The Rules of Neverender
The Number one rule of Neverender is no player left behind! To put it simply not only is it our job to make sure you are having fun but it's everyone's! At the end of the day, good, evil, Fae, or Human, Mage, or Rogue, playing fair and having fun is everyone's priority!
Types of players
There are two major types of players in a Neverender game the PCs and SPCs
What is a PC: A PC is a playing character. This is a great intro the the roles and rules of the world, the plot is a mystery to you and are fully involved in its twists and turns. You are able to exist in your character freely in the world and see everything that the story and game has to offer you.
What is a PC Team Leader: These are for more advanced players who want to still be fully involved in the plot but lead a small team of other PCs through the rough waters of plot, you are responsible for leading your characters with the best of your abilities and creating and adhering to the rich and vibrant culture you clan or kingdom has.
What is and SPC: An SPC is a serving playing character. These are for the most advanced players who will be incharge of making sure that their entire kingdom of PC Team Leaders and PCs are remaining in line with the plot. Your job is to make sure that everyone involved is having a good time and that the flow of the game is smooth and effortless. SPCs are commonly rulers, Re or miscellaneous faces and monsters that will play integral parts to both plot and flow of the game. The main goal is the make sure that everything is an adventure and that things are progressing the way that they should be progressing. It's a high responsibility and high reward to be an SPC.
Melee Weapon Combat
Using weapons such as swords, daggers, bow and arrow and the like are all melee weapons. Neverender is a “Lightest Touch” combat system. This means that all I have to do is tap you to inflict wounds, and the head of the opponent is totally and 100% off limits and illegal. We aren’t REALLY trying to kill each other, just figuratively..... In this section we will go weapon by weapon and explain how they are used and what they can do.
Swords: A slashing weapon has the ability to not just wound but can also “Sever limbs”. A tap to someone’s exposed arm causes writhing pain the the target causing anything in that arm to be dropped to the ground and you to react as such. The same goes for blows to the legs, however if you are hit with sufficient force the limb is considered totally severed and can cause imminent death over 5 minutes if two limbs are severed death is instant. A blow to the back causes a great wound and will send you into a painful fit as well as shots to the stomach cause death in 5 minutes unless healed by a Cleric or Paladin. A good rule is “Honor the hit and drop!” Swords can NOT be poisoned!
Daggers: A Piercing weapon that when hit to a limb causes immense pain but can never sever a limb. The limb is considered useless and can not hold anything and is motionless. However a stabbing wound to the back or front of a torso will cause imminent death in 2 minutes. Daggers can be poisoned!
Bow and Arrow: In Neverender we allow the uses of these projectile weapons, with a full draw strength of no more than 20 pounds. (When hit even within 10 feet of these weapons feels like a firm pillow fight! Don't fear the blow it's probably more scared of you than you are.) Arrows can only be poisoned one at a time!
Shields: THESE ARE NOT WEAPONS so please don't hit your friends with hard objects, they don't like it and neither do your friends! However shields can block any incoming melee attack and only broken by a few spells or abilities.
MAGIC AND HOW IT WORKS!
Magic and its systems are based on the power of your own imagination, there will be no flying bean bags or other unidentified flying projectiles. Mage's spells are cast by sounding a Mage Horn. At the sound of the tone, players are required to stop, stand completely still and close there eyes. The Mage will incant their spell and it will tell you want to do, if it is below your magic resist you have the option of taking it instead of it being a requirement (I HIGHLY suggest you take it, since more times than not its really fun and creates a better scene.)
The only spells that are not sounded by a horn are AOE (Area of Effect) spells like repulsion, these types of spells are seen as defense mechanisms and are irresistible. For example if I call repulsion and my hands and arms are out stretched you cannot come within fifteen feet no matter your level or spell resistance. It would be the equivalent of running at a brick wall, and don't do that its not fun.
For those who like healing your magic works a little bit differently than a Mage's. Clerics are unique in the fact that they always make noise, and to work your magic you must have physical contact with your target (in most cases).
Healing incantations can be whatever you would like them to be they can be as simple as:
“I am a Cleric and I am required to heal you, against my better judgment, because I'm obligated to.”
Or they can be as elaborate as:
“I call upon the water and the air to heal your burnt/ or torn flesh, by the power of (Chosen deity, house or Re) I command your wounds to be forgotten and your flesh to be new. Healing by the power of (Your Level) healing!”
