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berserkr
God


Joined: 30 Sep 2004
Posts: 303
Location: GA

PostPosted: Fri Nov 30, 2007 8:13 am    Post subject: Rulebook Reply with quote

Berserkr
Norse Live Action RolePlaying
Rulebook version 2.35

Welcome to Berserkr Live Action Role Playing. Berserkr is a LARP that uses Norse Mythology / Asatru as a basis. Our playing location is the West Atlanta area. It is set in Norway and surrounding areas in the equivalent of the year 705 CE (955 Runic Era, 1300 years ago) (with various anachronisms and fantasy concepts). You will not need any beforehand knowledge to play, though knowledge beyond the necessary will be rewarded in various ways. We try to emphasize the improvisational aspect of LARPing rather then confining rules & regulations. Above all else this game is meant to be enjoyed.

This information and more (schedule, etc.) can be found on the site at www.larp.com/berserkr. Also visit the boards to check in on discussions, schedule, etc. at http://www.larp.com/berserkr/messageboards.




TABLE OF CONTENTS

Introduction 1
Contacts/Online Information 1
Rules of the Game 3
Volunteering & Helpers 4
Safety & Combat 5
Weapon Construction 5
Life & Death 8
Life Forms 9
States of Being 10
Calling Verbals 11
Experience 12
The Berserksgang 13
Skills 14
Classes 16
Races 17
Skills Descriptions (Criticals and Production) 19
Magic 25
Runes 25
Natural Magics 26
Summoning 33
Formal Magic 34
Items 35
Characters 36
Legal 37
Terms & Effects 37


RULES OF THE GAME www.larp.com/berserkr/rules

Problems
If you have any OOG problems, let us/plot know (berserkr@larp.com) immediately and it will be fixed appropriately. Do not allow anyone or thing to ruin your game. This includes any problems you experience with coordinators, so bring them to our attention. Violation of any of these rules may be basis for banishment from Berserkr.

Holds
When you hear the word ?hold? shouted, you should immediately stop what you are doing, drop to a knee (if needed), and see what needs to be done to resume play. You may call a hold for unsafe situations or rules clarifications that affect the battle. During this time you may fix tags, collect packets, etc., but must be in the same spot when play resumes. If possible you should not call a hold to collect packets or body weapons (but may if absolutely necessary). Once the problem has been resolved, if there are no more, the one who called the hold or a marshal will count to resume play with ?3...2...1...Lay on.?

Harassment
No one will be harassed or discriminated against OOG (don?t confuse this with IG harassments). This will not be tolerated. If problems arise, inform plot which player(s) are causing them immediately.

Drugs/Alcohol/Smoking
You may not, under any circumstances, have, use, or have recently used any illegal drugs at an event. You may not become drunk beyond senses; you are responsible for your actions under the influence of alcohol. You may not smoke within ten feet of anyone who is not smoking, and if you are smoking during combat you may be killed at distance by non-smokers instantly. Cigarette butts are trash like anything else, and will cause the restrictions to increase. Most game sites restrict or ban alcohol and smoking; it is your responsibility to be aware of site regulations.

Physical Contact
Be sure before you make physical contact with another that they are accepting that much contact. You will also accept as much as you give. This goes for all times, especially in combat. You may call a hold before/during battle to ask if someone is accepting contact, and to what degree, though you should avoid interrupting play to do so.


Spectators
In the case that there are spectators who are not a part of the game, please be most courteous to these guests, as they probably are judging whether or not to play. Do not bring fighting to within 10 feet of them and try not to throw things at them.

Spirit of the Game
Most rules (aside from the Rules Of The Game, Safety and Combat, Legal, etc.) may be altered to accommodate any ?spirit of the game? type situations. You should concentrate on fun and realism rather then confining rules. However, this doesn?t mean that you can do whatever you want without even asking. Use your judgment well. Marshals may allow or disallow such things if present.



HELPING BERSERKR

When you volunteer time or donations, you are given Helpers, which can be traded for a variety of things, as follows.


