistic Skills SP Cost Description
First Aid 2 Allows diagnosis of specific statuses in others with counted action
Medic* 5 Provides base healing of 5 HP; additional 5 HP per purchase, revives normal unconsciousness
See Spirits 2 Allows the character to see spirits
Resurrection* 5 Allows the character to return a spirit to its body; additional purchases reduce time

 

 

Magical Skills SP Cost Description
Detect Magic 2 Allows the detection of persistent magical effects with counted action
Adv. Detect Magic 3 Allows the character to discover the nature of the magical effect with counted action
Ritual Casting* 5 Allows the performance of rituals; additional purchases increases the character’s competency

 

Technical Skills SP Cost Description
Identify Tech 2 Allows the identification of a high or low tech item with a counted action
Adv. Identify Tech 3 Allows the identification of a high and Morpheus tech item with a counted action
Engineering* 5 Allows the engineering of tech items; additional purchases increases the character’s competency

 

General Skills SP Cost Description
Contact 5 Allows the development of a NPC resource
Merchant 5 Allows access to the Merchant Network
Research 5 Allows the character to access and search recorded knowledge for specific questions
Poison Sense 2 Allows the  detection of poisons in food and drink with counted action
R/W: Terran 2 Read and write in Terran
R/W: Fey 2 Read and write in Fey
R/W: Beastman 2 Read and write in Beastman
R/W: Dwarf 2 Read and write in Dwarven
R/W: Felinae 2 Read and write in Felinae
Linguist 8 Combines all the above languages

 

 

6.1.Standard Skill Descriptions

Through the purchases of skills the character then possesses the expertise needed to perform the associated action.  Those skills that may be purchased multiple times will include whatever benefits come from additional ranks.

6.1.1.Armor Skills

Armor is the broad term used to describe protective gear; it does not require the character to conform to a medieval concept and may encompass styles from fantasy through science fiction.  Though the physical representation of armor can differ, all armor must be present in costume and must be approved by Logistics at character sign in.  The equipping of armor inhibits the use of any called dodges and the quickness path that the character may possess.  Armor must be worn to grant the associated points in armor.  As a final note, a character wearing a helmet is immune to the skill Waylay.

Light Armor Proficiency

This style of armor provides 1 point of armor.  Light Armor can be flexible and it is intended to protect the wearer from abrasions.

Medium Armor Proficiency

This style of armor provides 2 points of armor.  Medium Armor can be represented as light rigid plates.

Heavy Armor Proficiency

This style of armor provides 3 points of armor.  Heavy Armor can be seen as large rigid plates.

Armor Master

This skill allows the character proficiency with all the armor skills.  The character may combine the values of light, medium, and heavy armor.

6.1.2.Melee Weapon Trainings

Weapons in this category are considered a part of hand-to-hand combat.  Listed under each weapon skill name is the base damage which the weapon provides, a brief Description: of its physical representation, and the signature damage call of the weapon.  The damage call indicates the type of damage the weapon inflicts as well as the amount of damage.  All melee weapons apply bonuses from the Strength stat as well as the Warrior Skill Path.  Characters may at any time choose to call damage for less than they are capable of.  Mundane weapons do not require tags, but must be approved by a representative of the safety committee.

Unarmed

Base Damage: 1

Damage Type: Blunt

This weapon proficiency simulates bare handed fighting styles.  However, the player must use two small boffer safe weapons—as approved by the safety committee—to represent the character’s fists. These boffers must be marked with out of game orange strip. Attacks can be blocked with these boffers without taking damage, the same as with standard weapons.

Signature Call: <Damage Amount> Blunt

Small Weapons

Base Damage:  1

Damage Type: Edge, Blunt

This weapon proficiency allows the use of small weapons fighting styles.  These weapons may include daggers, hand axes, and small clubs.  Edged weapons cause only “Edge” damage type.  Blunt weapons cause only “Blunt” damage type.

Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt


One Handed Weapons

Base Damage: 2

Damage Type: Edge, Blunt

This weapon proficiency allows the use of one handed weapon styles.  These weapons include short sword, maces, hammers, or clubs—any weapon that is wielded with one hand.  Edged weapons cause only “Edge” damage type.  Blunt weapons cause only “Blunt” damage type.

Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt

Two Handed Weapons

Base Damage: 6

Damage Type: Edge, Blunt

This weapon proficiency allows the use of two handed weapon styles.  These weapons include long swords, giant axes, and greater mauls. Edged weapons cause only “Edge” damage type.  Blunt weapons cause only “Blunt” damage type.

As a special consideration, some weapons can be utilized for either one hand or two handed combat.  If a character possesses both the one handed weapon and two handed weapon trainings they may alternate the damage calls between the base damages of these skills dependent on how they are wielding the weapon.

Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt

Man at Arms

This skill allows the character proficiency with all the melee weapon trainings.

6.1.3.Ranged Weapon Trainings

Weapons in this category are considered a part of long distance combat. Guns are covered under the Gun Weapon Training. Listed under each weapon skill name is the base damage which the weapon provides, a brief Description: of its physical representation, and the signature damage call of the weapon.  The damage call indicates the type of damage the weapon inflicts as well as the amount of damage.  All ranged weapons apply bonuses from the Marksman Skill Path and from the Strength stat, with the exception of blowguns.    Characters may at any time choose to call damage for less than they are capable of.  Mundane weapons do not require tags, but must be approved by a representative of the safety committee.

Blowguns

Maximum Damage: 1

Damage Type: Edge, Poison

This weapon proficiency allows the use of blowguns which are an air powered device that launches a Nerf dart.  These weapons cannot exceed a damage call of one; however the weapon is capable of delivering poisons and feats.

Signatures calls must precede attack.

Signature Call: One Edge, <Poison Type>


Bows

Base Damage: 15

Damage Type: Edge

This weapon proficiency simulates archery.  These weapons include bows, crossbows, or other arrow driven systems.  The player may physically represent the bow and choose to throw spell packets or use Nerf style bows. If using spell packets, you must delay 3 seconds between each throw.

The use of an actual bow with safety committee approved LARP safe, modified arrows may be sanctioned by the ownership after the player’s proficiency is tested.  The pull of the bow may not exceed 25 pounds.

Signature Call: <Damage Amount> Edge

Thrown Weapons

Base Damage: 1

Damage Type: Edge, Blunt

This weapon proficiency allows the use of thrown weapons. These boffers must be coreless. These weapons include small daggers, hand axes, or even rocks.    Edged weapons cause only “Edge” damage type.  Blunt weapons cause only “Blunt” damage type.

This training is also required to throw explosives, corrosives, pulse grenades, Greek fire, ect. When throwing one time use items, you do not benefit from any skills or feats, the skill is still required to throw and use the item.

Spell packets cannot be used to physically represent thrown weapons.

Signature Call: <Damage Amount> Edge, <Damage Amount> Blunt

Deadeye

This skill allows the character proficiency with all the ranged weapon trainings.

6.1.4.Gun Weapon Trainings

Weapons in this category are considered a part of long distance combat. Listed under each weapon skill name is the base damage which the weapon provides, a brief Description: of its physical representation, and the signature damage call of the weapon.  The damage call indicates the type of damage the weapon inflicts as well as the amount of damage.  All gun weapons apply bonuses from the Gunslinger Skill. Characters may at any time choose to call damage for less than they are capable of.  All gun weapons require tags, and must be approved by a representative of the safety committee.

Artillery

Average Base Damage: 50

Damage Type: Gun

This weapon proficiency allows the use of low tech and high tech artillery.  These weapons have differing base damages and ammunition counts based upon the individual item.  The actual numerical damage will be detailed on the item tag for the weapon.

Signature Call: <Damage Amount> Gun

Pistols

Average Base Damage: 10

Damage Type: Gun

This weapon proficiency allows the use of low tech and high tech pistols.  These weapons have differing base damages based upon the individual item.  The actual numerical damage will be detailed on the item tag for the weapon.

Signature Call: <Damage Amount> Gun


Rifles

Average Base Damage: 20

Damage Type: Gun

This weapon proficiency allows the use of low tech and high tech rifles.  These weapons have differing base damages based upon the individual item.  The actual numerical damage will be detailed on the item tag for the weapon.

Signature Call: <Damage Amount> Gun

Sharpshooter

This skill allows the character proficiency with all the gun weapon trainings.

6.1.5.Fighting Style Skills

Shield

This proficiency allows the use of a shield.  While the shield will block all offensive type effects—with the exception of Shatter, Fumble, and AOEs—any magical effects that hit the shield are considered to have successfully landed.

Two Weapons

This proficiency allows the use for two weapon fighting styles: handling a weapon in each hand.

Combat Master

This skill allows the character proficiency with all the fighting style skills.

6.1.6.Holistic Skills

First Aid

This skill allows the character to question a target’s specific physical status.  A three count action is required to perform this skill for each question.

Table 3.2 – First Aid Status Questions

Status
Are You…
Poisoned?
Injured?
Disguised?
Unconscious?
Dead?
Regenerating?

Signature Call: First Aid <Question>

Medic*

Prerequisite: First Aid

This skill allows the character to heal 5 health points per purchase for every 60 count of uninterrupted care.  Should the Medic be interrupted (See Chapter Five), the action is unsuccessful and must be reattempted.  Medic may be purchased multiple times for a maximum of five total purchases.

In the advent of the target’s death, a character with the Medic skill may begin to heal the target.  This will pause the ten minute countdown associated with death (See Chapter Five).  Should the Medic be interrupted, the action is unsuccessful and the countdown is resumed.

Upon the first purchase of Medic Skill, the character gains the ability to wake those from normal unconsciousness at a 60 count action.

Medic Skill and the appropriate advanced identify skill are required to insert, remove, or find Augments.  To locate Augments in a host requires a 60-count examination of the patient.  To insert or remove Augments requires ten minutes for each piece.

 

Upon the fifth purchase of the Medic Skill, the character gains the ability to mend crippled limbs.  This requires ten minutes per limb that is crippled.

A medic performing a counted action may be assisted by a second medic, reducing the counted actions time by up to half. This is most easily done by starting to count by two’s as soon as the second medic starts assisting. The assistant must already have the medic level to perform the action they are assisting with. The amount of health restored is always dependent on the first medic to start treatment.

A medic is able to apply medical attention to themselves, however this is limited to only restoring HP to themselves.

Table 3.3 – Ranks of Medic

Ranks in Medic Performed Actions
1 Heal 5HP; Awaken normal unconscious
2 Heal 10HP
3 Heal 15HP; Install Augments
4 Heal 20HP
5 Heal 25HP; Mend Crippled Limbs

 


See Spirits

This skill allows the character to see and converse with spirits, as represented by a white headband.

Resurrection*

Prerequisite: See Spirits

This skill allows the character to resurrect a deceased target which has gone to spirit in 30 minutes.  Simple Resurrection may be purchased multiple times for a maximum of five total purchases.  Each additional purchase reduces the time required to resurrect the character.  If the target’s body is not present or a Body Kit item is unavailable, Simple Resurrection requires the full 30 minutes.  This time is required to fashion a new body.  Resurrection may take no less than 2 minutes.

At the fifth purchase of this skill it allows the character to resurrect a target that has been shattered.  Shattered Resurrections are role play events which require 1 hour.  For more information ask plot.

Table 3.4 – Resurrection Times

Ranks in Simple Resurrection Time to Resurrect With Body
1 30 Minutes
2 15 Minutes
3 8 Minutes
4 4 Minutes
5 2 Minutes, Shattered Resurrection

6.1.7.Magical Skills

Detect Magic

This skill allows the character to examine an item and determine if it is magical in nature.  Magical or enchanted items appear mundane to the untrained.  Detect Magic can also be used to determine if a character is under a magical effect.  No further specifics are revealed through this skill.  A three count action is required to perform this skill.

Signature Call: Detect Magic

Advanced Detect Magic

Prerequisite: Detect Magic

This skill allows the character to examine an item and specifically determine what the magical item does.  Advanced Detect Magic can also be used to specifically determine the magical effects a character is under.  A sixty count action is required to perform this skill.

Signature Call: Advanced Detect Magic

Ritual Casting*

This skill allows the character to perform rituals.  Rituals are role play events that accomplish actions normally unable to be carried out through feats and skills.  For more information ask plot.  Ritual Casting may be purchased multiple times for a maximum of five total purchases.

6.1.8.Technical Skills

Identify Tech

This skill allows the character to examine an item and determine if it is technological in nature.  Technological items can appear mundane to the untrained.  No further specifics are revealed through this skill.  A three count action is required to perform this skill.

Signature Call: Identify Tech

Advanced Identify Tech

Prerequisite: Identify Tech

This skill allows the character to examine an item and specifically determine what the technological item does.  Advanced Identify Tech can also be used to specifically determine the nature of Morpheus Tech.  A sixty count action is required to perform this skill.

Signature Call: Advanced Identify Tech

Engineering*

This skill allows the character to perform feats of Engineering.  Engineering is a role play event that allows a character to modify or combine technological items.  Engineering may be purchased multiple times for a maximum of five total purchases.

6.1.9.Sneaky Skills

Disguise

This skill allows the character disguise themselves to be a different race.  The character cannot impersonate a specific person.  This skill may be used as many times in an event as the character desires.  The disguise will last throughout the event or until it is removed, this persists through death.

The counted action of First Aid Skill can reveal that a character is disguised.  A three count action will remove the disguise.

The player must physically represent the disguise by changing costumes and makeup.  When impersonating another race, the player must adhere to the Racial Costume Requirements (See Table 2.4).

Escapology

This skill allows the character to break free from bonds and fetters of a mundane nature with a ten count action.  The Feat Bind may be escaped with a sixty count action.  Escapology may be performed as often as the character is tied up.

Signature Call: Escapology

Waylay

Target: Other Only

Duration: Instant

Delivery: Boffer*

Resist By: Called Dodge, Helmet, Deflect, Hold the Line, Melee Dodge, Riposte, Toughness, Berserk, and Redirect

This skill allows the use of an incapacitating attack from behind which will induce normal unconscious.  The method of delivery of this strike can be any boffer safe weapon or object.