For spells where you do not need direct contact like Holy Bolts, it is assumed that you have channeled your energy at your target and it will have the desired effect. Note: Be Specific. If you aren't then someone else could take that effect with out your intending. Though it would be hilarious for everyone involved, being specific is key.
RITUALS, COVENS AND CLANS!
A ritual can be done solo or can have more power in a large group. Some rituals can require only magic users and others require entire kingdoms to create. This is up to what ever plot or your imagination tells you to do.
There are many ways to do a ritual. One ritual may require lots of decorations or sacrifices to be made. Others will be silent and is a follow the leader improv type.
Examples of rituals are: Marriages (yes, they do happen from time to time), seeking omens, turning people into other types of being, gaining power, a plot line, opening vaults, talking with the dead, talking to monsters, funerals or curses.
Covens: Covens are a group of Mages that have joined together. The number can vary from 3 to 10 Mages. They gain more power from being around each other, you are basically creating a magical surplus and for every three Mages the spell level goes up by one. So if you have 3 Mages at level six, the spell you incant will be at level 7.
Clans or Kingdoms is the group that you follow at casting. They are your home, family and friends, it is the city that you have given your honor and life to uphold and protect. You typically will always be with your clan or kingdom the duration of game. There is always room to defect, but it is so highly frowned upon that it is almost unheard of doing. Choosing to defect is basically choosing to join another kingdom or clan, you leave your home, family and friends behind and it will be impossible for you to see them again. Stay true and stay strong with your character and what they have chosen to do. This is where casting becomes extremely important, we strive to put you where you are needed and would like to be based on your casting sheets.
CASTING SHEETS
Name:____________ Age:__________ Games Played:____________
Acting or Theater training:________________________________
Special Skills:___________________________________________________________
I would like to be:
_____ Good _______ Evil _______ I don't care
_____ Human _______ Fairy _______ Elf _____ Team Leader
_____ Monster _______ Something cool _____ SPC _____ PC
I like doing this the most (Pick 3, for Like number 1-3, for dislike number 4-6):
_____ Leading _____ Following _____ Sneaking _____ Fighting _____ Magic
_____Healing _____ Reading _____Learning _____ Exploring _____ Teaching
_____Rituals _____ Logic _____ Tactics ______ Running/Hiking
What I believe (Pick Two):
____ Every villain is the hero in their own story
____Evil and Good are subjective
____ Love conquers all
____ I would rather be loved by all than loved by a few
____ History goes to the victors
____ The end's always justify the means
____ My heart is my guide on all things right and honorable
____ Honor is the heart of the kingdom
____ Power is the heart of the kingdom
____ Steel is the power of the kingdom
____ I'm in it for myself
CAMPING CHECKLIST:
- tent and stakes
- sleeping bag
- pillow
- extra blankets
- sun screen!
- Bug spray
- tooth brush and tooth paste
- SOCKS!!!! (Lot's of them)
- sneakers or flat boots (No open toed shoes) make sure they are water proof
- black pants and black shirt (no logos)
- anything resembling medieval garb (no logos)
- towels
- swim suit
- shower supplies (shampoo, conditioner, face scrub)
- toiletries
- deodorant (It seems silly but forgetting is is no fun)
- nonperishable snack food (healthy snacks will be provided, no soda)
- clothes you don't mind getting dirty
- sunglasses
- baby wipes
- hoodie, jacket or cloak/cape
- flash lights or battery powered lanterns
- batteries
- any allergy or health required medicines
- aloe vera (for sunburns)
- WATER
- water bottle
- folding chair (with name on it somewhere)
If you bring a cellphone it must be off and in your tent at all times, Neverender staff is not responsible for lost, broken or stolen items.
This is a dry campus, there is no use of illegal or illicit drugs or alcohol on our property, anyone caught using or in possession of these items will be escorted off campus with NO REFUND.
Violence or explicit language will not be tolerated in game or in workshop. Any acts of aggression or violence will be dealt with without prejudice any and all offenders will be escorted off campus with NO REFUND.
SCHEDULE
FRIDAY
12:00-2:00 pm: Check in and set up
2:00-5:00 pm: Afternoon workshop
5:00-7:00 pm: Dinner
7:00-9:00 pm: Evening workshop (Game teaser, casting sheets and games, games and more games)
9:00-11:00 pm: Bardic circle and SPC meeting
11:00pm: CAMP CURFEW!