Earning Helpers
NPC 30/day
MT/Marshal 40/day
Year-long NPC or Marshal +5/day
Donations - $ 3/$
Donations - needed items 3-4/$ with receipt
Packets 1/2 packets (2/3 for arrows)
Tabards 10
Makeup tubes/spirit gum 6
Ears/horns 35
Weapons 20+5/foot (+additional 5/ft for UL)
Plot/mod submissions 10 +/-
Other variable

Spending Helpers
2 gold 1
2 pp/item 1
1 xp (limited) 3
extra xp blanket (staff only) 20
$1 off 4
buying back deaths 45
membership varies by year
other variable

SAFETY AND COMBAT www.larp.com/berserkr/combat

Basics
Combat in Berserkr must only take place with appropriate (?boffer?) weapons and packets. Light 45 to 90 degree weapon swings are usually safe hits. You may not use weapon-catching devices, completely hide behind shields (?turtling?), or shield bash during combat.

Legal Hits
Since safety is a prime concern, no hits that cause pain should be accepted. Those that do not hurt should always be accepted, wherever the blow lands, but never aim for potentially painful spots (head, crotch, spine, etc.). If your attacker is hurting you, tell them that they are swinging too hard/using an unsafe weapon and that you are not accepting their damage.

Safe Fighting
Some forms of fighting lead to dangerous situations and hits. These include jumping, turtling, and charging opponents.

Weapon Construction
When constructing Berserkr-safe weaponry, the foremost thing to keep in mind is safety. This is because we don?t want any unsafe weapon-related injuries. Most melee weapons are built with ?? or ?? PVC, or ?Ultra Light? cores (such as graphite/fiberglass, these non-PVC cores must be noted at the safety check) and insulating closed-cell pipe foam 5/8?+ thick walls. Latex weapons are rarely allowed. Rubber-like insulation is never allowed by itself, there must be closed cell foam. It is important that you get the correct size of foam; if the foam is too tight the weapon will NOT pass inspection. If it is too loose, a smaller section of foam should be cut out and put inside along with the core, to make sure it doesn?t rattle much. You will also need duct tape (some prefer to use fabric rather than tape, or mylar tape). Any type or color will do, though avoid the extra thick kind (silver ?Duck? brand is too thick). Most weapons are silver, black, or brown, while claw physreps are often red. Painting weapons is discouraged (kinds that wont make the weapon rigid and hilt designs are allowed). Various hardware companies carry all of the needed materials except foam (but usually foam too thin). You?ll also find a box cutter to be handy, though scissors work. You will also need a saw/PVC cutter unless you have Ace cut it into the sizes you need. Cut the shaft of core 6? less then you want the weapon (more for thrusting [spear] weapons) for room for the tips. Electrical tape both open ends of the core. For a basic sword, take a shaft of foam 1? longer then the ?blade? of the weapon will be. Slide it down leaving 1? extra foam at the end and secure it with duct tape. Cut a 1? piece of foam off & in half, roll it up and put it in the end of the foam. Tape it shut. Cut one piece of foam about 6? and put a hole in the middle lengthwise. Slide this on leaving enough room at the end for your hand and a waylay tip and tape it there. Add a piece of foam 1? beyond the other end of the weapon after leaving grip room, similarly stuffing & taping the end (waylay tip). Now add 2? soft, squishy open-cell foam (weather stripping) tips on the top end (and bottom if you desire, the open cell isn?t absolutely required, but recommended). You can find open-cell foam in craft or fabric stores and some hardware stores. Cover the weapon with duct tape laying the tape lengthwise down the ?blade? (make the fabric into a somewhat tight fitting). Do not compact the squishy open-cell foam with the duct tape. Wrap electrical tape around the handle for grip. You now have a complete basic sword. Test it out for general safety. Do not swing hard.

Shields must be padded around the edges to smooth out the rough wood (or whatever) edges. This should be ?? but as long as the roughness is covered. Shields shouldn?t have anything hard sticking out the front. A shield can be up to around 3? (36?) max dimension (9 sq ft max) but it really all depends on over all area & its size compared to yours (being no more than about half your height or so). Anything too big will be a 2 handed shield. Only shields made by weapon safety standards may be used to hit anyone. Round shields are encouraged.