The target must be touched from behind in the back and shoulder area with the boffer.  Waylay deals no damage to the target.

Signature Call: Waylay

6.1.10.General Skills

Contact

This skill allows the character to develop in-game contacts with NPCs. This can either be two individuals or a network. While the character has the ability to create contacts through this skill, the maintenance of this relationship is dependent upon role play.

Merchant

This skill allows the character access to the Merchant Network.  The Network allows all Merchants throughout the game—both characters and NPCs—to advertise items for sale and communicate the demand for items. This skill can require extensive role-player interaction.

Research

This skill allows the character to develop the ability to access and search recorded knowledge for a specific question.  Players may ask one question in between games via email. Use the following format in the e-mail

Research:
————————————-
Goal/Question: <Detail the end results you are looking for.>

Research points spent on this question: <If doing research with other people specify the amount per person>

Supporting information: <Details what information your character is operating under, on your sources of information, draw a picture of a ritual sigal, make some mock up blue prints, provide as much detail as you can that pertains too your question, and the resources you have towards this>


Poison Sense

This skill allows the character the ability to detect poisons in food and drink.  Poisoned items may appear mundane to the untrained.  A three count action is required to perform this skill.

Signature Call: Poison Sense

Read/Write*

This skill allows the character to read and write one language from the following list.

Table 3.6 – Languages

Languages
Terran
Fey
Beastman
Dwarven
Felinae

 

Linguist

This skill allows the character to read and write all of the languages listed above.

7.Path Skills, Feats, and Epic Feats

Path Skills are those skills which provide access to Feats.  All Path Skills can be purchased multiple times; for every three purchases of the skill path the player may select a Feat at no additional cost.  This is the only means for characters to attain Feats through the expense of Skill Points.  Each Path Skill has both a cost next to the name and a brief description, representing the developed knowledge of the character.  A more comprehensive explanation of the Path Skills and related Feats will follow the list.  Costs for Path Skills are fixed; the prices are the same at character creation as they are later in the game.

In addition to the Feats granted by path skills there are a few racial specific Feats that will be covered separately.

7.1.General Skill Descriptions

Feats are special effects or actions activated by the character.  They are categorized into three types—physical (P), magical (M), exceptional (E), or (T) thought altering.  The entry of a Feat further includes the targeting which can be self (S), other (O) and area of effect (AOE); as well as the delivery methods of touch (T), packet (P), Nerf (N), directed (D), boffer (B), thrown boffer (TB), and centered on character (CoC).  Some Feats have an instantaneous effect (I), while other Feats have a prolonged effect which is measured in time and indicated numerically.  Times followed by an asterisk indicate that the Feat has special conditions associated with the duration.

The type (T) thought altering is a little special. These effects can only be avoided when they are packet delivered. If they are touch delivered, the target is unaware of the feat usage and thus cannot negate or avoid it.

The list of valid targets is an inclusive list, this means that if the target value is not listed, it is not considered a valid targets. As such feats that only contain the (S) tag can only target Self.

Descriptor Key

Descriptor Tag Key
Type (P)
(M)
(E)
(T)
Physical
Magical
Exceptional
Thought Altering
Target (S)
(O)
(AoE)
(I)
Self
Other
Area of Effect
Item
Delivery (T)
(P)
(N)
(D)
(B)
(TB)
(CoC)
Touch
Packet
Nerf™
Directed
Boffer
Thrown Boffer
Centered On Character
Duration (I)
##
Instantaneous
Duration – Time stated in minutes

7.2.Countermeasures and Feats

Countermeasures are feats used to prevent the effects of other feats from taking place on the character. All Countermeasure feats can be called within three seconds of an event that you wish to use them for. There are Physical and Magical countermeasure types, and they can only affect feats of the same type.

 

There are three categories of these feats—Avoidance, Prevention, and Reduction.

 

Avoidance countermeasures are used to directly evade the event. Generally these are the Dodge feats. The event still happens, but you are able to move out of the way at the last second thus preventing the effect from taking place on you. Avoidance cannot be used to avoid an Area of Effect event, or a touch delivered Mental effect.

 

Prevention countermeasures are used to ignore the effects of a feat. Generally these are your Resist feats. The event still happens, but the effect does not take hold. See the individual feat for details to what they apply too.

 

Reduction countermeasures are used to reduce the amount of damage received from a single source. These are generally your defense boosting feats. The event still happens, but you are able to bolster your defenses in time to reduce the incoming damage.

 

There are some feats that can Avoid or Prevent exceptional feats, the details of those will be covered in the individual feats description.

7.3.Racial Feats and Skills

All races in Nexxus have a small selection of natural knacks, abilities or a physical attributes that are common among all members of that race.  These are generally referred too as “Racials”.  In chapter Two we covered what Racials each race has available to them. Some of these are standard Path Feats covered below, but others are specific to members of those races. Below we cover those None-Path Feats and skills.

Racial Feats and Skills

Feat Name Type Duration
Claws Attribute Always
High Magic Ability Always
High Tech Ability Always
Poison Touch Feat I
Undying Feat I

.

Claws

Uses Per Event: N/A

Duration: Always

This Ability is used to represent all forms natural weaponry. This will vary from creature to creature, but most frequently is in the form of sharpened fingertips. For example, cats have claws that are cuticles, more like fingernails, where as zombies and skeletons are attacking with elongate bones. Mutants may have a club like appendage or a tentacle.

Claws are not affected by the shatter, and fumble feats.

Claws have a base damage of two.

Signature Call:  <base damage call> Claw

.

High Magic

Uses Per Event: N/A

Duration: Always

This Ability represents the natural connection that these creatures have with magic. Having that connection and being able to attune to an object’s natural magic is what allows characters with High Magic to use “High Magic” type items. That will be covered in Chapter Seven. Without this ability, or something that replicates it, High Magic items are beyond a characters ability to use.

Signature Call:  N/A

.

High Tech

Uses Per Event: N/A

Duration: Always

High Tech represents more the luck of coming from the right gene pool than anything else. After Terrans became aware of other races that had learned to use their own technology, they developed a way to integrate a basic gene tester into the most powerful gear that they were producing. This prevents any character that does not have the High Tech ability from using High Tech items.

Signature Call:  N/A

.

Poison Touch

Uses Per Event: 3

Duration: Instant

Resist By: Resist Poison

This Feat allows the character to character to apply poison to the next attack using natural weaponry or allows them to apply one dose of normal poison to a weapon that can accept it.

Signature Call:  Poison Touch Or Poison <base damage call>

.

Undying

Uses Per Event: 3

Duration: Instant

This Feat allows a character to instantly fully restore their body to working order. They will regenerate any lost limbs and be returned to full health. The character does not have to be conscious to active this ability. This is not effected by the one minute restriction to healing magic.

Signature Call:  Undying

7.4.Path Skill Description

Through the purchases of Path Skills, it is implied that the character will then possess the expertise needed to perform the associated skill.  Path Skills may be purchased multiple times; for every third purchase the player may choose a Feat associated with the purchased Path Skill at no additional cost.

Feats may be used three times an event.  Moreover a player may take the same Feat multiple times; each time the Feat is selected, the character may use the ability an additional three times an event.

Every fifteenth purchase of a skill path—along with counting towards the multiple of three purchases to acquire a standard Feat—the player may select an Epic Feat at no additional cost.  Epic Feats may be used once an event and are always considered exceptional.

 

Path Skill List

Skill Paths SP Cost Description
Armor 5 Add +1 defense while wearing any type of armor each purchase
Body 5 Add +10 Health Points each purchase
Gunslinger 5 Add +2 to damage call with gun weapons
Quickness 5 Additional +1 dodge each purchase
Path of Death 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of Life 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of Pain 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of Protection 5 First purchase provides 2 points; thereafter add +1 to spell call
Path of War 5 First purchase provides 2 points; thereafter add +1 to spell call
Marksman 5 Add +1 to damage call with ranged weapons
Warrior 5 Add +1 t0 damage call with melee weapons

 

7.4.1.Defensive Skill Paths

These are the skill paths that are primarily utilized defensively.  The three non-magically sourced paths are Armor, Body, and Quickness which influence armor scores, health points, and available called dodges.

7.4.1.1.Armor Path

The Armor Path Skill allows the character to increase their armor score while wearing any type of armor with which they are proficient.  Therefore characters must have the associated armor skills and display PHYS REP for the item to receive the bonus.  This bonus is an additional +1 to armor score at each purchase; the Armor Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list. Your character must have a current armor value to use any of the feats in the Armor Path.

Table 4.2 – Armor List of Feats

Feat Name Type Target Duration Delivery
Armor Boost P S 30 T
Armor Other P O 30 T
Deflect P S I T
Dissipation P S I CoC
Hold the Line P S 30* T
Lethal Defense P S I T
Mage Armor P S 30 T

.

Armor Boost (Armor, Defense)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their personal armor score by 5 points for ½ hour.  The character may choose to use Armor Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Armor Boost
.

Armor Other (Armor, Defense)

Type: Physical
Target: Other Only
Duration: 30 Minutes
Delivery: Touch
Resist By: Unwilling Target

This Feat allows the character to grant another willing individual, the effects of wearing armor with an armor score equal to their own for ½ hour.

Signature Call:  Armor Other <Amount>
.

Deflect (Armor, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to deflect a weapon-based blow within weapons-reach.  The character must have a melee weapon in hand to perform this Feat. This feat does not apply to AOE type attacks, however does work on other physical ranged and melee feats.

This is a Physical Avoidance countermeasure.

Signature Call:  Deflect
.

Dissipation (Armor, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Centered on Character

This Feat allows the character to dissipate a none exceptional area of effect attack within weapons-reach.  The effect that would normally be done to the character and others within the indicated range is prevented.

Signature Call:  Dissipate
.

Hold the Line (Armor, Defense)

Type: Physical
Target: Self Only
Duration: 30 Minutes*
Delivery: Touch

This Feat allows the character to defend an area or passage way designated by drawing a line on the ground and planting one foot.  So long as the character’s foot remains placed, no damage calls are taken and the character is immune to all standard non-magical feats.

This defends as Physical Avoidance countermeasure; call “No Effect” for any attack prevented in this way. When this feat ends your character dies immediately.

*The character may keep their foot planted for the full ½ hour duration; but should their foot move—willingly or otherwise—the feat ends.

Signature Call:  Hold the Line
.

Lethal Defense (Armor, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to multiply their armor rating by ten to lessen the damage of one attack.

This is a Physical Reduction countermeasure.

Signature Call:  Lethal Defense
.

Mage Armor (Armor, Defense)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to transform their armor rating to a magical protection rating for 30 minutes.  This has the same effect as protection magic.  The value can stack with existent levels of protection magic.

Signature Call:  Mage Armor

Epic Armor Feats

Epic Feat Name Type Target Duration Delivery
Resilience E S 30 T
Shatter Stance E S 30 T

.

Resilience (Armor, Defense)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character an additional +30 to their armor rating, +30 points of magical resistance, and makes the character’s armor and any item held in hand, unable to be shattered for 30 minutes.  This feat does not stack with Armor Boost.

Signature Call:  Resilience
.

Shatter Stance (Armor, Defense)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat allows the character to enter a shatter stance (a clearly altered stance, see Ref) for 30 minutes.  Anything which strikes the character directly is shattered—weapons are shattered, claws and fists are crippled.  Maintaining the stance takes all of your focus, thus you are unable to attack while holding the stance. While you are holding the stance you are unaffected by all feats and damage. Moreover, the character may choose to move at will.  When the character wishes to activate the stance again, they simply reenter their shattering stance while making the signature call.  The ½ hour timer does not stop when the character breaks the stance to move.

Signature Call:  Shatter Stance

7.4.1.2.Body Path

The Body Path Skill allows the character to increase their Health Points. This bonus is an additional +10 Health Points at each purchase; the Body Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Feat Name Type Target Duration Delivery
Intercept P S I T
Numb P S 30 T
Resist Magic M S I T
Poison Immunity P S 30 T
Toughness P S I T

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Intercept (Body, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to take an attack that was meant for another.  If an individual is affected by a standard feat or attack within weapons-reach, the character may choose to intercept that attack.  Damage or Feat effects are then considered to have targeted the character having performed the interception; armor and damage mitigation can be used thereafter.

Signature Call:  Intercept
.

Numb (Body, Defense)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat prevents the character from feeling the pains of damage for ½ hour.  The unmodified base health of the character is temporarily doubled and they are healed for their base health. The character is also immune to Wracking Touch for the duration. At the end of the duration of this feat the character dies.

Signature Call:  Numb
.

Resist Magic (Body, Defense)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to resist magical attacks and standard magical feats that target the character.

This is a Magical Prevention countermeasure.

Signature Call:  Resist
.

Poison Immunity (Body, Defense)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to resist poison effects delivered from attacks or ingested for 30 minutes.

Signature Call:  Poison Immunity
.

Toughness (Body, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to resist any “Physical” type, non-damage dealing calls which specifically target the character. Note that this does not apply to shatter effects, as shatter targets items.

This is a Physical Prevention countermeasure.

Signature Call:  Resist

Epic Body Feats

Epic Feat Name Type Target Duration Delivery
Combat Focus E S 30 T
Fortitude E S 30 T

.

Combat Focus (Body, Defense)

Type: Exceptional

Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat causes the character to enter into a highly focused state of mind for 30 Minutes.  This makes the character immune to all non-damage effects both negative and positive.

Signature Call:  Combat Focus
.

Fortitude (Body, Defense)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat multiplies the unmodified base health points of the character by five. Any additional feats that increase a characters health are not used in the calculation of the new health value, they do still however take effect by adding to the overall health of the character.  The current health of the character does not increase along with the change to the character’s maximum health points. If the player focuses for 60 seconds while activating this feat it will also fill the characters health points to their new maximum.