SATURDAY
8:00-9:00 am: Breakfast
9:00-12:00 pm: Workshop (Improv games, status workshop, in depth game Q&A)
12:00-2:00 pm: Lunch, break and various games
2:00-5:00 pm: Afternoon workshop (Intro to swords and magic, capture the flag, casting and costumes)
5:00-7:00 pm: Dinner
7:00-9:00 pm: GAME ON
9:00-11:00 pm: GAME ON
11:00pm: CAMP CURFEW!
SUNDAY
8:00-9:00 am: Breakfast
9:00-12:00 pm: GAME ON
12:00-2:00 pm: Wrap up, closing circle and campsite break down
2:00-4:00 pm: Check out.
This game takes Class!
Mage
Mage By Level:
Ever mage is given a level at Character development. Your level determines, how many spells and what kind of spell you can cast.
Rolling for level:
Every PC or SPC who would like to be a Mage must roll two die 6's. The number that is rolled is the caster's level. All ones are rerolled if the level is at three or below.
Experience points:
These are used for buying your spells at the beginning of game. A level six and below gets twelve experience points, any level above six gets twenty-four experience points. These points are categorized by the level of spells, a fourth level spell will require four experience points to purchase one spell. Also you may not cast spells that are higher than your character level, for example a level six mage can not cast the Death spell because it is a level eight spell.
You can reuse spells but you must channel after all of your spells are gone. The more time you spend channeling the more of your spells come back. Rule of thumb: Every five minutes spent channeling is one caster level.
Equipment:
Mage Horn, Sprit costume, spell scrolls, if game allows staff, wand or dagger.
Spells and experience point costs:
Level 1 Spells
Repulsion:, AOE With outstretched arms the spell casts a cone going out from your hands to fifteen feet away. The spell is only active while both or one had is still outstretched.
Magic Bolt: A powerful shock courses through your target causes them to stagger back a moment.
Sickness: You are unwell, you feel feverish, nauseous, tired and achy, you are unable to think as waves of sickness cross over your body. Duration: 10 minutes.
Mend: Light repairs to a non magical or relic item Ex: Add one hit back to broken or expended armor per use.
Dispell Magic This spell is based on how much EXP you choose to expend ex: if you spend 5 exp your Dispell Magic will remove up to and including a level 5 spell. Only a maximum of 8 experience can be spent on this spell.
Level 2 Spells
Laughter: The subject is rolling with laughter, everything they see, feel or hear is funny. There is nothing they can do but hold their side and pound on the ground. Duration 5 minutes.
Fire ball: A magical ball of fire, when it hits it's desired target it will cover their body in various degree burns. They drop to the ground and their body is blistered and burnt, this cannot kill someone unless left untreated by a cleric.
Lightning: A shot of electricity shoots through your body, leaving you rooted to the spot for a minute then you are crumpled on the ground unable to stand or walk for a period of two minutes.
Silence: Silent for a period of ten minutes, you cannot speak or communicate verbally with anyone or anything thing. Essentially your tongue is glued to the roof of your mouth. No spells or healing can be casted while silenced.
Charm Person: The charmed target views you as their best friend, they can be more susceptible to quests and favors in this state. Spell lasts 10 minutes
Spin: You spin until you no longer can, then sit as your head is spinning you cannot run, walk or stand until it has worn off. Duration: 10 minutes.
Phantom Armor (SELF ONLY): Caster may ignore ONE shot from a MELE WEAPON ONLY. Duration, till hit or killed by another means.
Resist Fire The subject of this spell may ignore the damage and effect of ONE fire based spell. Or able to survive in an extremely hot area without taking damage.
Resist Electricity The subject of this spell may ignore the damage and effect of ONE electricity based spell. Or able to survive in an extremely electrified area without taking damage.
Resist Cold The subject of this spell may ignore the damage and effect of ONE Cold based spell. Or able to survive in an extremely cold area without taking damage.
Confusion You are confused about your reason for being, divert from you current task. Duration 10 Minutes.
Level 3 Spells
Blinding: Black mist covers the eyes of the target and they must remain with their eyes shut for a period of ten minutes or until the spell is dissipated.