Thrown weapons may not have PVC in them (aside from a small, well padded & secured weight), and open cell tips are recommended, but only required on the weighted end (if there is a weight). Damage is just like melee weapons. May not be used in melee unless approved (long enough not to punch someone)

Fist reps must be padded at least 1?, preferably with a layer of open cell on top of that. They must have a good grip (fresh tennis racquet grip or similar) so that the boffer part is not knocked aside while your actual fist keeps punching. These are usually made by making a square of PVC with L joints. Make sure all joints are properly glued. Fists are 12? from grip to tip, claws are 12? from end to end, and may only be used to swing or stab (no punching without fist cover).

Fists and Claws (and other body weaponry) need to be taped/colored all red, marked with a red ?X,? or marked ?CLAW? in red.
Packets have to be filled with some soft material (small birdseed without sunflower seeds or polyurethane plastic beads (beanbags) are the best materials), have a tail long enough to hold, & have a material heavy enough to fly when thrown. Arrow packets must have a string that?s long enough to be easily seen (beyond tail, 6-12? or so) tied around it. Packets should be bigger than a dime, smaller than 2 quarters, and packed loose enough to be felt through.


Weapon Lengths (in inches):
(pole blades may not be more than ? the total weapon size)
(grips may not be more than ? the total weapon size)
Type Min length Max length Min pole blade Max poleblade Max grip
Small 6 24 3 12 6
Short 24 36 6 18 9
Long 36 48 9 24 12
2 hand 48 72 12 36 18
Bow 24 72 - - 15

Weapon Damage:
Size Bludgeon Sword/Pole
Small 1 2
Short 2 3
Long 3 4
2-hand 4 5
**bow damage falls under separate rules



LIFE & DEATH www.larp.com/berserkr/life

HP (Hit Points)
Any positive number of HP (hit points) normally implies that you are conscious. 0 implies that you are knocked out (to get back up in 5 minutes with 1 HP). When dealt damage beyond 0 you go into Bleeding Out status. In about one minute (give or take depending on how far down) you will die unless you are given First Aid, curative spells, or healing potions (or if you are dealt a Killing Blow you skip the minute and go straight to Dead). You may be damaged down to your max body in negatives (at which point you wont take additional damage, but are still only bleeding to death). Being Dead will remove all active spells, but not toxins, and being brought back will remove any physical conditions as well (severed limbs, open wounds, etc.). If you are not given a Life spell immediately (say about a minute) you must leave your body & go to Plot telling them that you have died (then go to the point specified by Plot (V?/Hof/godhi/etc.) for resurrection if possible and desired). You might resurrect to continue your life, depending on your favor with the gods, though this can have odd effects. You will lose 1/3 of your xp if you resurrect. If you die 3 times during one event, or many times over any period, you will be dead permanently. Resurrection dispels all active effects (including Formal Magics), puts you at 1 body, and does not restore any skills. You get 2 max body per level as a standard classless character. You may wear as much armour as you can physrep and wear OOG. If not brought to 0 HP, armour may be fully refitted with the Repair Armour skill. If brought to 0 it will repair to 1 less then its former maximum. A costume is worth up to 3 points with additions for accuracy, extra parts, etc. Gloves are worth 1 point (and will protect your hand from weapons OOG), as is groin protection (with similar benefit). Basic costume armour is worth 4 and 1 per limb section. Hardened leather armour is 1.5 times. Metal armour is double (chainmaille is preferred). Animal hide (and imitation furs) may bring out special power in a Berserkr (otherwise counted as soft leather/costume). Armour must be paid for at 1 gold per point, however, costume points are restored each event free of charge. When taking armour HP damage, please announce ?armour,? ?got it, armour,? or ?# Defense, armour,? if possible. When taking damage first magical protectives are lost, followed by armour, then body.


Life Forms
Living
The living everyday things in the world, they take normal form all effects, and can be healed by Order but not Chaos, and are affected by Toxins. All living things in this category are intelligent enough to be affected by mind spells.