Signature Call:  Fortitude

7.4.1.3.Quickness Path

The Quickness Path Skill allows the character to increase their ability to dodge normal attacks—this excludes Feats and guns.  Characters in mundane armor are unable to utilize any dodges or Feats provided by the Quickness Path.  If a character expends all of their called Dodges they must rest for ten minutes at which point all called dodges are available once more.  Dodges are considered Limited Avoidance Countermeasures, in that they only work on base calls. This bonus is an additional +1 Dodge at each purchase; the Quickness Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Feat Name Type Target Duration Delivery
Intercept P S I T
Magic Dodge P S I T
Melee Dodge P S I T
Ranged Dodge P S I T
Riposte P S I T

.

Intercept (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to take an attack that was meant for another.  If an individual is affected by any feat or attack within arms-reach, the character may choose to intercept that attack.  Damage or Feat effects are then considered to have targeted the character having performed the interception; armor and damage mitigation can be used thereafter.

This is a Physical Avoidance countermeasure.

Signature Call:  Intercept
.

Magic Dodge (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to dodge magical attacks and Feats that target the character.

This is a Magical Avoidance countermeasure.

Signature Call:  Magic Dodge
.

Melee Dodge (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to dodge Physical attacks and Feats that target the character or anything they are holding or wearing.

This is a Physical Avoidance countermeasure.

Signature Call: Melee Dodge
.

Ranged Dodge (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to dodge projectile damage attacks and feats delivered by guns and feats delivered by ranged weapons that target the character.

This is a Physical Avoidance countermeasure.

Signature Call:  Ranged Dodge
.

Riposte (Quickness, Defense)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to turn an opponent’s melee attack that is targeting your charter back upon the attacker.  The Riposte will affect any standard physical feat or damaging attack.  A Riposte cannot be used in response to another Riposte.  The character must have a melee weapon in hand to perform this Feat.

This is a Physical Avoidance countermeasure.

Signature Call:  Riposte

Epic Quickness Feats

Epic Feat Name Type Target Duration Delivery
Blur E S 30 T
Redirect E S, O I T

.

Blur (Quickness, Defense)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character unlimited uses of normal dodge as well as the ability to dodge guns for ½ hour.  Feats and explosives still effect as normal.

Signature Call:  Blur
.

Redirect (Quickness, Defense)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch

This Epic Feat allows the character to avert any feat, epic feat, or damaging attack that was intended for the character or another within arms-reach.  The character may then redirect the attack or effect to anyone within arms-reach, weapons-reach or harmlessly into the air or ground.

Signature Call:  Redirect

7.4.1.2.Magic Skill Paths

All basic magical calls apply bonuses from the Intelligence stat as well as the associated Skill Path of magic.  Magic cannot be used without purchases in one of the following path skills.  The first purchase of a magical path skill provides +2 and allows the character to utilize magic.  Thereafter, each purchase provides an additional +1 to that path of magic.  Magic is not cumulative across paths. The delivery method for basic magic calls is either touch or packet.  Magical calls penetrate normal armor and shields.  Additionally packet delivered magic calls that hit weapons are considered successful.

Base magic calls cannot be performed when a character is under physical attack. Unless under the effects of feat that says otherwise, a character must be free of physical attack for 3 seconds before they can perform basic magic calls again.  Feats are still usable.

Characters may at any time choose to perform a basic call for less than they are capable of.  When calling damage, practitioners of Death, Pain, and War may choose between the generic term “Magic” and the name of their path.  Generic spell packets do not require tags, but must be approved by a representative of the safety committee.

7.4.1.2.1.Path of Death

The Death Path Skill allows the character to cast Death Magic.  This magical path focuses on necromancy.  The first purchase of the Death Path Skill provides a +2 to damage calls.  Subsequent purchases of this skill provide an additional +1 bonus to Death Magic at each purchase; the Death Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Signature Call: <Damage Amount> Death or <Damage Amount> Magic

Feat Name Type Target Duration Delivery
Death Hex M S, O 10 T, P
Death Turning M S 10* D
Feign Death M S 10* T
Leach M S 30 T, P
Lethal Feat M S I T
Necromancy M O 30 T, P
Power Boost M S I T
Slay M S, O I T

Death Hex (Death, Magic)

Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet

This Feat allows the character to deny the target from any ability of healing for 10 Minutes.  This includes Feats as well as the Medic Skill or racial abilities.

Signature Call:  Death Hex

Death Turning (Death, Magic)

Type: Magical
Target: Self Only
Duration: 10 Minutes*
Delivery: Directed

This Feat allows the character to instill a sense of repulsion as the character takes on the visage of death.  Death Turning is a single target, directed feat PHYS REP’ED by the player pointing a finger at another player to denote targeting.  So long as the character points a finger at a target, that target may not approach closer than 5 feet, perform melee attacks, nor perform ranged attacks against the character.  Additionally the character may advance on the single target or choose to switch to another single target through a change in direction. *This effect lasts for 10 Minutes or until the character lowers their pointed finger.

Signature Call:  Death Turning

Feign Death (Death, Magic)

Type: Magical
Target: Self
Duration: 10 Minutes
Delivery: Touch

This Feat allows the character to temporarily cheat death by becoming a shade.  This leaves the characters body and all possessions where the feat was used. The shade is not detectable by any means, and the body will appear to be without a spirit. The caster is fully aware of their surroundings and is able to end the feat at any time. When this feat ends a new body is created, returning the character to the state they were in upon casting of this feat. Using this feat will pause the duration of all other active effects on the character, for the duration of this feat.

Signature Call:  Feign Death

Leach (Death, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch, Packet

This Feat allows the character to imbue their normal Death magic call with the ability to stealth health points for ½ hour.  The character still does their normal damage, and the character receives that amount in healing.

Signature Call:  <Damage Call> Leach

Lethal Feat (Death, Magic)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power.  The character multiplies their basic damage call by ten.

Signature Call:  Lethal <Damage Call>

Necromancy (Death, Magic)

Type: Magical
Target: Other Only
Duration: 30 Minutes
Delivery: Touch, Packet

This Feat allows the character to animate one corpse into an unintelligent undead, control the actions of any unintelligent undead, and to control the actions of a spirit for ½ hour.

When used to create an undead, the risen undead has full health points, armor, and dodges, along with their standard damage of the character prior to death; however the undead is unable to use any feats or specialty powers. At the end of the duration, the undead will die and the corpse will renew the ten minute countdown towards spirit pop.  At any time after the standard one minute healing limitation, the Restore Feat will return the undead to its natural living state.

Unintelligent undead targeted by this feat will be under the control of the character.

To use this feat to control spirits, the character must have the skill See Spirits.  A spirit is depicted as any player wearing a white headband.

Signature Call:  Necromancy

Power Boost (Death, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour.  The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (Death)

Slay (Death, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to instantly kill a single target.  The character is fully healed as a result of successfully casting Slay, regardless of the target using any avoidance or preventative measures.

Signature Call:  Slay

Epic Death Feats

Epic Feat Name Type Target Duration Delivery
Create Greater Undead E S, O 30 T, P
Sever Spirit E S, O I T, P

Create Greater Undead (Death, Magic)

Type: Exceptional
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet

This Epic Feat allows the character to target either a living creature or animate a corpse, transforming the target into a Greater Undead for ½ hour.  The Epic Feat restores all of the target’s health, refreshes all standard and epic feats—with the exception of Create Greater Undead and Spiritual Refresh—, grants the monster racial regeneration, and places the target under the complete control of the character.  Greater Undead are able to fully understand the intent of the character’s commands.  At the end of the duration, the undead will die and the corpse will renew the ten minute countdown towards spirit pop.

Signature Call:  Create Greater Undead

Sever Spirit (Death, Magic)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.

Signature Call:  Sever Spirit

7.4.1.2.2.Path of Life

The Life Path Skill allows the character to cast Life Magic.  This magical path focuses on healing.  While the follower of Life Path Skill may not choose to call for generic magic, Life magic has been known to damage undead.

The standard effect of Life magic is to restore hit points to the target character. Normally all magical healing effects that restore hit points require the receiving character to have not received damage for 60 seconds. If a character receives healing before this duration, they must call “No Effect”. This rule is true of both standard calls and feats unless noted.

The first purchase of the Life Path Skill provides a +2 to healing calls.  Subsequent purchases of this skill provide an additional +1 bonus to Life Magic at each purchase; the Life Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Signature Call: <Healing Amount> Life

Feat Name Type Target Duration Delivery
Bestow M S, O 30 T, P
Bind M S, O 10 T, P
Cure Madness T S, O I T, P
Cure Poison M S, O I T, P
Empower M S I T
Power Boost M S 30 T
Restore M S, O I T, P
Regrowth M S, O 1 T
Turn Undead M O 10* D

Bestow (Life, Magic)

Type: Magical
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch, Packet

This Feat allows the character to grant a single target increased health for ½ hour.  The base health of the character is temporarily doubled.  This Feat cannot be used concurrently to increase the multiplier it provides.

Signature Call:  Bestow

Bind (Life, Magic)

Type: Magical
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet

This Feat allows the character to bind a single target for 10 minutes.  The target cannot move their arms or legs; therefore the target is unable to cast any magic, dodge, or use weapons and cannot use Feats.

Signature Call:  Bind

Cure Madness (Life, Magic)

Type: Thought Altering
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to cure any thought altering durational feat.  As an additional role-play element, this may optionally temporarily relieve any permanent mental ailments that are related to a character’s personality.

If this feat is delivered by touch, it is undetectable and thus unresistable.

Signature Call:  Cure Madness

Cure Poison (Life, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to cure any durational poison effect on a single target.

Signature Call:  Cure Poison

Empower (Life, Magic)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to imbue their next normal healing call related to this Path Skill with greater power.  The character multiplies their basic healing call by ten. In addition, this feat bypasses the normal 60 second duration that prevents healing after a character has taken damage.

Signature Call:  Empower <Healing Amount> Life

Power Boost (Life, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic healing call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (Life)

Regrowth (Life, Magic)

Type: Magical
Target: Self, Other
Duration: 1 Minute
Delivery: Touch

This Feat allows the character to regrow and heal crippled or missing limbs on a single target after 1 minute.  All crippled or missing limbs are regrown at the end of the duration.  Should the character be interrupted during this time, the Feat will fail; however the Feat is not considered expended.

Signature Call:  Regrowth

Restore (Life, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to fully restore the health points of a single target.  The target may be injured or dead.  Targets which have popped to spirit may also be brought back in this way, however a body is required.  Restore does not cure any effects which persist through death.

Signature Call:  Restore

Turn Undead (Life, Magic)

Type: Magical
Target: Other Only
Duration: 10 Minutes*
Delivery: Directed

This Feat allows the character to hold off unintelligent undead.  Turn Undead is a single target, directed feat PHYS REP’ED by the player pointing a finger at another player to denote targeting.  So long as the character points a finger at a target, that target may not approach closer than 5 feet, perform melee attacks, nor perform ranged attacks against the character.  The character may not advance on the single target, but is free to retreat or hold their ground.  The character may choose to switch to another single target through a change in direction. *This effect lasts for 10 Minutes or until the character lowers their pointed finger.

Signature Call:  Turn Undead

Epic Life Feats

Epic Feat Name Type Target Duration Delivery
Life-Giver E S 30 T
Spiritual Refresh E S, O I T, P

 

Life-Giver (Life, Magic)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character the ability to restore anyone to full health regardless of the 1-minute rule or whether or not the target is in combat for ½ hour.  Life-Giver is uninterruptable, as though the character were also under the effects of Combat God.  This Feat does not allow the character to heal them-selves in this fashion.

Signature Call:  Life-Giver, Full Life

Spiritual Refresh (Life, Magic)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Epic Feat grants the character the ability to reset all of a single target’s standard and epic feats—with the exception of Spiritual Refresh.

Signature Call:  Spiritual Refresh

7.4.1.2.3.Path of Pain

The Pain Path Skill allows the character to cast Pain Magic.  This magical path focuses on inflicting physical and mental anguish.  The first purchase of the Pain Path Skill provides a +2 to damage calls.  Subsequent purchases of this skill provide an additional +1 bonus to Pain Magic at each purchase; the Pain Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Signature Call: <Damage Amount> Pain or <Damage Amount> Magic

Feat Name Type Target Duration Delivery
Agony M S, O I T, P
Banish M S, O 10 T, P
Control Emotion T S, O 10 T, P
Fear T S, O 10 T, P
Lethal Feat M S I T
Obsession T S, O 10 T, P
Power Boost M S 30 T, P
Wither M S, O I T, P
Wracking Touch M S 30 T

Agony (Pain, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to temporarily stun and disarm a target. The target must drop any items held in their hands and fall down (safely) or go down to one knee. The target must act agonized for 3 seconds and is unable to attack or move at a pace faster than a walk during that time.

Signature Call:  Thunder Shot

Banish (Pain, Magic)

Type: Magical
Target: Self, Other
Duration: 1o Minutes
Delivery: Touch, Packet

This Feat allows the character to send a single target into a personal dimension of chaos.  The target is tortured for 10 minutes, and then released at the nearest chaos portal.  Players are considered OOG for 10 minutes.

Signature Call:  Banish

Control Emotion (Pain, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 1o Minutes
Delivery: Touch, Packet

This Feat allows the character to influence the emotional state of a single target.  The target is unaware of the fact that their emotions have been tampered, as is everyone else.  While this Feat does affect the emotions of a target, it does not control their thoughts or actions, and the target will behave as their personality and background dictate. These must be emotions and cannot be Love or Fear.

If this feat is delivered by touch, it is undetectable and thus un-counterable.

Signature Call:  Control Emotion <Emotion>

Fear (Pain, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 1o Minutes
Delivery: Touch, Packet

This Feat allows the character to instill fear in a single target for 10 Minutes.  The target will initially run in fear at the sight of the character; after the initial effect the target will be afraid and unable to attack or approach the character.