Teleport: Everyone with in earshot closes their eyes, you run for thirty seconds and sound your horn a second time meaning that you are done teleporting and the world continues on with you further away.
Invisibility: Put on your spirit costume and you are invisible to the waking world, the moment you do anything other than walk you are visible again.
Binding: Manipulates magic to adhere a target to one location or object.
Ice Bolt: Target must move at a walks pace/or the caster may declare one limb as immovable Duration 5 minutes.
Level 4 Spells
Pain and wounding: the target of the spell immediately drops to the ground while wounds and bruises form on their body. The pain is unbearable, just drop and scream.
Suggestion: This places in the mind of a target a pressing need to fulfill this suggestion. The spell only works if it is not against the characters true alignment or nature. Suggestion can only be ONE thing, EX: I suggest you tell me what the king is doing. You cannot suggest someone to kill their wife unless they were already predisposed to doing so.
Charm Monster: Same as charm person but only works on Monsters, YOU CANNOT CHARM RE!
True Seeing: (Self Only) You perceive everything for as it truly Ie: Invisible PC and SPCs(Except Hide in shadows, Spirits, and will not counteract Hallucinate.), Illusions, and other effects that would otherwise cause you to perceive something that is not it's true form or self.
Tongues: Able to understand AND speak all languages. Duration 5 minutes.
Disarm Person: The target of this spell must surrender their main hand item to or as close to the caster's feet as possible, the caster may choose to target the off hand item such as a shield.
Hallucinate You see whatever that caster tells you. Ie: All over the ground you see poisonous snakes, or everyone looks like they are goblins or dark elves. Duration 10 minutes.
Level 5 Spells
Mind Blank/ Forgetfulness: You have no memory, not even your name or kingdom. You are a complete blank slate. Duration: 10 minutes. Or you can tell them to PERMANENTLY forget ONE instance that they have seen in the last five minutes.
Curse Open to interpretation with the assistance of a SPC team leader cause one subject to succumb to an awful affliction.
Level 6 Spells
Raise dead: You reanimate the closest dead bodies to you, they have no specific memory of who they are or what their plans were. They are just your friendly neighborhood zombies. Can be commanded to fight, kill, hunt, or follow.
Quest: The subject has an overwhelming urge to help you and fulfill this mission for you, they can only be quested things that they'd be predisposed to do. EX: I quest you to find and capture the rogue that has been following us. Target must be willing. If they divert from the quest they are met with nothing but pain as if affected by pain and wounding.
Teleport Mass: Same as Teleport but adding two additional people (Must have DIRECT contact with caster)
Frost: Slowly freeze to death over twenty minutes as well as only moving at a walk's pace unless dispelled or placed by a fire source for five minutes.
Haste: The subject of this spell my act freely for 10 seconds whale all other PCs, SPCs, and the caster it's self acts motionless frozen in time.
Level 7 Spells
Guise: AOE You seem like a trustworthy stranger with a non memorable face and description.
Seance: The ability to speak with ONE recently slain PC or SPC.
Level 8 Spells
Possession: Caster leaves a marker to where their body is, and puts on spirit costume and follows their subject, the subject may not speak unless the caster tells them what to say. This spell lasts until the caster chooses to leave, or the spell is dissipated, or their body is interrupted, or a cleric holy bolts them back into their body.
Death One subject dies OUTRIGHT (Wait for the scene to pass and return to Re)
Wish: With the presence of a coven (3 or more mages) only, ATTEMPT to bring one wish to reality.
Commune: ability to talk with Re for two minutes
Special Mage Classes:
Pyromancer: A Mage that devotes their life to the study of magical fire.
Blood Mage: Using their own constitution these Mage's use their own physical being as the source. The greater the spell the higher the blood price. Some very powerful spells can even take the caster's life.
Ritualist: These Mages surround themselves with other Mages to weave powerful spells together. They have devoted time to perfecting the ancient rituals that otherwise would be lost on the ages.
Illusionist: They not only weave a web of words but can manifest them into physical being through their own mystical power.
Witch Doctor: The isolationist of the magical world, they are adept with curses and their effects. A Witch Doctor is a powerful ally or foe.
Scryer: They use their arcane power to see what others don't, in some places they are called “Seer.”
Cleric
Cleric by level:
Ever cleric is given a level at Character development. Your level determines, how many spells and what kind of spell you can cast.