Undead
Undead are formerly living that have died and been brought back, and not in the healing manner? If you are raised as a lesser undead (usually a zombie, by a Create Undead spell), you receive a new set of stats. Order and Chaos affect you inversely, a Create Undead will heal you to full body HP, anyone casting a Create or Control Undead on you has full command over you, you move slightly slower, gain small claws (base 0 normal), Healed by Chaos Healing (Harmed by Order Healing), and can only use magic that is Chaos based. You are immune to Toxins, Mind Effects, some Criticals (see note under Criticals), First Aid Stabilizing, and Weakness. You are mindless. If not otherwise commanded, you seek to kill the living. All Undead are Cursed (1 less weapon damage) during the daytime. Greater Undead (those with intelligence) can use any equipment or magic, but are affected by Mind spells.

Elemental
An Elemental is a nonliving creature made of magic. As such they are immune to Toxins, Mind Effects, some Criticals, First Aid, Weakness, and Wither. They gain Small claws (base 0 <element> tagline), <elemental> status (immune to <own element>, double from <opposite element>)*, healed only by Tru Magic or own element Healing, Lessers may not use weapons/armor/shields, not affected by Order or Chaos (unless Chaos/Order elemental), dissipates at 0 HP, and Dispel causes Elemental to dissipate/die. Greaters can use any equipment and magic, but are affected by Mind spells.

*Nature Elements (Earth, Air, Water, Flame) gain Nature stats (immune <own element>, double from <double/last element>, ? <cancel/next element>), except Flame (healed by Flame, Double from Ice and Water), and Unnatural Magics (Time, Bind, Mind, Drain, Protect) have no additional status.





Construct
Constructs or Golems are also nonliving entities, very similar to Elementals except damaged by shatter (50 points of damage) instead of killed by Dispel. Immune to Toxins, Mind Effects, some Criticals, First Aid, Weakness, and Wither. Gain Small claws (base 0 <metal>), healed only by Tru Magic or specialized repair abilities (not repair armor), not affected by Order or Chaos, cannot cast magic, and crumbles at 0 HP and dies. Greaters can use magic, but are affected by Mind spells.

Attack & Defense
Attack is the number of damage that you do without a weapon. Adding this to your weapon damage gives you your damage. Defense is the opposite, you subtract your defense from the damage your attacker swings to determine damage to you. If Defense matches Attack, take one point of damage every other hit or employ the Critical system. Defense may only be applied to one strike at a time (in the case that you are struck by multiple weapon blows simultaneously).

Critical System
You may choose to use a system of modified damage based on location and potential power of hits. You should not actually swing harder, but rather wait longer as if ?building up power.? You may not use this system to increase damage drastically (especially if your damage is low to begin with). I recommend no more than a modification of up to 1/3 your max, no more than 3, with 1 weapon under normal circumstances. If you choose to use this system you must use it for more AND less damage, not just more. This may also be used by a defender based on hit location. Some creatures will not take effect from criticals, as noted under Life Forms. Also, many fighter abilities are known as ?Criticals,? these are different than critical damage. Any additional damage dealt by the critical system, Fighter Criticals, or Assassinates, must have ?critical? before the rest of the verbal (damage).

States of Being
If you see a person wearing a white headband or holding a weapon on their head, that person is out of game. In most cases you cannot affect a creature until it is entirely in game (not affected while doing a count to come in). An orange headband indicates that the creature is invisible. A black headband usually indicates a person is NPCing a PC race similar to their own but is not their PC.
Verbals
Verbals for attacks are very much a part of life or death battles. You must say verbals correctly to pull off any form of attack. Notes: Physical cannot heal, healing from physical is considered No Effect; Enchanted weapons swing an elemental tagline, or Mystic; taglines on damage only affect when into body HP. Most effects last 10 minutes, see details on page 25. Verbals are as follows (use whichever is appropriate based on the kind of attack):

?<#> <type> <effect(s)>?
?<type> <effect(s)>?


<#>
The amount of damage on a weapon, damage spell, damage toxin, acid, etc.

5, 24, 10, 12, 1, 50, 135, 8, 4, 6, 73, 136, 135772, a million?