If this feat is delivered by touch, it is undetectable and thus un-counterable.

Signature Call:  Fear 

Lethal Feat (Pain, Magic)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power.  The character multiplies their basic damage call by ten.

Signature Call:  Lethal <Damage Call>

Obsession (Pain, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet

This Feat allows the character to cause a single target to become obsessed with whatever they are currently doing for 10 Minutes.

If this feat is delivered by touch, it is undetectable and thus un-counterable.

Signature Call:  Obsession

Power Boost (Pain, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour.  The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (Pain)

Wither (Pain, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to render a single limb permanently crippled.  Crippled limbs are considered useless.  The caster must include the affected limb in the call to be crippled.

Signature Call:  Wither <Affected Limb>

Wracking Touch (Pain, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat grants the character the ability to cause debilitating pain to anyone they touch for 30 Minutes.  The effect does not channel through weapons or packets, only touching the individual with the palm of the character’s hand, may transfer this pain.  Those afflicted by someone with Wracking Touch are unable to move, cast magic, dodge, attack, or use Feats until the contact is broken.

*Characters may use an avoidance countermeasure to prevent wracking touch from affecting them on a per touch basis. Physical avoidance such as a standard dodge may also be used to avoid the character from laying a hand on them. Prevention countermeasures will only block that single touch and does not protect them from the next touch.

Signature Call:  Wracking Touch

Epic Pain Feats

Epic Feat Name Type Target Duration Delivery
Curse of Doom E S, O 10 T, P
Metamorphosis E S, O I T, P

Curse of Doom (Pain, Magic)

Type: Exceptional
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet

This Epic Feat allows the character to inflict horrible pain on a single target for 10 Minutes.  The individual is unable to call damage, heal others, and use Feats or Skills. The victim of this feat must role play out being in pain for the duration.

Signature Call:  Curse of Doom

Metamorphosis (Pain, Magic)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat allows the character to transform into a being of chaos for 30 Minutes.   The character’s Pain Magic calls are increased by +15, they only take damage from magic, and heal from Pain. Players must PHYS REP Metamorphosis by wearing a mask for the duration of the Epic Feat. While you are putting on the mask you are immune to all feats and damage. Standard rules apply to using magic base damage and feats while under the effects of Metamorphosis.

Signature Call:  Metamorphosis

7.4.1.2.4.Path of Protection

The Protection Path Skill allows the character limited immunity to magic damage.  This magical path focuses on protection against magical damage and effects.  While the follower of Protection Path Skill may not choose to call for generic magic, Protection magic provides passive magical damage defense.  This does not include physical weapons that are able to strike with magical properties.  The first purchase of the Protection Path Skill provides +2 points of immunity to magical damage.  Subsequent purchases of this skill provide an additional +1 bonus to Protection Magic at each purchase; the Protection Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Signature Call: <Amount> Protection

Feat Name Type Target Duration Delivery
Invisibility M S, O 30 T, P
Nullify E S, O I* T, P
Personal Ward M S, O 30 T, P
Protect Others M O 30 T, P
Protect vs. Feat M S, O 30 T, P
Reflect M S I T
Resist Magic M S I T
Sanctuary M AOE 30 T, P
Silence M S, O 10 T, P

Invisibility (Protection, Magic)

Type: Magical
Target: Self, Other
Duration: 3o Minutes
Delivery: Touch, Packet

This Feat allows the character to grant Invisibility on a single target for 30 Minutes.  When in a state of Invisibility, the character is actually in the dimensional spaces between the Nexus and the Void.  Characters that are invisible can see and be seen by others that are also invisible as well as others with the ability to see or sense invisible targets.  Due to the conditions in the invisible plane, the character cannot hear or speak to those invisible nor can they eavesdrop on conversations occurring in the Nexus.  If the character attacks or touches an individual while invisible, they will instantly lose Invisibility.  Players must PHYS REP this by wearing a Blue Headband.

Signature Call:  Invisibility

Nullify (Protection, Magic)

Type: Magical
Target: Self, Other
Duration: Instant / 10 Minutes*
Delivery: Touch, Packet

This Feat allows the character to removes any durational magical type statuses on a single target, which are not mental status effects. The following feats are counted as mental status effects; Control Emotion, Fear, Obsession, Phantasm, Enthrall and Compulsion. The passive magical immunity which Protection Magic provides is included in this removal.

*The duration of the removal of the passive protection granted by Protection magic is 10 minutes.

Signature Call:  Nullify

Personal Ward (Protection, Magic)

Type: Magical
Target: Self, Other
Duration: 3o Minutes*
Delivery: Touch, Packet

This Feat allows the character to construct a ward around either themselves or another individual for 30 minutes.  The ward is centered on the target and extends to arms-reach.  Additionally, the ward is unseen by the eye and unable to be breached by normal physical, magical and thought altering effects.  Spirits and the Invisible cannot penetrate a Personal Ward; however incorporeal creatures may pass at will.  Characters may enclose others within this ward, provided they are within arms-reach.  This ward is immobile. The player should physrep this barrier with a twenty foot length of rope to be placed on the ground.

*Any character that is caught in this ward may force their way out by actively pressing against the barrier for 10 minutes. Interruptions will restart this time.

Signature Call:  Personal Ward

Protect Other (Protection, Magic)

Type: Magical
Target: Other Only
Duration: 3o Minutes
Delivery: Touch, Packet
Resist By: Unwilling Target

This Feat allows the character to grant another willing individual the effects of protection magic with a protection score equal to their own for ½ hour.

Signature Call:  Protect Other <Amount>

Protect vs. Feat (Protection, Magic)

Type: Magical
Target: Self, Other
Duration: 3o Minutes
Delivery: Touch, Packet

This Feat allows the character to grant the target immunity from a specific standard path feat, determined at the time of casting, for 30 Minutes.

Signature Call:  Protect vs. <Feat Name>

Reflect (Protection, Magic)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to turn an opponent’s magical attack back upon the attacker.  The Reflect will affect any standard magical feat or damaging attack and will consider the character to be the caster.  A Reflect cannot be used in response to another Reflect.  Reflect cannot be used against feats which grant abilities to another character that allows them to affect others.

This is a Magical Prevention countermeasure.

Signature Call:  Reflect

Resist Magic (Protection, Magic)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch

This Feat allows the character to resist any “Magical” type Feats, or magic damage that target the character.

This is a Magical Prevention countermeasure.

Signature Call:  Resist Magic

Sanctuary (Protection, Magic)

Type: Magical
Target: Area of Effect
Duration: 3o Minutes
Delivery: Touch, Packet

This Feat allows the character to magically seal a room—as defined by possessing a free standing roof—preventing entry for 30 Minutes.  Additionally, the ward is unseen by the eye and unable to be breached by normal physical and magical effects.  Spirits and the Invisible cannot penetrate Sanctuary; however incorporeal creatures may pass at will.  Characters may enclose others within this ward, provided they are within the room at the time of casting.

Signature Call:  Sanctuary

Silence (Protection, Magic)

Type: Thought Altering
Target: Self, Other
Duration: 1o Minutes
Delivery: Touch, Packet

This Feat allows the character to silence a single target for 10 Minutes.  The target is unaware that they are under the effects of this feat until its duration ends.  No magical damage or feats can be cast while under its influence.

If this feat is delivered by touch, it is undetectable and thus un-counterable.

Signature Call:  Silence

Epic Protection Feats

Epic Feat Name Type Target Duration Delivery
Great Shield E S, O 30 T
Suppression E S, O 10 T, P

Great Shield (Protection, Magic)

Type: Exceptional
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch

This Epic Feat allows the character to gather with up to 10 other people in a circle and instantly grant their magical protection score as well as one Protection vs. Feat of the recipients choosing, effect for 30 Minutes.

Signature Call:  Great Shield <Protection Amount>

Suppression (Protection, Magic)

Type: Exceptional
Target: Self, Other
Duration: 10 Minutes
Delivery: Touch, Packet

This Epic Feat allows the character to create an anti-magic field around a single target.  The target is unable to cast base magic or feats, similarly magical effects cannot be cast on the target.  Any previous magical effects are removed. The passive protection granted by Protection magic is also removed the duration of this feat.

Signature Call:  Suppression

7.4.1.2.5.Path of War

The War Path Skill allows the character to cast War Magic.  This magical path focuses on damage output.  The first purchase of the War Path Skill provides a +2 to damage calls.  Subsequent purchases of this skill provide an additional +1 bonus to War Magic at each purchase; the War Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Signature Call: <Damage Amount> War or <Damage Amount> Magic

Feat Name Type Target Duration Delivery
Combat God M S 30 T
Enchant Weapon M S, O 30 T
Halo M AOE I CoC
Lethal Feat M S I T
Nullify M S, O I* T, P
Power Boost M S 30 T
Sleep M S, O 10 T, P
Shatter M I I T, P

Combat God (War, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to cast magic while under direct physical attack for ½ hour.  The character still cannot be healed while under direct attack.

Signature Call:  Combat God

Enchant Weapon (War, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to imbue a weapon or Claws.  The enchanted target grants a +3 bonus and allows the wielder to call for magic damage.

Signature Call:  Enchant Weapon

Halo (War, Magic)

Type: Magical
Target: Area of Effect
Duration: Instant
Delivery: Centered on Caster

This Feat allows the character to perform an explosive area of effect attack to applicable targets within arms or weapons-reach.  All effected targets take 100 points of magical fire damage.  The character is immune to Halos which they cast.

Signature Call:  Halo

Lethal Feat (War, Magic)

Type: Magical
Target: Self Only
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power.  The character multiplies their basic damage call by ten.

Signature Call:  Lethal <Damage Call>

Nullify (War, Magic)

Type: Magical
Target: Self, Other
Duration: Instant*
Delivery: Touch, Packet

This Feat allows the character to removes any durational magical type statuses on a single target, which are not mental status effects. The following feats are counted as mental status effects; Control Emotion, Fear, Obsession, Phantasm, Enthrall and Compulsion. The passive magical immunity which Protection Magic provides is included in this removal.

*The duration of the removal of the passive protection granted by Protection magic is 10 minutes.

Signature Call:  Nullify

Power Boost (War, Magic)

Type: Magical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour.  The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (War)

Shatter (War, Magic)

Type: Magical
Target: Item
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character to break any weapons, armor, or items.  If utilized through touch casting, the character must be in contact with the intended item.  If the feat is packet delivered, the character may choose any object the target is carrying regardless of where the packet landed.

Signature Call:  Shatter

Sleep (War, Magic)

Type: Magical
Target: Self, Other
Duration: Instant
Delivery: Touch, Packet

This Feat allows the character force a single target into a state of normal unconsciousness.

Signature Call:  Sleep

Epic War Feats

Epic Feat Name Type Target Duration Delivery
Battle Surge E SO 30 T
Nuke E AOE I CoC

Battle Surge (War, Magic)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character a significant increase in War magic calls for ½ hour.  The character triples their unmodified base War magic damage calls.

Signature Call:  Battle Surge

Nuke (War, Magic)

Type: Exceptional
Target: AOE
Duration: Instant
Delivery: Centered on Character

This Epic Feat allows the character to perform an explosive area of effect attack to applicable targets within arms or weapons-reach.  All effected targets take 300 points of true fire damage.  The character is immune to Nukes which they cast.

Signature Call:  Nuke 300 true fire

7.4.1.2.3.Offensive Skill Paths

These are the skill paths that are primarily utilized offensively.  The two non-magically sourced paths are Marksman and Warrior which influence ranged and melee damage.

7.4.1.2.3.1.Marksman Path

The Marksman Path Skill allows the character to increase their ranged damage.  Therefore characters must have the associated ranged weapon skill to receive the bonus.  This bonus is an additional +1 to damage calls at each purchase; the Marksman Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Feat Name Type Target Duration Delivery
Aimed Shot P S, O I N, P, TB
Deep Wound P S, O 30 N, P, TB
Lethal Feat P S I T
Power Boost P S 30 T
Shatter Shot P S, O I N, P, TB
Subdual Shot P S, O I N, P, TB
True-Shot P S I N, P, TB

Aimed Shot (Marksman, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to instantly kill a single target.

Signature Call:  Aimed Shot

Deep Wound (Marksman, Offensive)

Type: Physical
Target: Self, Other
Duration: 10 minutes
Delivery: Nerf, Packet

This Feat allows the character to inflict an aggravated wound on their target. This prevents the victim from being able to move at a pace faster than a walk. Neither are they able to receive any forms of magical healing. A 60 count using the medic skill will end the duration of this feat.

Signature Call:  Deep Wound

Lethal Feat (Marksman, Offensive)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power.  The character multiplies their basic damage call by ten.

Signature Call:  Lethal <Damage Call>

Power Boost (Marksman, Offensive)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour.  The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (Marksman)

Shatter Shot (Marksman, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to break any weapons, armor, or items.  The character must hit the item intended to be shattered.

Signature Call:  Shatter Shot

Subdual Shot (Marksman, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character force a single target into a state of normal unconsciousness.

Signature Call:  Subdual Shot

True-Shot (Marksman, Offensive)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to imbue their next normal damage call with the ability to bypass all armor and quickness.  Additionally this attack will bypass all standard defensive feats from the protection, quickness, body, and armor path.  True-Shot may not be combined with any other feats.

Signature Call:  <Damage Amount> True-Shot

Epic Marksman Feats

Epic Feat Name Type Target Duration Delivery
Sunder Shot E S, O I N, P, TB
Unstoppable E S 30 T

Sunder Shot (Marksman, Offensive)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.

Signature Call:  Sunder Shot

Unstoppable (Marksman, Offensive)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character’s ranged attacks a true effect for ½ hour.  This grants you unlimited use of the Marksman True-shot feat.