Rolling for level:
Every PC or SPC who would like to be a cleric must roll two die 6's. The number that is rolled is the caster's level. All ones are rerolled if the level is at three or below.
Experience points:
These are used for buying your spells at the beginning of game. A level six and below gets twelve experience points, any level above six gets twenty-four experience points. These points are categorized by the level of spells, a fourth level spell will require four experience points to purchase one spell.
You can reuse spells but you must channel after all of your spells are gone. The more time you spend channeling the more of your spells come back. Rule of thumb: Every five minutes spent channeling is one caster level.
Equipment:
bell, Spirit costume, holy bolts and occasionally a dagger or short sword
spells and experience point cost:
Sanctuary: cleric is in a protected bubble, immune to all physical and magical attacks. This lasts as long as the cleric is ringing their bell, however they cannot move while in sanctuary. Also any Cleric who is in Sanctuary must remain so for at least five minutes. They are also not part of the physical world so they cannot communicate with anyone or anything.
Level 1 Spells
Healing: Puts cleric and patient in a state of sanctuary, this sanctuary only lasts until the incantation to heal is over with. Heals all wounds.
Bless: ANYONE may shove off ONE melee shot if they are blessed by a Paladin or Cleric.
Level 2 Spells
Astral travel: Like invisibility but can perceive and communicate with spirits.
Holy bolt: shock a ghost corporeal, can interrupt a channeled spell EX: possession.
Spirit shock: send dead back to Re.
Cure ailment: Cures physical damage caused by electricity, fire or cold.
Level 3 Spells
Purify: Cleanses curses, sickness, poisons, diseases and other bodily afflictions outright.
Spirit walk: Cleric can physically cross over into the spirit world WITHOUT abandoning their body.
Level 4 Spells
Last rights: Prevents a body from being reanimated or raised. The subject goes straight to Re, with out stopping to talk to any mage or cleric on their way there.
Reanimate dead: You reanimate the closest dead body, they have no specific memory of who they are or what their plans were. They are just your friendly neighborhood zombies. Can be commanded to fight, kill, hunt, or follow.
Level 5 Spells
Astral travel mass: Like Astral Travel but can add up to three people.
Commune: The cleric is able to talk with ANY spirit, regardless of alliances.
Sanctuary mass: Protects up to three people in sanctuary, they can neither move or attack anyone while in this state. They also cannot lose direct contact with the caster. You cannot move in and out of sanctuary. (Must remain in sanctuary for at least five minutes
Level 6 Spells
Regeneration: Any missing limbs are immediately restored to their full functioning capacity. Lasts until used, this spell may only be used ONCE!
Quest: The subject has an overwhelming urge to help you and fulfill this mission for you, they can only be quested things that they'd be predisposed to do. EX: I quest you to find and capture the rogue that has been following us. Target must be willing. If they divert from the quest they are met with nothing but pain as if affected by pain and wounding.
Level 7 Spell (Yes, there's only one.)
Inflict wounds: target is covered in all wounds that have sustained in their life time all at once.
Level 8 Spells
Divine Intervention: Cleric and subject go to Re, they are not dead but will receive either a physical token or advice from Re. Can only be used ONCE!
Miracle: With the presence of at least three or more clerics, ATTEMPT to bring one desired outcome into reality.
Resurrect: Can resurrect ONE body back to its previous state, they have full memory and knowledge of who and what they were before death. All wounds are healed
Cleric Special Classes:
Cabalist: One of many Clerics who have devoted their lives to studying the dark arts of divine power. They heal with the power of their own passion.
Divine Order: Clerics who have dedicated their lives to the study of light. They heal with the power of their own convictions.
Shaman: ritualistic healers of the forest world, choosing this path means that they shun large civilizations choosing to help only those who seek them out. They heal through the power of ritual.
Pacifist: “I only heal.”
Druid: Like a shaman they are the healers of the forest world. The group consists mostly of Elves, they heal through the power of nature.
Warrior:
Warrior by level:
Every Warrior is given a level at Character development.
Rolling for level:
Every PC or SPC who would like to be a warrior must roll two die 6's. The number that is rolled is the warrior’s magic resist level. All ones are rerolled if the level is at three or below.
Magic resist, if a spell is cast above your level you are required to take it, if it at or below your level you do not have to take it, but can if it would make the scene better. AOE spells are not countered by magic resist.