<type>
The basis of the attack: Magic, Toxin, Physical, Acid, Song, or Spirit (Physical is the default, thus it is assumed if nothing is specified)

Magic, Toxin, Physical, Acid, *none: Physical*

<effect(s)>
The Carrier Tagline or Effect. If not specified, assume there are no added effects (some effects like Blade/Aura spells must be called). See ?Effects List? under Magic. The school must be included in spells.

Earth, Paralyze, *none: Normal*, Iron, Silver, Gold, Mystic, Poison, Flame, Sleep, Curse, Death, Healing, Order Healing, Chaos, Charm

Examples of complete verbals:
5 Iron (weapon)
6 Normal (weapon)
10 Mystic Silver (weapon)
3 Gold Toxin Sleep (poisoned weapon)
5 Steel Magic Curse (enchanted weapon)
Critical Sever Limb (weapon crit)
Counter, 10 Iron (weapon counter)
10 Magic Flame (spell)
Magic Mind Sleep (spell)
5 Magic Mind Sleep (rare damage & effect spell)
Magic Chaos Death (spell)
15 Magic Order Healing (spell)
Arcane Magic Chaos Death (arcane spell)
Song of Songs (skald song)
Song of Curse, enemies (skald song)
Toxin Sleep (contact toxin)
5 Toxin (contact toxin)
5 heal potion (potion)
5 acid (acidic vial)
dodge (defense called)
shell (defense called)



Strength
You start with 1 Strength. You will gain one strength naturally at every level divisible by 5 (Classless). Strength between two players determines feats (arm wrestling, grappling, pulling weapons away). Approximate Strength uses are as follows:

2 - break items in a 3 count.
3 - break wooden weaponry and harder items.
4 - smash doors & weak locks. Break metal weaponry.
5 - damage & smash weaker walls (wood).
6 - damage most anything.


Experience
You gain 5 xp for each day of playing your character (1 less at level 5, 2 less at level 10, and so on 1 less every 5 levels, minimum 1 per day), this is called an XP Blanket. If you work a whole day for Plot you will gain Blanket xp + 30 helpers per day. Every 10 xp you gain you will go up in level. You may also gain experience from your kills, solving puzzles, lore knowledge, and roleplaying (a maximum of 10 xp from each). You may pay for more training (dealt with In-Game, also a maximum of 10). You will start with 30 xp (level 3) and 20 background (1 gold each basically). XP from kills will be noted on Monster Cards, which must be filled out by assigning Gain (XP) listed on the card to Characters who fought it, as appropriate (any found to be untruthfully assigned will be removed and thrown away entirely). Gain is divided by your level to determine actual XP received. Marshals may assign Gain and XP.


Berserksgang
When prompted to fight with good reason (usually extreme anger over something in specific linked to your History), one may enter a berserk rage by calling out ?Berserk,? gaining 10 Body, 6 Attack, 6 Defense, 3 Strength, and 4 Ripping Skill (allows a character to rip free from bindings up to 4xp in a 3-count). During this time you may only fight madly & wildly (no casting, production, etc.). A berserk is immune to all mind controlling effects (charm, fear, confusion, hallucinate, dominate, but not Sleep). It lasts as long as reasonably necessary (usually until the end of a fight, but not for searches). Upon stopping you take the effect of weakness. You lose any of the 10 extra Body remaining and all other stats gained from the rage. The Weakness lasts for the amount of time spent in berserksgang (minimum 1 min), and for another of that time (also minimum 1 min); you will be reduced to walking speed and ? Attack, Defense & Strength. After this time stats return to normal (any Body down is still down). You will not remember things clearly during the berserksgang or the first weakness. You may not berserk soon after another one or if you are Weakened, unconscious (duh), etc.

Example: Bob the berserk can't stand to see his friends hurt. Bob calls 20s (16AT+longsword), has 5 DF, and 30 body. Uber the Troll smashes his friend into a pulp. He states "Berserk!" and adds 10 to his body and 6 to his physical stats (40 body, 26 damage, 11 DF). He fights Uber for 6 minutes before defeating him, taking 6 body damage. At this point, he loses the extra 4 body (goes back to the original 30) and falls to the ground with no stats or skills for 6 minutes. After this he has half of his stats (30 body (not reduced by weakness), 3 DF, and 12 dmg (8 AT + long sword)) for another 6 min before returning to normal state. He doesn?t remember the 12 min after Uber mashed his buddy.