Signature Call:  Unstoppable

7.4.1.2.3.2.Gunslinger Path

The Gunslinger Path Skill allows the character to increase their gun damage.  Therefore characters must have the associated gun weapon skill to receive the bonus.  This bonus is an additional +2 to damage calls at each purchase; the Gunslinger Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list. If you are using packets instead of darts, you must delay 1 second between each thrown packet.

Feat Name Type Target Duration Delivery
Aimed Shot P S, O I N, P
Deep wound P S, O 10 N, P
Explosive Shot P S, O I N, P
Speed Load P S I T
Subdual Shot P S, O I N, P
Thunder Shot P S, O I N, P
True-Shot P S I T

Aimed Shot (Gunslinger, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet

This Feat allows the character to instantly kill a single target.

Signature Call:  Aimed Shot

Deep Wound (Gunslinger, Offensive)

Type: Physical
Target: Self, Other
Duration: 10 minutes
Delivery: Nerf, Packet

This Feat allows the character to inflict an aggravated wound on their target. This prevents the victim from being able to move at a pace faster than a walk. Neither are they able to receive any forms of magical healing. A 60 count using the medic skill will end the duration of this feat.

Signature Call:  Deep Wound

Explosive Shot (Gunslinger, Offensive)

Type: Physical
Target: Self
Duration: Instant
Delivery: Nerf, Packet

This Feat allows the character to imbue their next normal damage call related to this Path Skill with an AoE effect. The damage remains the same, and has a 6 foot diameter from the point of contact.

Signature Call:  Explosive Shot <Damage Call>

Speed Load (Gunslinger, Offensive)

Type: Physical
Target: Self Only
Duration: Instant*
Delivery: Touch

This Feat allows the character to bypass the standard recharge time for one gun weapon.

*The duration is as long as it takes for you to fully reload your phys rep.

Signature Call:  Speed Load

Subdual Shot (Gunslinger, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet

This Feat allows the character force a single target into a state of normal unconsciousness.

Signature Call:  Subdual Shot

Thunder Shot (Gunslinger, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet

This Feat allows the character to temporarily stun and disarm a target. The target must drop any items held in their hands and fall down (safely) or go down to one knee. The target must act stunned for 3 seconds and is unable to attack or move at a pace faster than a walk during that time.

Signature Call:  Thunder Shot

True-Shot (Gunslinger, Offensive)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to imbue their next normal damage call with the ability to bypass all armor and quickness.  Additionally this attack will bypass all standard defensive feats from the protection, quickness, body, and armor path.  True-Shot may not be combined with any other feats.

Signature Call:  <Damage Amount> True-Shot

Epic Gunslinger Feats

Epic Feat Name Type Target Duration Delivery
Disintegrate E S, O I N, P, TB
Rapid Fire E S 30 T

Disintegrate (Gunslinger, Offensive)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer

This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.

Signature Call:  Disintegrate

Rapid Fire (Gunslinger, Offensive)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Epic Feat grants the character’s unlimited ammunition for guns that they are firing. All other rules regarding timing of throwing packets instead of darts still apply.

Signature Call:  Rapid Fire

7.4.1.2.3.3.Warrior Path

The Warrior Path Skill allows the character to increase their melee damage.  Therefore characters must have the associated melee weapon skill to receive the bonus.  This bonus is an additional +1 to damage calls at each purchase; the Warrior Path Skill may be purchased multiple times.  For every third purchase of this skill, the player may select a Feat from the following list.

Feat Name Type Target Duration Delivery
Aimed Strike P S, O I B
Cripple Strike P S, O I B
Fumble Strike P S, O I B
Lethal Feat P S I B
Power Boost P S 30 T
Shatter Strike I S, O I B
Subdual Strike P S, O I B

Aimed Strike (Warrior, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer

This Feat allows the character to instantly kill a single target.

Signature Call:  Aimed Strike

Cripple Strike (Warrior, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer

This Feat allows the character to render a single limb permanently crippled.  Crippled limbs are considered useless.  The character must hit the limb intended to be crippled.

Signature Call:  Cripple Strike

Fumble Strike (Warrior, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer

This Feat allows the character to disarm an opponent.  The character must hit the item intended to be fumbled.  If the strike is successful, the individual must drop the item so long as it is not physically attached to their body.  The fumbled item cannot be picked up for 10 seconds.

Signature Call:  Fumble Strike

Lethal Feat (Warrior, Offensive)

Type: Physical
Target: Self Only
Duration: Instant
Delivery: Boffer

This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power.  The character multiplies their basic damage call by ten.

Signature Call:  Lethal <Damage Call>

Power Boost (Warrior, Offensive)

Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour.  The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.

Signature Call:  Power Boost (Warrior)

Shatter Strike (Warrior, Offensive)

Type: Physical
Target: Item
Duration: Instant
Delivery: Boffer

This Feat allows the character to break any weapons, armor, or items.  The character must hit the item intended to be shattered.

Signature Call:  Shatter Strike

Subdual Strike (Warrior, Offensive)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Boffer

This Feat allows the character force a single target into a state of normal unconsciousness.

Signature Call:  Subdual Strike

Epic Warrior Feats

Epic Feat Name Type Target Duration Delivery
Sunder Strike E S, O I B
Warrior’s Wrath E S 30 T

Sunder Strike (Warrior, Offensive)

Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Boffer

This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.

Signature Call:  Sunder Strike

Warrior’s Wrath (Warrior, Offensive)

Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch

This Feat grants the character additional damage as well as the ability to call for any damage type for ½ hour. The character doubles their unmodified base damage calls. This also changes the characters melee damage to “Wrath”.

Signature Call:  Warrior’s Wrath

7.4.1.2.3.4.Utility Skill Paths

These are the skill paths that are primarily for representation of a mastery of skills used outside of combat and life threatening situations.

7.4.1.2.3.4.1.Craft Path

The Craft Path Skill allows the character to manufacture the bulk of the items listed in the item tags section. The production point values are listed in the item description and will not be repeated here. The character will earn 1 CP (Craft Point) per purchase of the path. These may be applied to any of the items listed with a CP value.

Characters will turn in the crafting they wish to accomplish at check in with logistics, and be provided tags for the ones they are able to complete. Each crafting point requires 10 credits of value in materials, which must be handed in at the start of a project, and must be in full.

You may start a project that requires more CP than you have available. Each character may only have three of these active projects at a time.

In example, you have 10 CP available, but wish to craft something that has a 15 CP value. You can start the project, turning in 150 Credits and a note will be made on your character sheet. The next event attended you could apply the remaining 5 CP to this project and have 5 remaining to create or start another project.

Feat Name Type Target Duration Delivery
HeatSink P S,O I T
Keen P I I T
Mending P I Varies T
Potency P I Varies T
QuickFix P I 30 T
Unstable Compounds P S,O I T

HeatSink (Physical, Support)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Touch

This Feat allows the character to reset the cooldown timer for up to 5 items on the target. The character will inform the target of what items have had their timers reset. These items will be usable again immediately upon the statement of the signature call

Signature Call:  HeatSink

Keen (Physical, Support)

Type: Physical
Target: Item
Duration: Instant
Delivery: Touch
Resist By: Unwilling Target

This Feat allows the character to enhance the effectiveness of the next attack by a weapon. The user must make a 3 second roleplay action of adjusting the item before the effect can be used. This effect only lasts through the first attack made by the weapon and doubles the damage of the next, and only the next attack. An item may only have one active keen modifier on it at a time.

Signature Call:  Keen

Mending (Physical, Support)

Type: Physical
Target: Item
Duration: Varies
Delivery: Touch

This Feat allows the character to repair broken items. The usage of this feat requires a variable amount of time roleplaying the repairing of the item it’s targeting. The feat is consumed on initiating the repair of the item. If the process is interrupted the repair fails and the feat is still spent. The duration of time it takes to affect a repair depends on the character’s purchases of the Craft Path and the items CP value.

Comparing the CP value of the item to the characters total CP value yields the following times.

An item CP value less than half characters CP total takes 60 seconds to mend.

An item CP value greater than half, but less than or equal to the characters CP value takes 10 minutes to mend.

An item value greater than, but less than or equal to double the characters CP value takes 30 minutes to mend.

An item value greater than double the characters CP value takes 60 minutes to mend.

Signature Call:  Mending

Potency (Physical, Support)

Type: Physical
Target: Item
Duration: Varies
Delivery: Centered on Character

This Feat allows the character to double the durational effect upon activating an item. This feat is only valid for items that have a durational effect.

Signature Call:  Potency

QuickFix (Physical, Support)

Type: Physical
Target: Item
Duration: 30 Minutes
Delivery: Touch

This Feat allows the character to temporarily bring a damaged item back into service. This restores the functionality of an item affected by the shatter effect and prevents it from being effected by further use of the shatter effect for the duration of the feat. And the end of the feat the item is restored to the condition it was before this feat was used on it.

Signature Call:  QuickFix

Unstable Compounds (Physical, Support)

Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Touch

This Feat allows the character to rapidly generate a compound that is either explosive or healthful in nature. The compound must be immediately put to use, otherwise the effect of the feat is lost. The compound generated is produced at an effect value of 5x the characters CP value.

Signature Call:  Unstable Compound <X Explosive or X Health>

Epic Craft Feats

Epic Feat Name Type Target Duration Delivery
Insightful Restitution E I I T
Overclock E S,O 30 T

Insightful Restitution (Physical, Support)

Type: Exceptional
Target: Item
Duration: Instant
Delivery: Touch

This Epic Feat grants the character insight in how to repair an exceptional item. Upon the use of this feat the player must contact plot and plot will provided the relevant details of the steps necessary to affect the repair of the exceptional item that this feat is used on.

Signature Call:  Insightful Restitution

Overclock (Physical, Support)

Type: Exceptional
Target: Self, Other
Duration: 30 Minutes
Delivery: Touch

This Epic Feat allows the character to double the numeric bonuses provided by items in use by that character. This in addition allows a character to exceed their racial maximums for the duration of the feat.

Signature Call:  Overclock

8.Items

Dying light is a relatively tag-light system. Mundane items, such as swords or clubs, do not require tags. However, there are many magical and technological items that can be gained in-game. These items are tagged, and typically require appropriate physical representation. Most Items may be used without phys rep the game it is obtained. Items fall into the following categories: One Time Use, Low Tech, High Tech, Morpheus Tech, Arcane Grafts, Low Magic, High Magic and Artifacts. See table 7.1 for further descriptions. You character may only garner the benefit of each wearable item once, stacking additional duplicate items of the same type does not provider further benefit.

Table 7.1 – Item Types Lists

Name Abbreviation Description
One Time Use OTU These are items that are disposed of after a single use and are useable by anyone.
Low Tech LT These are items that are made with simple technology, and are useable by anyone.
High Tech HT These are items that are made from an advanced form of technology and are usable only by Terrans.
Morpheus Tech MT These are items that can be implanted into the body via the Medic skill and Advanced Identify Tech skill.
Arcane Grafts AG These are items that can be implanted into the body via the Medic skill and Advanced Identify Magic skill.
Low Magic LM These are items that are made from simple magic, and are usable by anyone.
High Magic HM These are items that are made from an advanced form of magic and are only usable by Fae.
Artifacts A These are items that are unique, and have special properties outside of standard items. These items are typically created by the plot team, and may have special rules applied to them.

 

Tags

Tags are laid out in a way that you should be able to determine, out of game, what the item does, how often it can be used, the duration of its use, and what category it falls into just by looking at it. However, please keep in mind that the skills Detect Magic, Advanced Detect Magic, Identify Tech, and Advanced Identify Tech may be needed in order to determine what an item is in-game. In order to promote this mechanism, tags will have a symbol depicting the category printed on the back, and may be handed out folded in half. The skills will allow the user to unfold the item to reveal what it is.

You will find these four Images adorning the back of tags to indicate what type of item they are.

 

 

 

 

 

 

 

 

 

8.1.One Time Use

One Time Use items are ones that are consumed after administering them. They are typically easier to find and less costly than longer-lasting items.

 

Table 7.2 – One Time Use Item List

Item Name Duration Target Rarity
Ambrosia I S High
Body Kit I O Low
Corrosive I Item Low
Explosives I S, O Low
Gene Manipulation Kit 30 O Medium
Greek Fire I S,O,Item Low
Haste 30 S Low
Hyper Crazy Glue 10 S,O,Item Low
Hyper Crazy Glue Solvent I S,O,Item Low
Insight 30 S Low
Mage Oil 30 Item Medium
Muscles 30 S Low
Pebble of Protection 30 S Medium
Poison 10 Item Medium
Poison: Feeble 10 Item High
Poison: Senseless 10 Item High
Poison: Sloth 10 Item High
Poison: Wasting 10 Item High
Poison Antidote I S Medium
Potion of Enlightenment I S Medium
Pulse Grenade 10 S,O,Item High
Resurrection Stone I S Medium
Soma 10 S, Item Low
Stalwart 30 S Low
Smelling Salts I O Low

 

Ambrosia

Duration: Instant
Target: Self
Rarity: High
Description: When ingested, returns a single lost resurrection.
Phys Rep: Pill shaped consumable (no actual medicine)
Call: Ambrosia

Body Kit

Duration: Instant
Target: Other
Rarity: Low
Description: Supplies all of the necessary materials required for a Simple Resurrection where a body is missing.
Phys Rep: Be creative!
Call: Body Kit

Corrosive

Duration: Instant
Target: Item
Rarity: Low
Description: A liquid that shatters a single item it comes in contact with. Requires the Thrown skill to be used as a projectile.
Phys Rep: Green core-less boffer
Call: Corrosive

Explosives

Duration: Instant
Target: Self, Other
Rarity: Low
Description: Damages anyone within a 6 foot radius of projectile. Damage range is 25-100. Considered AOE damage.  Requires the Thrown skill.
Phys Rep: Red core-less boffer
Call: <damage amount> Explosive

Gene Manipulation Kit

Duration: 30 minutes
Target: Other
Rarity: Medium
Description: Allows user to alter the genetic makeup of another character to be a different race. Requires 3 ranks in Medic. Additional ranks can decrease the time. Refer to the skill Medic. This item will not work on a revenant or a mutant.
Phys Rep: Small hand-held mechanical device.
Call: Gene Manipulate <new race>