Experience points:
These are used for buying your buffs at the beginning of game. A level six and below gets twelve experience points, any level above six gets twenty-four experience points. These points are categorized by the level of skills. Also for the Warrior class experience points are used to purchase your weapon armor and shield proficiencies.
Equipment:
sword, shields, spirit costume, daggers, Dual Weapon (Ie: Two daggers, Two Swords, or a Dagger and Sword combo.)
Weapon, Armor, and Ability Experience cost for Warriors:
One Hand Sword: 0 Experience
Shields: 4 Experience
Tower Shields: 6 Experience
Dagger: 2 Experience
Dual Swords: 8 Experience
Dual Daggers: 6 Experience
Dagger and Sword: 7 Experience
Light Armor: (Absorbs one melee shot) 2 Experience
Medium Armor: (Absorbs two melee shots) 4 Experience
Heavy Armor: (Absorbs three melee shots) 6 Experience
Force of Will: 2 Experience. Declare “Force of Will” out loud and no longer be hindered by a movement impairing effect such as Ice Bolt, Lightning, and Spin. However the damage is still inflicted if any. (ONLY usable ONCE but can be bought multiple times)
Intimidate: 4 Experience. Terrify your enemy into running in fear from you for five minutes or until you are out of sight of the target. Any damage will end this effect if you give chase and harm the target.
Last Stand: 6 Experience. If an effect or melee hit would otherwise kill you, declare “LAST STAND!” for 10 seconds you may only move at walking speed and able to wield one weapon but can not be killed or harmed by any effect. You die after the 10 seconds has expired.
Overpower: 4 Experience. You may resist ONE spell that you would otherwise not be able to resist.
Bind Wound: 2 Experience You may return ONE limb to working if it was not totally severed per purchase of this ability.
Pain Suppression: 4 Experience. You may ignore the effects of a severed limb and spells like Pain and Wounding for 5 minutes.
Dodge: 1 Experience Ignore ONE landed melee hit from in front of you per purchase of dodge. (Must declare “Dodge”.)
Mighty Blow: 7 Experience. Bypass the Armor, or Defensive spell for one blow. Or Destroy ONE shield. Must be declared before the swing is taken. If this swing misses the ability is still expended.
Head Strike: 3 Experience. The warrior uses the butt of their weapon to render a target unconscious for 5 minutes. Must be in melee range and a weapon must be in your hand whale declaring “HEAD STRIKE!”
Rogue:
Rogue by level:
Every Rogue is given a level at Character development.
Rolling for level:
Every PC or SPC who would like to be a Rogue must roll two die 6's. The number that is rolled is the Rogue's magic resist level. All ones are rerolled if the level is at three or below.
Magic resist, if a spell is cast above your level you are required to take it, if it at or below your level you do not have to take it, but can if it would make the scene better. AOE spells are not countered by magic resist.
Experience points:
These are used for buying your buffs at the beginning of game. A level six and below gets twelve experience points, any level above six gets twenty-four experience points. These points are categorized by the level of skills. Also for the Rogue class experience points are used to purchase your weapon and armor proficiencies.
Equipment:
Sword, Spirit Costume, Daggers, Bow and Arrows, Dual Weapon (Ie: Two daggers, Two Swords, or a Dagger and Sword combo.)
Weapon, Armor, and Ability Experience cost for Rogues:
One Hand Sword: 3 Experience
Dagger: 1 Experience
Dual Swords: 6 Experience
Dual Daggers: 4 Experience
Dagger and Sword: 6 Experience
Bow and Arrow: 5
Light Armor: (Absorbs one melee shot) 3 Experience
Medium Armor: (Absorbs two melee shots) 5 Experience
Hide In Shadows: As long as the Rogue is out of combat and is completely unseen by any PC or SPC
the rogue my dawn their spirit costume and be under the same effects of mages's invisibility.
Apply Poison: A rogue may apply poison to any weapon with an edge or point.
Dodge: 1 Experience Ignore ONE landed melee hit from in front of you per purchase of dodge. (Must declare “Dodge”.)
Rogue's Cunning: 2 Experience. Declare “Rogue's Cunning” out loud and no longer be hindered by a movement impairing effect such as Ice Bolt, Lightning, and Spin. However the damage is still inflicted if any. (ONLY usable ONCE but can be bought multiple times)
Triage: 3 Experience You may return ONE limb to working if it was not totally severed per purchase of this ability.