Packet Targets
When spells that target a specific part (like a wither limb, shatter, or web) hit the torso, they affect a limb chosen by the target (unless called in the verbal). Physical and other attacks that target a limb must hit the limb or the torso, and a second hit on an already affected limb has no effect (but a hit to the torso will not target an already affected limb). A Magic hit to an affected limb will affect a different limb. Magic attacks still affect through weapons/shields, though others can be blocked.
SKILLS www.larp.com/berserkr/skills
* see skill page or magic page for details
Skill type Skill Cost in xp
W Small <Weapon> 1
W All Small 2
W Harden Fist 2
W Missile 2
W Bludgeon 3
W Pole 4
W Sword 4
WA All One Hand 5
W Two Hand Bludgeon 5
W Two Hand Pole 6
W Two Hand Sword 6
W Bow 6
WA All Bludgeon 6
WA All Pole 7
WA All Sword 7
WA All Two Hand 7
WA All Weapon 10
W Shield 6
WA Dual (All) 6*
WA Off Hand 10
W Siege Weapon 9
F Body 3
F Attack 9
F Defense 9
F Accuracy 9
F Rage 9
F Rage Claws 5
F Strength 18
F Proficiency 8
F Shield Proficiency 8
F Dueling 7
F/R Critical/Assassinate *
G Runic, Aett I 4
G Runic, Aett II 8
G Runic, Aett III 12
G Bindrune 16
G Divination 16
S Magic Damage 5 2*
S Magic Spells *
S Attune School 6
S Mana Pool 1
S Formal Magic 10
S Summoning 8
Seid 15
Cooking 15
Skald 1
Enemy Skill 1
First Aid 3
Repair Armor 3
Herb Lore 3
Arm/Disarm Trap 4
Lock Pick 5
T/S Spellcraft 1
T Smithing 1
T Trapping 1
T Apothecary 1
T Engineering 1
T Craft 1
Research 1
Hunting 4
Scavenging 4
Essence Harvesting 6
Magic Defense 9
R Dodge 20
Stone Mind 14
Stone Guts 12

CLASSES www.larp.com/berserkr/class
All characters start off classless individuals capable of gaining all skills at normal costs, though through in-game means characters can learn and acquire classes to specialize in their field.

Normal Classless characters pay normal for all skills. They gain 2 body HP per level and normal strength (1 per 5 levels and 1 to start).

The only class characters can normally start as is Godhi, a Class that uses the Runes as their weapons. Godhi get 1 body HP per level and half strength (1 per 10 levels and 1 to start), pay 1 more for W and WA skills, half for G skills, and double for F skills.

Other classes pay more or less for certain skills and often have modified body points, requirements, bonuses, and penalties. The following is a key to the Skill Table above for Classed characters:

W are Weapon skills (WA are All Weapon skills)
F are Fighter skills
G are Rune/Godhi skills
S are Summoner skills
T are Trade skills
R (Assassinates) are Rogue skills


RACES
An additional information packet can be obtained from plot for more details on roleplaying your race, group, or culture. Active ?Transforms? on a character replace the original Race with the Transform Race (these are noted on character sheets under Race with details on the creature, motivation, triggers for transformation, and stat modifications).

Human
Humans are the standard type of sentient creatures in Midgard?or at least the ones you see. Humans were created by Odin from trees long, long ago, and eventually were gifted with writing (Runes), thus beginning the Runic Era time is commonly measured in in-game. Humans can hail from a variety of lands nowadays, typically from Norway or close by countries.

Aelf
Aelfs are the result of human and fae relations, or sometimes less magical varieties of the Fae. They are often found living amongst Humans with very few differences. These people are often shunned by society for their strange ways. Most magic users of the lands have some aelf blood in them. These fae still have strong connections to the land and may be affected by nearby Taints upon the Earth. Most have an aversion to certain metals, such as silver or treated iron (steel, cold iron). They act very oddly (to Humans), often having seemingly meaningless or ridiculous rituals associated with normal actions. It is not known how long an Aelf is capable of living naturally, and probably varies, but quite a while to be sure. Many can be recognized as such by a distinguishable physical feature, often pointed ears, or tails, horns, hooves, colored markings, wings, etc. (must have one or more approved feature). Aelfs must buy either Herb Lore or Dodge, some will have additional skills dependant on their group. Aelfs cannot double their max body with skills.