Greek Fire

Duration: Instant
Target: Self, Other, Item
Rarity: Low
Description: Causes fire damage to a single target. Damage range 25-100.
Phys Rep: Yellow core-less boffer
Call: Greek Fire <damage amount>

Haste

Duration: 30 Minutes
Target: Self
Rarity: Low
Description: When consumed, gives a +2 bonus to Dexterity. Cannot surpass the racial stat limit.
Phys Rep: Small vial
Call: Haste

Hyper Crazy Glue

Duration: 10 Minutes
Target: Self, Other, Item
Rarity: Low
Description: A substance that creates a Stuck effect on any person or item it is applied to. Unresistable and can only be countered by Hyper Crazy Glue Solvent.
Phys Rep: Small vial or bottle
Call: Hyper Crazy Glue

Hyper Crazy Glue Solvent

Duration: Instant
Target: Self, Other, Item
Rarity: Low
Description: A substance that negates the effects of Hyper Crazy Glue.
Phys Rep: Small vial or bottle
Call: Hyper Crazy Glue Solvent

Insight

Duration: 30 Minutes
Target: Self
Rarity: Low
Description: When consumed, gives a +2 bonus to Intellect. Cannot surpass the racial stat limit.
Phys Rep: Small vial
Call: Insight

Mage Oil

Duration: 30 Minutes
Target: Item
Rarity: Medium
Description: When applied to a weapon, grants a +1 bonus to weapon damage, and allows the damage to be magical. Does not stack.
Phys Rep: Small vial or bottle
Call: Mage Oil

Muscles

Duration: 30 Minutes
Target: Self
Rarity: Low
Description: When consumed, gives a +2 bonus to Strength. Cannot surpass the racial stat limit.
Phys Rep: Small Vial
Call: Muscles

Pebble of Protection

Duration: Instant
Target: Self
Rarity: Medium
Description: When consumed grants a single Protection Feat that follows standard feat rules.
Phys Rep: A small stone
Call: Pebble of Protection <chosen feat>

Poison

Duration: 10 Minutes
Target: Item
Rarity: Medium
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that leaves a victim disoriented and sick for one minute before dying.
Phys Rep: Small vial before application
Call: Poison

Poison: Feeble

Duration: 10 Minutes
Target: Item
Rarity: High
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Strength stat by the value listed. Range 1-4.
Phys Rep: Small vial before application
Call: Poison negative <value> Strength

Poison: Senseless

Duration: 10 Minutes
Target: Item
Rarity: High
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Intelligence stat by the value listed. Range 1-4.
Phys Rep: Small vial before application
Call: Poison negative <value> Intelligence

Poison: Sloth

Duration: 10 Minutes
Target: Item
Rarity: High
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Dexterity stat by the value listed. Range 1-4.
Phys Rep: Small vial before application
Call: Poison negative <value> Dexterity

Poison: Wasting

Duration: 10 Minutes
Target: Item
Rarity: High
Description: Can be applied to a blowgun, hypo, poison dagger or drink. When used, causes a Poison effect that temporarily reduces the Constitution stat by the value listed. Range 1-4.
Phys Rep: Small vial before application
Call: Poison negative <value> Constitution

Poison Antidote

Duration: Instant
Target: Self, Other
Rarity: Medium
Description: When consumed, will cure the effects of Poison.
Phys Rep: Small vial
Call: Antidote

Potion of Enlightenment

Duration: Instant
Target: Self
Rarity: Medium
Description: When consumed, returns up to three uses of a single feat. Will not exceed maximum uses of a single feat.
Phys Rep: Small vial
Call: Enlightenment <used feat>

Pulse Grenade

Duration: 10 Minutes
Target: Self, Other, Item
Rarity: High
Description: Causes all technology within a 6 foot radius to shut down.
Phys Rep: Silver Core-less boffer
Call: Pulse Grenade

Resurrection Stone

Duration: Instant
Target: Self
Rarity: Medium
Description: When consumed, grants or adds a single use of the Resurrection skill. Cannot stack with other stones.
Phys Rep: Small stone or gem
Call: Resurrection Stone

Smelling Salts

Duration: Instant
Target: Other
Rarity: Low
Description: Awakens a person from sleep or unconsciousness.
Phys Rep: Be creative
Call: Smelling Salts

Soma

Duration: 30 Minutes
Target: Self, Item
Rarity: Low
Description: When consumed creates the Control Emotion: Euphoria affect. See feat.
Phys Rep: Small vial
Call: Soma

Stalwart

Duration: 30 Minutes
Target: Self
Rarity: Low
Description: When consumed, gives a +2 bonus to constitution. Cannot surpass the racial stat limit.
Phys Rep: Small vial
Call: Stalwart

8.2.Low Magic

Low Magic items are items imbued with magical power. They were commonly created by the Fae using rituals during the gate wars. Much of the knowledge of how to make these items has since been lost. You will garner the benefits of the base improvements to stats from magic items even if they are not explained to you. However you must have the Advanced Identify Magic skill to determine what a magic item does, or have it explained and demonstrated to you to active skills or feats in it.

Item Name Duration Target Rarity
Body Amulet n/a S Varies
Bow of True Shooting n/a n/a Medium
Bullet Barrier 30 S Medium
Cloth of Limb Regrowth 10 S, O Medium
Cup of Purification n/a n/a Low
Dancing Lord Boots n/a S Medium
Disguise Kit n/a S Medium
Gem of True Seeing 30 S Varies
Magic Brand n/a S,O,Item Low
Magic Shirt n/a S Varies
Magical Blunt Weapon n/a S Varies
Magical Edge Weapon n/a S Varies
Manacles of Holding 10 O Low
Mirrored Shield n/a S Medium
Oath Pen n/a S,O Low
Talisman of Harmony n/a S High
Quickness Bracer n/a S Varies

Body Amulet

Duration: N/A
Target: Self
Rarity: Low-High
Description: Grants the wearer a bonus to health. Bonus range is 5-20.
Phys Rep: A pendant or brooch
Call: N/A 

Bow of True Shooting

Duration: Instant
Target: N/A
Rarity: Medium
Description: Grants user of bow to 3 uses of the feat True Shot. See details for feat.
Phys Rep: A bow or bow-shape
Call: N/A

Bullet Barrier

Duration: 30 Minutes
Target: Self
Rarity: Medium
Description: Grants wearer immunity from gun damage three times per event. Does not protect against feats.
Phys Rep: A sash or wide belt
Call: Bullet Barrier

Cloth of Limb Regrowth

Duration: 10 Minutes
Target: Self, Other
Rarity: Medium
Description: Allows user to regrow a body part that has either been damaged or removed.
Phys Rep: A piece of cloth at least 12” by 12”
Call: Regrowth

Cup of Purification

Duration: N/A
Target: N/A
Rarity: Low
Description: Purifies any liquids consumed from cup.
Phys Rep: A cup or drink canister
Call: N/A

Dancing Lord Boots

Duration: N/A
Target: Self
Rarity: Medium
Description: Grants wearer 3 uses of melee dodge per event. Curse: When music is played, wearer must dance and is unable to perform any other action.
Phys Rep: Boots or closed-toe shoes
Call: N/A 

Disguise Kit

Duration: N/A
Target: Self
Rarity: Medium
Description: Allows wearer to appear as a specific race. Does not emulate a specific person. The First Aid skill will penetrate the disguise, and can be removed with a 3 count.
Phys Rep: Racial requirements
Call: N/A

Gem of True Seeing

Duration: 30 Minutes
Target: Self
Rarity: Medium-High
Description: Allows wearer to see and interact with people with Invisibility.
Phys Rep: A clear gem or monocle
Call: N/A

Magic Brand

Duration: N/A
Target: Self, Other, Item
Rarity: Low
Description: Creates permanent marks that can only be removed with another Magic Brand.
Phys Rep: Pen or pen-shaped item
Call: Magic Brand

Magic Shirt

Duration: N/A
Target: Self
Rarity: Medium-High
Description: Grants the wearer bonus to all defenses. Bonus range 1-4. This benefit does not stack with other Magic Shirts.
Phys Rep: Full coverage shirt. Must cover chest and stomach.
Call: N/A

Magical Blunt Weapon

Duration: N/A
Target: Self
Rarity: Low-Medium
Description: A weapon that grants wielder a bonus to weapon damage and counts as magical. Bonus range is 1-4.
Phys Rep: A one or two handed boffer that counts as blunt.
Call: <damage> Blunt

Magical Edge Weapon

Duration: N/A
Target: Self
Rarity: Low-Medium
Description: A weapon that grants wielder a bonus to weapon damage and counts as magical. Bonus range is 1-4.
Phys Rep: A one or two handed boffer that counts as edge.
Call: <damage> Edge

Manacles of Holding

Duration: 10 Minutes
Target: Other
Rarity: Low
Description: Creates a Bind effect on restrained person 3 times per event. See feat for details.
Phys Rep: Rope or easily removed bindings
Call: Bind

Mirrored Shield

Duration: N/A
Target: Self
Rarity: Medium
Description: Grants user 3 uses of the feat Reflect. See feat for details.
Phys Rep: Shield
Call: Reflect

Oath Pen

Duration: N/A
Target: Self, Other
Rarity: Low
Description: Forces user to comply with their willingly given written word. Consequences are subject to Plot.
Phys Rep: Pen
Call: Oath

Talisman of Harmony

Duration: N/A
Target: Self
Rarity: High
Description: Allows wearer to use High Magic items.
Phys Rep: Large pin or pendant
Call: N/A

Quickness Bracer

Duration: N/A
Target: Self
Rarity: Medium-High
Description: Grants wearer bonus dexterity. Bonus range is 1-4.
Phys Rep: Bracer or large cuff
Call: N/A

8.3.Low Tech

Low Tech items are mostly items brought over by the humans during the initial forays into the Nexus, and then during the war. Low tech doesn’t mean primitive technology, it simply means that this is technology that has been around for a long time for humans, and usable by anyone regardless of race. You must either be able to identify the tech through appropriate skills, or have the item explained and demonstrated to you to use these items.

Item Name Duration Target Rarity
ABS n/a Item Low
Blow Gun n/a S Low
Communications Device n/a S Medium
Extended Clip n/a Item Medium
Gene Tester I S,O Medium
Gloves of Human Touch n/a S High
Goggles of See Invisibility 30 S Medium
Hypo n/a S,O Low
Kevlar n/a S Medium
Pistol n/a S Low
Rifle n/a S Medium
Self Tightening Rope 10 O Low
Soma Stilling Unit I Item Medium
Waste Unit I Item Medium

Automated Biometric System (ABS)

Duration: N/A
Target: Item
Rarity: Low
Description: Encodes a pistol or rifle to the users DNA, preventing anyone else from using it.
Phys Rep: N/A
Call: N/A

Blowgun

Duration: N/A
Target: Self
Rarity: Low
Description: A device that is able to range deliver poisons. Can do a maximum of 1 edge.
Phys Rep: PVC pipe tube able to deliver Nerf darts
Call: Poison

Communication Device

Duration: N/A
Target: Self, Other
Rarity: Medium
Description: Allows user to communicate with another over distances. Requires two devices.
Phys Rep: Walky talky or cell phone
Call: N/A

Extended Clip

Duration: N/A
Target: Item
Rarity: Medium-High
Description: Applies to a specific gun, granting it 3 bonus shots. One maximum per gun.
Phys Rep: N/A
Call: N/A

Gene Tester

Duration: Instant
Target: Self, Other
Rarity: Medium
Description: Allows user to determine the race of another. Requires a 60 count to use.
Phys Rep: Small tech box. Be creative
Call: Gene Test

Gloves of Human Touch

Duration: N/A
Target: Self
Rarity: High
Description: Allows wearer to use High Tech Items.
Phys Rep: Gloves
Call: N/A

Goggles of See Invisibility

Duration: 30 Minutes
Target: Self
Rarity: Medium
Description: Allows wearer to see and interact with people in Invisibility.
Phys Rep: Goggles. Standard glasses do not count.
Call: N/A

Hypo

Duration: N/A
Target: Self, Others
Rarity: Low
Description: Allows user to apply up to six potions and poisons to a single delivery device. Requires a 3 count to administer.
Phys Rep: A plunger device
Call: Hypo <potion or poison>

Kevlar

Duration: N/A
Target: Self
Rarity: Medium
Description: Grants wearer bonus to armor. Cannot be used with dodges. Bonus range 1-4. Counts as armor for the armor path.
Phys Rep: Heavy vest or jacket.
Call: N/A

Pistol

Duration: N/A
Target: Self
Rarity: Low
Description: Ranged damage of 10. Base of 6 shots.
Phys Rep: Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

Rifle

Duration: N/A
Target: Self
Rarity: Medium
Description: Ranged damage of 20. Base of 6 shots.
Phys Rep: Two handed Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

Self Tightening Rope

Duration: 10 Minutes
Target: Other
Rarity: Low
Description: Creates a Bind effect on restrained person 3 times per event. See feat for details.
Phys Rep: Rope or breakable restraint
Call: Bind

Soma Stilling Unit

Duration: Instant
Target: Item
Rarity: Medium
Description: Allows user to convert a single poison into 5 Soma.
Phys Rep: Be creative
Call: N/A

Waste Disposal Unit

Duration: Instant
Target: Item
Rarity: Medium
Description: Allows user to destroy any item with the Shatter affect.
Phys Rep: Container large enough to fit items into.
Call: Shatter

8.4.High Magic

High Magic items tap into the innate connection to magic that all Fae possess. Because of this High Magic items are useable only by Fae, and are typically used for boosting magical abilities.