Vanish: 2 Experience. The rogue may enter “Hide in Shadows” whale in combat and in sight of other PC's and SPC's. Must declare “Vanish!”
Assassinate: 5 Experience, and must be in Hide in Shadows. With a melee weapon of any kind kill one target outright May not effect Larger SPC's. or some monsters. Assassinate bypasses ALL ARMOR!
Knock Out: 2 Experience. With the flat of your palm on the target's back and a slight tap from your other declare “Knock Out”. The target is to lay motionless on the ground for 5 minutes. You must approach your target from behind and catch the unaware or be in Hide in Shadows.
Blinding Dust: 3 Experience. You must be within melee range of your target to use Blinding Dust, the target is blinded for 5 minutes.
Evasion: 4 Experience. Ignore the effects on one spell you could not otherwise resist.
Pass Without a Trace: 5 Experience. For 15 seconds you may run whale in Hide in Shadows.
Disarm: 3 Experience. The target must be within melee range to use Disarm. The target drops the item in their main hand to the ground. The rogue may choose to disarm and offhand weapon or shield as well.
Pick Pocket: 2 Experience. Whale in hide in Shadows the rogue my approach any PC or SPC and declare “Pick Pocket” and claim ONE item from the target that is not in their hands, OR if being searched and there is a possibility of losing an item on your person you may declare “Pick Pocket” and the item is safe and unseen.
Paladin:
Every Paladin is given a level at Character development.
Rolling for level:
Every PC or SPC who would like to be a warrior must roll two die 6's. The number that is rolled is the Paladin's magic resist level. All ones are rerolled if the level is at three or below.
Magic resist, if a spell is cast above your level you are required to take it, if it at or below your level you do not have to take it, but can if it would make the scene better. AOE spells are not countered by magic resist.
Experience points:
These are used for buying your buffs at the beginning of game. A level six and below gets twelve experience points, any level above six gets twenty-four experience points. These points are categorized by the level of skills. Also for the Paladin class experience points are used to purchase your weapon armor and shield proficiencies as well as Spells. A paladin my cast spells from the cleric spell list but may never cast a spell over fourth level, the same experience to spell level ratio applies.
Level 1 Spells
Healing: Puts cleric and patient in a state of sanctuary, this sanctuary only lasts until the incantation to heal is over with. Heals all wounds.
Bless: ANYONE may shove off ONE melee shot if they are blessed by a Paladin or Cleric.
Level 2 Spells
Astral travel: Like invisibility but can perceive and communicate with spirits.
Holy bolt: shock a ghost corporeal, can interrupt a channeled spell EX: possession.
Spirit shock: send dead back to Re.
Cure ailment: Cures physical damage caused by electricity, fire or cold.
Level 3 Spells
Purify: Cleanses curses, sickness, poisons, diseases and other bodily afflictions outright.
Spirit walk: Cleric can physically cross over into the spirit world WITHOUT abandoning their body.
Level 4 Spells
Last rights: Prevents a body from being reanimated or raised. The subject goes straight to Re, with out stopping to talk to any mage or cleric on their way there.
Reanimate dead: You reanimate the closest dead body, they have no specific memory of who they are or what their plans were. They are just your friendly neighborhood zombies. Can be commanded to fight, kill, hunt, or follow.
Equipment:
Sword, Shields, Spirit costume
Weapon, Armor, and Ability Experience cost for Paladins:
Sword: 3 Experience
Shield: 4 Experience
Tower Shield 7 Experience
Light Armor: (Absorbs one melee shot) 3 Experience
Medium Armor: (Absorbs two melee shots) 5 Experience
Heavy Armor: (Absorbs three melee shots) 7 Experience
Lay on Hands: All Paladins have equal to half their level in casts an instant Healing spell (As the cleric spell) with the touch of their hand and the declaration “Lay on Hands” to it's self or a wounded target.
Divine Grace: Paladins are immune to ALL diseases and poisons magic or otherwise.
Alchemist:
Alchemist by level:
Every Alchemist is given a level at Character development.
Rolling for level:
Every PC or SPC who would like to be an Alchemist must roll two die 6's. The number that is rolled is the Alchemist's magic resist level. All ones are rerolled if the level is at three or below.