The hard workers of the Aelfs that look after farms and mills are called Nisse, Tomte, house elves, or trollmen. These usually tie themselves to a family or building and help it run for life. They react extremely to insults and gifts. They often appear to be little old men in work clothes. These will always have Fighter Skills and a Trade Skill.

The woodland camp rogues of the group are known as satyrs. They are drunken and raucous thieves and goofs. They?ll be found in comfortable clothes if any, with much drink about. They will always have Herb Lore. Often horned.

The enchanted spell users amongst Aelfs are known as Wysps or Wisps, and have strangely colored and glittering marks on their faces. These will always have Magic. Often pointy-eared.

The malicious Dark Aelf or Svartalf is a rare thing to see, a sneaky and mean cave-dweller that spends most of their time hording gold. They cause the condition ?aelf shot.? These will always collect gold, forge it, and be able to use weapons. Most can poison as well. These have dark skin and pointy ears.

Lesser One
Lesser Ones are a rarer type of sentient being resembling a human with the features and abilities of an animal (usually a mammal). It is not certain how these creatures came to be, but they usually come from others of their own kind (occasionally from relations between a human and a lesser one). Most Humans consider Lesser Ones inferior, and often use them as slave labor. Many Lesser Ones do not trust humans. Lesser Ones can be found in many lands, but for some reason tend to gather closest to the game area. Lesser Ones must act according to their race and have appropriate makeup, and must have skills appropriate for their race. All Lesser Ones start classless and rarely class into Casters. The following are recommendations, in no way a complete list: Wolf (attack, hunting), Bear (body, defense), Boar (attack, defense), Cat (dodge, attack), Rat (dodge, scavenger, not dis/arm traps), Rabbit (dodge), Cow (body, no dodges)



SKILL DESCRIPTIONS
Criticals
Criticals
Expertise 5
<Weapon> Mastery 10
Counter 3
Disarm 4
Knockback 4
Knockdown 4
Wound 4
Stun 6
Massive Strike 6
Fury Strike 6
Shatter 10
Sever 12
Crippling Strike 12
Might Strike 16
Mortal Strike 18
Death Strike 20
Parry 9
Stone Skin 6
Iron Skin 6
Steel Skin 16
Critical Attune 10
Critical Pool 1

Assassinates
Sneak Attack 3 2
Wound 3 2
Knockdown 3 2
Assassinate 5 3
Stun 5 3
Crippling Strike 9 6
Might Strike 12 8
Mortal Strike 14 9
Waylay 14 9
Death Strike 15 10
Assassinate Attune 10
Assassinate Pool 1
Production Skills
All production skills (including Research which isn?t listed for obvious reasons) cost 1 gold per 3 points for raw materials. All are one point per xp.

Apothecary
Herbal potion making. All basic Potions must be ingested. Contact Toxins (research) affect on touch, their cost is +2 pts, except Harm/Heal (1) and Ale (2). Blade Toxins affect on body damage (research), their cost is +1 pts expect Harm (?) and Ale (1). Potion cost is listed below. Ones that are stackable are marked with an *. Potion reps must be at least ? oz. each (Heal/Harm being ? oz. per 10 pts.). Only affects the living. No potion effect lasts more than one whole week (most follow 10 minute rule). Requires Herb Lore.