Item Name Duration Target Rarity
Channelers <path> n/a S Varies
Universal Channeler n/a S Varies

Channelers

Duration: N/A
Target: Self
Rarity: Low-High
Description: Grants wearer a bonus to a specific magic path. Bonus range 1-4. Only one can be worn at a time.
Phys Rep: Bracelet or cuff
Call: N/A

Universal Channeler

Duration: N/A
Target: Self
Rarity: Medium-High
Description: Grants wearer a bonus to all magic paths. Bonus range 1-4. Only one can be worn at a time.
Phys Rep: Bracelet or cuff
Call: N/A

8.5.High Tech

High tech items were the peak of technological development at the time of the gate crash. All high tech items have an integrated gene typing system. You must be of Terran origin or handling the item with “Gloves of Human Touch”, to use these items.

Item Name Duration Target Rarity
High Caliber Pistol I S High
High Caliber Rifle I O Low

High Caliber Pistol

Duration: N/A
Target: Item
Rarity: Medium-High
Description: A higher powered gun that does 20 damage.
Phys Rep: Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

High Caliber Rifle

Duration: N/A
Target: Item
Rarity: High
Description: A higher powered gun that does 40 damage.
Phys Rep: Two handed Nerf gun or equivalent, gun toy with packets.
Call: <damage amount> gun

8.6.Artifacts

Artifacts are one of a kind item that are created specially by the plot team, and can only be achieved through role play. These items are complex and may contain multiple effects, and may have specific requirements to use them. These items are very rare and not easily obtained. For information or ideas regarding a particular artifact, please see or email Plot.

 

8.7.Augments

Augments are a general class of item that confer a bonus to a character once embedded in the characters body. There are several types of augments found in the game world, each with their own unique style and feel. We will cover the two main types of Augments, Morpheus Tech and Arcane Grafts.

 

All types of augments require that the character surgically implant the augment in there body. This is a 10 minute action with a character with three purchases of the Medic skill. All races are able to accept up to five (5) different augments safely. A plot member must oversee the addition of any augments beyond this number.

 

Augments do not stack the bonus that they provide, with other augments, unless otherwise stated on the tag. For instance, you can only have one augment that only improves strength, regardless of the type. Augments of different types will work together, so long as they do not provide the same bonus.

 

8.7.1.Arcane Grafts

Arcane Grafts are used to represent any sort of magical assistance that is embedded in the characters body. You must phys rep this enhancement. Many players choose to paint runes on exposed skin, use prosthetics, or attach electronics such as EL wire (safely) to their costumes. We leave it up to the player’s discretion for how they do this, but your phys rep must be visible and should in some way represent the benefit you’re garnering from the item.

Item Name Duration Target Rarity
Guardian Shell N/A S Medium
Imbued Force N/A S Medium
Imbued Resilience N/A S Medium
Imbued Speed N/A S Medium
Imbued Wisdom N/A S Medium

Guardian Shell

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Strengthens the skin, granting the character Additional Armor. Bonus ranges 1-4. Armor skill not required. Quickness path cannot be used with this Augment.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Force

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Strength. Bonus ranges 1-4.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Resilience

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Constitution. Bonus range 1-4.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Speed

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Dexterity. Bonus range 1-4.
Phys Rep: See Arcane Grafts description.
Call: N/A

Imbued Wisdom

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Intelligence. Bonus range 1-4.
Phys Rep:  See Arcane Grafts description.
Call: N/A

8.7.2.Morpheus Tech

Morpheus tech is used to represent any sort of technological assistance that is embedded in the characters body. You must phys rep this enhancement. Many players choose to paint circuitry on exposed skin, use prosthetics, or attach electronics (safely) to their costumes. We leave it up to the player’s discretion for how they do this, but your phys rep must be visible and should in some way represent the benefit you’re garnering from the item.

Item Name Duration Target Rarity
Dermal Plating N/A S Medium
Neural Upgrade N/A S Medium
Muscle Upgrade N/A S Medium
Reflex Upgrade N/A S Medium
Structural Upgrade N/A S Medium

Dermal Plating

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Plates that form under or through the skin, granting the character Additional Armor. Bonus ranges 1-4. Armor skill not required. Quickness path cannot be used with this Augment.
Phys Rep: See Morpheus Tech description.
Call: N/A

Neural Upgrade

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Intellect. Bonus ranges 1-4.
Phys Rep: See Morpheus Tech description.
Call: N/A

Muscle Upgrade

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Strength. Bonus range 1-4.
Phys Rep: See Morpheus Tech description.
Call: N/A

Reflex Upgrade

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Dexterity. Bonus range 1-4.
Phys Rep: See Morpheus Tech description.
Call: N/A

Structural Upgrade

Duration: N/A
Target: Self
Rarity: Medium – High
Description: Implants that grant character additional Constitution. Bonus range 1-4.
Phys Rep:  See Morpheus Tech description.
Call: N/A

9.Combat, PVP, and Death

Dying Light is a classified as a boffer LARP. This means that simulated combat is a part of the game experience and even if you aren’t swinging a sword you should know how the rules work. If you are playing a character that uses any form of damaging attacks from spell packets to swords you will need to know how the damage is dealt and how it will affect your character. All weapons both melee and ranged must be phys-repped and all of those phys-reps must be cleared through Safety before they are used in game. This includes spell packets that are brought to game as we have guidelines concerning their safe construction. Below is everything you need to know for combat in Dying Light.

9.1.Combat Basics

Weapon Check

          Before game begins, all players must undergo a weapons check by a safety officer. This is to ensure that all weapons are safe to use in game.  After you have checked in find a safety officer and have them look over all the weapons you intend to use at game. Your weapons must be checked before use every event. This is to make sure that they are still safe as boffer weapons can degrade over time.

 

Stand Down

If there is an injury during combat a ref will call for a stand down. Upon hearing this all players should take a knee immediately and cease talking. A safety officer will check on the situation and once it has been resolved a call of 3, 2, 1 game on will start the action again.

 

None-Combatant

          Players whom are wearing a yellow headband are a none-combatant. What this means, is that they are not to be touched with a boffer, packet, Nerf™ dart or with any part of another players body. Combat will be handled by safely swinging your weapon at the none-combatant without making contact while still making your damage call.

 

This mock combat must take place within a range reasonable to the weapons in play. The none-combatant will automatically take the damage. The none-combatant will attack in the same way, which also means that the other party will automatically take the damage as well. Spell packets work in much the same way; players will point fingers at each other and call damage. Both parties will automatically take damage. When a none-combatant is turned and walking away from you, you can only move as fast as the none combatant. If they are facing you, you can approach them at a walk. None combatants should not walk backwards as to prevent any injuries. Ranged attacks are limited to 5 yards for both parties.

         

Legal Targets

For safety reasons there are certain targets that are not legal to strike with any weapon or projectile. In Dying Light these targets are the head, hands, neck and groin. Every other part of the body is considered a legal target for striking. When striking use only as much force as is necessary to let the target know they have been struck. Since character costuming can vary greatly this may mean you have to strike certain people harder than others. A person wearing full SWAT armor will not feel your light tap the way a person wearing a T-shirt would. Use common sense to decide how much force is enough to get your point across. As with anything else, if someone complains or tell you that you are striking them too hard; lighten up your strikes accordingly. Yellow headbands are markers worn by people who for either health reasons or an aversion to physical combat play, have opted to not be struck with a boffer weapon. If you see a person with a yellow headband you cannot strike them with a packet, boffer weapon, Nerf dart, or touch casting. Simply stand close to them and say the damage and they will react accordingly.

 

Proper Swinging vs Machine Gunning

The purpose of combat in LARP is not only to get in as many valid hits as possible, but to provide excitement and character interaction and progression. Dying Light combat is focused more on theatrical and fun combat and our rules reflect that idea. A melee weapon must describe a 45 degree angle between each strike, which means that it must retract a certain amount after each swing so that the combat can be a back and forth exchange rather than seeing who can swing the fastest. A good rule of thumb is that each attack and call must be clear and understandable. You should not be swinging so fast that your calls become garbled and unintelligible. If the target cannot understand the damage call they are under no obligation to take the damage. The term for swinging too fast is called “machine gunning” if someone is doing this swinging without drawing back to a 45 degree angle or so fast that calls are getting hard to understand let them know to slow down. For stabbing or straight line attacks the weapon should be pulled back to its starting point after each attack.

 

 

Awareness

Dying Light plays outdoors in wooded areas at all times of the day and night. We strive for safety but during a grand melee the most important aspect of safety is to be aware of your surroundings. Rocks, branches, ditches, and other players, all of these things can pose hazards if the player is unaware of them. Remember, it is okay to break character to warn another person of an impending threat or danger. If you are fighting and the goblin that is furiously back pedaling is about to step on a rock, let them know immediately so there are no injuries.

 


Weapon Contact

Aside from shields and armor, your weapon will be what you use to block with the most. Remember that players should not be swinging so hard that they endanger the player OR the weapon they make contact with. If you notice a player striking so hard that they are bending the phys-rep in a dangerous manner, let them know to ease up. If you cleanly block a strike, but the momentum carries it through to your body, it is still considered blocked. If there is a question about whether the block or the attack happened first, priority goes to the defender. Use good judgment when making a call and remember we are all in this to have fun.

 

Charging and Safety

It is important that even in the midst of combat everyone feels safe and secure. Aside from proper swinging etiquette it is important to be aware of what you are physically doing with your body. Charging is described as rushing at someone in such a way that they feel you are going to physically impact them. Whether you do or not is unimportant to the charging rule, it is only important that they feel like you would have. You may run at people but you may not force them back by physically colliding or making them feel that you would.

 


Grabbing, Throwing, and lifting Counted Actions

          Sometimes it is necessary to move people or to make them move. To do this safely we use counted actions, the same way you would with first aid or detect magic. If someone is lying on the ground unconscious you can do a counted action, lifting you 1, lifting you 2, lifting you 3 at this point they should stand up and follow you as though you were carrying them. This same rule applies for throwing and grabbing someone. Remember a counted action can be broken by any resistant action such as shrugging off your arm or attacking you. If you wish to engage in more immersion play you can ask the target if they accept physical role play. If they answer yes, then you can SAFELY maneuver them more physically. Such as actually picking up or dragging someone to a different location. The rule as with everything is that if they become uncomfortable or change their mind for whatever reason you must stop the action.

 


Different Types of Combat

          Different combat scenarios will resolve themselves in different ways. A sword/mace/axe for instance does edge or blunt damage and can be blocked by armor, other weapons or dodged. Firearms however cannot be dodged with a regular dodge but can be dodged with the feat ranged dodge. This is an exception as a feat usually requires another feat to avoid or negate the effect. Guns simply travel too fast to be dodged without a feat; however their damage can be lessened by armor. Magic is able to circumvent all mundane armor (non-magical), if a character is struck by a magical packet or touched with a magical spell then armor does not prevent the damage nor does catching it on a weapon. The magic simply bypasses all non-magical defenses unless it is dodged. If however, a magic caster is being attacked then they cannot cast magic (except feats) until they are out of immediate danger (three full seconds without taking any damage from a physical attack). Only then can you begin casting again.

 

 

9.2.Damage

Since we are not actually causing physical or otherwise debilitating harm to each other, we use a number system to determine how much damage your character has taken. Your character has an amount of health as determined by your skill point allotment and Constitution score at creation. When you take damage from a weapon simply subtract that amount from your health points. If you have armor or dodges then you may take less damage or no damage depending. We will deal with what happens when you hit 0 health a little later on. You may always call for less damage if you want to with any weapon. Aside from a number damage call you will also need to declare what type of damage you are doing with your weapon. Different monsters may be affected differently by different types of weapon damage. Skeletons for example are more susceptible to blunt damage than edge or gun damage.

 


Types of Damage

  • Edge: This is used to signify weapons that have an edge such as swords, axes, arrows and daggers.
  • Blunt: This is used to signify weapons that use crushing force such as maces, clubs, hammers, and fists
  • Claw: This is used to signify natural weapons that grow out of a creature. These can be animalistic such as with the Felinae or bone as with the revenants.  Claws are able to damage creatures that are normally only harmed by magic.
  • Explosive: This is used to signify bombs and other explosives. Explosive damage affects a larger area (six feet in diameter). This damage type can only be avoided with a Prevention countermeasure.
  • Gun: This is used to signify projectile weapons such pistols and rifles.
  • Magic: There are two types of Magic damage. First there is the raw magical damage drawn from the paths. Second are weapons that have been enhanced with magic. Path magic ignores regular armor and shields. Damage dealt to armor and shields goes straight to the target.
  • Poison: This is used to signify chemical concoctions that are harmful to living organisms; they are usually delivered via blowgun or feat such as poison touch for mutants.  This damage type can only be avoided with an avoidance countermeasure.

 


Firearms

          Pistols and rifles are very powerful weapons that were used by humans during the gate wars (and long before that). Sadly, the ability to manufacture new pistols and rifles has been largely lost to time. Most of the guns found in game are holdovers from the gate wars. This means they are old and don’t function at peak capacity. During the gate wars they would fire all day long, using whatever material or slag available to create new rounds. After so long, the batteries and parts have begun to corrode on even the most well maintained weaponry. At present time, most guns are able to only fire six shots before overheating and requiring a ten minute cool down time to recharge. Some items such as extended clips will allow for slightly higher firing capacity, but they are hard to come by. Guns come in two forms standard and high tech. The main difference is the amount of punch they pack and who can use them. Standard guns can be used by any race; however high tech guns can only be used by Terrans.

 

Magic vs Magical Weapons

          There are two types of magic calls in the game, the type of magic that is thrown via a spell packet and enchanted weapons. If a weapon has an enchantment on it, whether permanently or temporarily, it can call for “magic” damage. The difference between thrown magic and enchanted weapons is that enchanted weapons will not ignore armor and shields. The purpose of enchanted weapons is to allow them to harm creatures that normally are immune to mundane weapons. This enchantment is not strong enough however, to break through regular armor and shields. So, an enchanted sword would be able to harm an incorporeal being but would be stopped by regular armor or a shield. Magic that is thrown or “casted” would be able to harm incorporeal beings and go through shields and armor. However, magical protection as granted by the protection path would mitigate thrown magical damage.