Magic resist, if a spell is cast above your level you are required to take it, if it at or below your level you do not have to take it, but can if it would make the scene better. AOE spells are not countered by magic resist.
Experience points:
These are used for buying your buffs at the beginning of game. A level six and below gets twelve experience points, any level above six gets twenty-four experience points. These points are categorized by the level of skills. Also for the Alchemist's class experience points are used to purchase your weapon proficiencies and potion recipes.
Equipment:
Spirit Costume, Daggers, Vials, Alchemist Book.
Weapon, and Ability Experience cost for Alchemist:
Dagger: 0 Experience
Potion of invisibility: 2 experience points, drinker is invisible for 5 minutes. Ingredients: clear water, chlorophyl and sand. Brew time: 5 minutes
Truth Serum: 2 experience points, drinker must tell the entire truth of what they know. Ingredients: blood of drinker, tree bark, and blessing from a Cleric or Paladin. Brew time: 10 minutes.
Poison of Silence: 2 experience points, affected target slowly loses the ability to speak until they are rendered completely mute. Ingredients: standard poison, murky water and dirt. Brewing Time, 5 Minutes.
Standard Poison: 2 experience points, affected target feels pain from the wound and it festers over 10 minutes until the target is dead. Ingredients: Chlorophyl, Rotting Wood, Murky Water. Brewing Time, 10 Minutes.
Poison of Paralysis: 2 Experience. The affected target is instantly paralyzed if effected by this poison from a weapon, If drank the paralysis takes full effect over 5 minutes. Ingredients, Standard poison, Stone dust, Flower Petals. Brew Time, 5 minutes.
Blinding Poison 2 Experience. The effected target is instantly blinded if effected by this poison from a weapon. If drank the target looses it's sight after 5 minutes of imbibing. Ingredients: Standard Poison, Tears, blood of the dead. Brew Time 10 minutes.
Healing salve: 2 Experience. The effected target is healed but the bandage must remain on for ten minutes, if taken off the wound reopens. Ingredients: clear water, crushed flowers and mud. Brew Time 2 minutes.
Potion of Magical Enlightenment: 6 Experience. The drinker of this potion can only be a Mage and from it will gain 10 levels or restores all of their spells. Ingredients: clear water, long grass, dirt, stone powder, drinkers blood, the blood of a cleric, tree bark, crushed flowers, the blood of a willing sacrifice. Brew Time 1 hour.
Potion of Divine Light: 6 Experience. The drinker of this potion can only be a Cleric or a Paladin and from it will gain ten levels, or can gain a one time Divine Intervention from Re. Ingredients: clear water, crushed flowers, tree bark, long grass, blessing from the Cleric or Paladin drinking it, stone powder, blood of a Mage, standard poison. Brew Time: 1 hour. (NOTE: if choosing divine intervention the drinker goes into spirit form and goes DIRECTLY to Re)
Potion of Elemental Resistance: 2 Experience. The drinker of this potion has resistance to ONE of the elemental magics like fire, cold and electricity and must be declared before the potion is drunk, the effects last until expended. Ingredients: fire ashes, dirt, murky water. Brew Time 5 minutes.
Potion of Tongues: 3 Experience. The drinker is able to communicate and understand any and all languages, duration is 10 minutes. Ingredients: grass, tree bark, dead leaves. Brew Time 10 minutes.
Potion of Stone Skin: 3 Experience. The drinker acts as if they have one extra point of armor. (This stacks retroactively with armor already worn.) Lasts until expended but can NOT be drunk more then once per use. Ex: A warrior in heavy armor can not drink two of these potions to have an armor score of 5. Ingredients, Clear Water, Stone Dust, Long Grass. Brew Time 10 minutes.
Potion of Cure Ailment. 2 Experience. The drinker is cured of all poison and disease effects. Ingredients, Crushed Flowers, Clear Water, and Tree Bark. Brew Time 5 minutes.
Potion of Remove Curse. 3 Experience. All of the drinker's curses are lifted. Ingredients, Clear water, The blood of a Cleric or Paladin, Tears. Brew Time 15 minutes.
Potion of Alchemy: 4 Experience. The alchemist may brew it's next potion with this in place of ONE ingredient other than the blood of a willing sacrifice. Ingredients, Tears, Blood of a Warrior, Murky Water. Brew Time 15 Minutes.