 

 

 

 

 

Status Effects

The first aid skill allows a character to know what effect a character is under. There are several different types of status that a character can be under.

  • Normal Unconscious: You have been rendered unconscious by a subdual or waylay. This last for 10 minutes from the event that caused it.
  • Poisoned: You have been poisoned through some means whether ingested or through an attack.
  • Dead: You are dead.

 

Healing

          There are many ways for your character to loose health in game, luckily there are also ways to restore health. The two main ways are the Life path magic, and the Medic skill. If you receive any numbered effect, followed by ‘Life’ you are to return that many hit points, up to your maximum to your character. Unconsciousness can be remedied by the Medic skill and a 60 second count.

 

It is worth noting, that normally all magical healing effects that restore hit points require the receiving character to have not received damage for 60 seconds. If a character receives healing before this duration, they must call “No Effect”. This rule is true of both standard calls and feats unless noted.

 

9.3.Death

So, you struck with just enough force, remembered all your calls, didn’t charge and you sadly fell in combat. You have died, now what? Well, fortunately it takes a while for your spirit to shrug off its mortal coil. When you reach 0 health points you are dead, you fall down and are completely immobile. You should not speak or move unless it is dangerous for you not to or you are answering a question from a counted action. For the first minute of being dead no healing can be done to you since your body is still in shock from your wounds. After a minute, a healer or medic can bring you up. If you lay on the ground with no healing for ten minutes then your spirit will leave your body. Things get more complicated from there.

When you die there may be several effects running on you at the time. Perhaps you are poisoned and have power boost going when you fall. All effects last through death, this means that if you are poisoned when you die, if you have not been cleansed of the poison then when you are revived it takes hold of you again. The clock on feats and other effects is still running while you are dead, so if you have a Powerboost running with three minutes of the effect left but are dead for five, then it is over when you awaken.

 

Spirit Pop

After ten minutes of being dead on the ground your character’s spirit will leave your body and wander looking for someone who is able to resurrect them. Leave something to signify that your character’s body is on the ground and then begin to wander around with a white headband on. This headband lets everyone who can see spirits know you are dead. You must only whisper while you are a spirit. You do retain all the memories of what you saw while you were a spirit. You can use this time to walk about and see the unique sights of the spirit realm.

 


Resurrection

Once you have found a person who has the see spirit skill and the resurrection skill it is possible to begin the process of returning to the land of the living. Resurrection requires the head and torso of the person and their willingness to be resurrected. You cannot forcibly resurrect someone (unless they are under the effect of control spirit). Once all these components are together it takes a half hour to resurrect a person. More purchases of the resurrection skill means less time to perform the resurrection.        A resurrection will not restore lost limbs, which is what the regrowth feat is for, all it does is put the spirit back into the body with full health.

 

Decapitation / Liming

If your head is removed or eaten then sadly you will have to get a body kit or use the regrowth feat before a proper resurrection can be performed. A removed limb should be phys-repped by wrapping the missing limb with orange tape, to indicate that that limb is missing and out of game.

 

The Three Deaths

Each player in Dying Light begins the game with three boxes on their character sheet. These boxes represent pieces of the character’s soul. Each time the character dies and pops to spirit, they lose another piece of their soul as resurrection is taxing on the energy that composes the spirit. Whenever a character pops to spirit they need to find a ref and get an X marked on their sheet. This represents the lost piece of your soul. Once you have died three times your soul is considered tattered and another death to spirit pop will cause you to become sundered.

 


Shattered

Shattered is the state at which your soul is too fragile to be brought back with a simple resurrection. The pieces are simply not all there anymore. However, once a character has been sundered there is still a possibility of them coming back, just in a reduced capacity. First, the spirit must find someone with 5 ranks in resurrection, which gives them access to the resurrection from shattered ability. Then it takes a full half hour of work on the part of the character doing the resurrection. At the end of that time your character can come back to the land of the living but they lose half of their skill points (although not below 50). This represents the taxation that the soul must go through to return.

9.4.PVP

Lying, Spying, and Manipulating

Since all interaction in the game is based on what you see and hear there is a high probability that you will be lied to at some point. Whether this is by a character or an NPC they may tell you things that are untrue or manipulate you in ways you do not expect. There are no take backs or rewinds in LARP, if you are lied to and believe it then that is the situation and your character must deal with it as such.

Murder

Aside from combat, there are cases where a character is murdered. Perhaps they crossed paths with a dangerous cut throat, or while they sleep an assassin sneaks in and stabs them in their sleep. Remember that these are all the actions of characters not the players. If you do want to attempt to murder a character while they sleep you must have a ref present and then perform a counted action of “killing blow 1, killing blow 2, killing blow 3” if they do not awaken from your call (it can be whispered) then they die in their sleep. Plot will notify them that they are dead. If they awaken then they can defend themselves in whatever way they can. Remember there are no take backs or rewinds, if you botch a murder attempt, the repercussions could be bad for your character.

9.5.Looting and Theft

Theft

Since Oasis is host to a variety of beings who have very different ideas about the sanctity of ownership it is possible that you may have things stolen from you, or steal from others during game play. If an object is left in common space, such as axe on a table or a gun left on the ground then stealing is as easy as picking up the item in question and holding onto it. Once you have the item you can fence it to another player or use it yourself but be careful about those that want their property back. Once you have had the item for ten minutes, go to plot and tell them you have looted an item and if you know the owner, tell them that too. They will see if the owner wants the phys-rep back (you keep the tag) or if they want the tag and the phys-rep to stay together. If they do then you must keep the tag and phys-rep together. This makes it so that if you steal a distinctly designed blade the owner may recognize it.

If you want to steal from bunks or tents that are in game, you need a ref with you to make sure that out of game stuff is not touched and that there can be no question of privacy violations or real theft. The ref will look in the area and determine if there is anything in game that could be stolen, and then will watch you as you take the item, or in the case of tents provide you with the items found. DO NOT STEAL IN GAME ITEMS WITHOUT A REF.

Looting

A primary source of income for many in game, looting is the act of taking gear or credits from fallen foes. To loot you simply touch the creature on the shoulder and say searching you 1, searching you 2, searching you 3. At which point they will give up the loot. Sometimes a being might have a secret compartment that holds desirable objects. This can be things such as secret pockets or compartments that are actually phys-repped. Players can do this too but must actually phys-rep the location on their costume. To find hidden compartments you must do a counted action for each location such as searching your right boot 1, searching your right boot 2, searching your right boot 3. If the compartment is in the boot, congratulations you have found the item.

10.Special Powers

The creatures of the Nexus and the Voidling monsters from other worlds may have some unique powers. In addition to the player accessible feats, creatures have access to additional abilities. These powers occur much less frequently than other abilities and it is not necessary that you memorize each of their effects. It is helpful to have an idea of how each power functions and how you should respond when it is inflicted.

If there is any question to the nature of these powers, please ask an available encounter head or (if unavailable) ask the monster a quick out of game question on how a power functions.

Some of these powers may be available to players through specialized rituals.

To determine how to dodge or resist these skills, refer to the normal rules for dodging and Resisting Physical or Magical Feats.

 

Note that some monsters are capable of using enhanced versions of the powers. This will be indicated by a prefix added to the abilities signature call.

A “Greater” skill that is called cannot be dodged or resisted in any way.

A “Mass” skill that is called now has an AOE effect associated with it.

 

For example, if a monster calls “Greater Mass Paralyze” then anyone within a six foot radius of the monster will become paralyzed and the effect cannot be resisted or dodged.

 


Table 8.1 – Special Powers List

Feat Name Type Target Duration Delivery
Anti-Tolerance P S * N/A
Berserk E S 30 T
Incorporeal E S * N/A
Paralyze P O 10 T,P
Frost Nova M AOE 10 sec CoC
Thunder Shock P AOE I CoC
Enthrall T O 10 * T,P
Compulsion T O 10 T,P
Phantasm T O 10 T,P
Blind P O 10 T,P
Regeneration P S 60 sec N/A

 

 

Name: Anti-Tolerance

Type: Physical

Target: Self Only

Duration: Always Active

Delivery: N/A

Resist By: None

Anti-Tolerance represents a resistance to large damage calls. This power could manifest as thick skin, magical barriers or other forms of protection. If a creature has an unspoken Anti-Tolerance level, no damage call will ever exceed that maximum threshold. Monsters with Anti-tolerance will show no reaction to high damage calls.

 


Name: Berserk

Type: Exceptional

Target: Self Only

Duration: 30 Minutes

Delivery: Touch

This Epic Feat causes the character to berserk for 30 Minutes.  While this makes the character immune to all non-damage effects both negative and positive; it also prompts the character to experience a killing rage.  The character will attack enemies first; however anyone that interferes with the character will also be attacked.

Signature Call:  Berserk

Name: Incorporeal

Type: Exceptional

Target: Self Only

Duration: Varies

Delivery By: N/A

Resist By: None

An Incorporeal being has magically left it’s body or grown beyond it. They are visible, but unaffected by the physical world. They can pass through magical barriers such as Sanctuary and Personal Ward. They cannot pick things up and can pass through traps undetected. They can only be harmed by magic or magical damage delivered by an enchanted weapon. To indicate that a creature is incorporeal, it must wear a Pink headband. Pink LEDs can be worn at night. Some creatures may transition back and forth through an incorporeal state using an uninterruptable three count.

Signature Call:  Phasing 1, phasing 2, phasing 3

Name: Paralyze

Type: Physical

Target: Other

Duration: Ten Minutes

Delivery By: Touch, Packet

Resist By: Reflect

The target of this skill is frozen in place. They cannot move or speak, but they are conscious of the world around them. They can still see and hear everything that happens around them and will still take any damage inflict upon them. Any other feats cast on the target before or after the paralysis will still be in effect, but paralysis will always take priority.

Signature Call:  Paralyze

Name: Frost Nova

Type: Magical

Target: AOE

Duration: Ten Seconds

Delivery By: Centered On Character

Resist By: Prevention, Reduction*

All players within weapons reach radius from the caster takes twenty five damage and are under the effects of lesser paralyze (see above) for ten seconds.

*The paralyze effect cannot be dodged, but the damage done is lessoned by your magical protection level just liked other magic paths.

Signature Call:  Frost Nova

Name: Thunder Shock

Type: Physical

Target: AOE

Duration: Instant

Delivery By: Centered On Character

Resist By: Prevention

All players within a six feet radius from the caster are knocked to the ground and are under the effects of a fumble strike (Warrior Feats).

Signature Call:  Thunder Shock

 

Name: Enthrall

Type: Thought Altering

Target: Other

Duration: Ten Minutes unless otherwise specified

Delivery By: Touch, Packet

Resist By: None

The target is under the influence of the monster for the specified time period. The player loses all will and can only respond to its master. If told to attack, the player must defend the monster. Using Feats while Enthralled is optional, unless the monster requests usage of a specific Feat. If the monster is killed, the spell is broken.

Signature Call: “Enthrall!” (Ten Minutes) or “Enthrall, one minute!”

 

Name: Compulsion

Type: Thought Altering

Target: Other

Duration: Ten Minutes

Delivery By: Touch, Packet

Resist By: None

The victim is under a specific Compulsion effect and for ten minutes, or until cured, is consumed by it. They can use Feats, but they cannot cure themselves of their Compulsion. They can still fight, but must indulge their Compulsion simultaneously. If they must make any choice, the compulsion will always win, even if it means running away to be alone with it. Death or unconsciousness does not end this effect, it pauses its timer. The physical symptoms will stop until being brought back to life or made conscious, but the mind will still be plagued by the compulsion and its inability to be indulged during that time. Only the compulsions listed under table 8.2 can be used. Please see below for details.

Signature Call: Compulsion <type>!

 

Table 8.2 – Compulsion List

Compulsion Target Duration
Itch O 10
Counting O 10
Hoard O 10
Safety O 10
Love O 10

Compulsion Types:

  1. Itch – One or multiple parts of the victim’s body will not stop itching. The victim must uncomfortably itch themselves until the duration has passed or there are cured.
  2. Counting – It is of vital importance that the victim count and catalog a number of mundane details. It is not enough to count the same thing multiple times.
  3. Hoard – The victim must surround themselves with as much of their stuff as possible. They want to wall themselves in with everything they own and accumulate more stuff if needed. They will not steal unless that is already a part of their personality. Theft can be easily justified in this state. Remember to get a rules ref if you’re going to steal from someone’s bunk or tent.
  4. Safety – The victim is obsessed with protecting everyone. Friend or foe, it is their mission to keep everyone safe. They will move obstacles, pick up debris, make worried safety suggestions or anything else to keep everyone safe. They will not put themselves in any danger and cannot engage in combat.
  5. Love – The victim loves everything in sight and cherishes it. There are many kinds of love and the victim of this compulsion may choose how they wish to demonstrate that love.

 

Name: Regeneration

Type: Physical

Target: Self Only

Duration: 60 seconds

Delivery: N/A

Resist By: None

Regeneration will restore a character to full health points and restore all lost limbs. It takes 60 seconds to perform regeneration, depending on the character this count may or may not be interruptible. The default is that it cannot be interrupted and will be activated at the end of the count. The character does not have to be conscious or alive to use this feat.

Signature Call: Regeneration <Not required>

 

 

Name: Phantasm

Type: Thought Altering

Target: Other

Duration: Ten Minutes

Delivery By: Touch, Packet

Resist By: None

Everyone the victim sees appears to be the object of their most extreme emotion, or the creature stated with the call. It could be a lover just lost, an enemy long hated, an ex-lover they just want to avoid, an imaginary monster that terrifies them or anything else that suits the character. There will be no reasoning with someone in this state, they will remember events in any way that justifies the presence of the phantasms and if confused, will forget all recent interactions.

Signature Call: Phantasm <optional name>