Potion Blade Contact
Harm* ? ? 1
Heal* ? - 1
Ale* ? 1 2
Poison* 2 3 4
Charm 4 5 6
Fear 4 5 6
Confuse 6 7 8
Toxin Shell 6 7 8
Strength 8 9 10
Endurance 8 9 10
Buff 8 9 10
Forget 10 11 12
Antidote 10 11 12
Hallucinate 10 11 12
Paralyze 14 15 16
Sleep 16 17 18
Death 18 19 20


Smithing
Forging and tempering weapons of iron with fire and hammer.
* indicates additional cost (silver plating is ? gold per foot (doz. arrows), gold plating is 2 gold per foot in addition to normal material cost).
Small weapon 1
Short weapon 2
Long weapon 3
2hand weapon 4
Pole +1
Sword +2
Arrows (15) 1
Resist shatter 2
Temper +1 1x (total value)
Ultralight as if tempering
Bow damage 1(increasing)
Sharpen ?/ft
Silver* 1/ft*
Gold* 1/ft*
PhysRI 2/ft or pt (6 for shields)
PhysRU 1/pt (3 for shields)
Shield (50 hp) 1
Shield defense 1(increasing)
Shield phys reduce 3
Shield school dmg 5
Shield magic dmg 10
Armor (2 hp) 1
Repair Armor (4 hp) 1



Trapping
Creating traps that can be set and triggered, usually for defense in your absence. All default basic traps have a 3? radius attack. Weapon traps can also be worked on by a smith as if a normal weapon (plated, tempered, etc). Acid traps spray a burning liquid around when set off. Toxin Traps release a potion put in them as a contact toxin. Net traps throw a physical net out to capture targets without harming them (1.5x cost of effect). All traps may be rebuilt at half former point cost (rounding up) after used, and toxin traps must have a potion of corresponding type each time used. Protectives work based on the kind of trap (Safe for weapons, Antitoxin for Contact traps, etc). Some tools required (trapping tools). Requires Arm/Disarm Trap.

Weapon Trap, 2 dmg 1
Acid Trap, 1 dmg 1
Toxin Trap 6
Net trap, ensnare 6
Net trap, bind 12
Net trap, stop 21
4? trap 1.5x
6? trap 3x

Siege Weapons and Engineering
The Use (9xp) and Creation (1xp) of Siege Weaponry (requires Use Siege Engine) intended for assaulting castles.

Tower 10
Ladder 3
Ram 5
Catapult ? 15 mass 25
Ballista ? 15 pierce 25
Explosives 20 +1/dmg trapping pp
Boulder/Ballista round 1
Flaming ammo +2
Resist shatter 4
Enhance +1 1x (like tempering)
Resist siege damage 2


Skald
The art of Singing or playing an instrument. Each train/xp gives 1 point. Song must be announced when started and whenever prompted (so that newcomers know the effects). The verbal is ?Song of <effect>?. The player must sing/play an appropriate song for the duration of the effect (may not contain large gaps, excessive wrong notes, or sound inappropriate for the effect, at Marshals? discretion). All songs are delivered as Arcane Earshot to only the allies/enemies the Skald has noted with the Marshal (or is clearly with/against). All spells last only duration of song unless noted. Some creatures can generate identical effects via concentration or meditation. Effects are as follows: <Name (points/minute) - effect>: (pts. round up)

Lightglow Area (?)
Stabilize (?) ? same as First Aid Skill
Trap Spirit (2/3) ? keeps spirit in a corpse, allowing Life spells
Bless (2/3)
Curse (2/3)
Turn Undead (2/3)
+/- 1 AT/DF (1) ? choose + or ? and AT or DF
+/- 3 Max Body HP (1) ? choose + or ?
Repel (1)
Charm (1)
Fear (1)
Dim Blade (1)
Magic Blade (1)
Silence (1)
Free Voice (1)
Ensnare (1)
Unensnare (1)
Endurance (2)
Strength (2)
Buff (2)
Antidote (2)
Haste (2)
Slow (2)
+/- 1 STR (2) ? choose + or ?
Sanctuary (2)
Desecrate (2)
Wall of Force (2) ? unlimited size, still requires outline
Create Undead (2)
Accelerate Formal (2) ? cuts Formal time in half
Delay Formal (2) ? doubles formal ritual time
Identify (2) ? no knowledge retained
Inspiration (2) ? no knowledge retained
Regen (3)
Free (3)
Banish (3)
Dispel (3) ? allies only
Awaken (3)
Remedy (4)
Life (4)
Berserk (4)
Un-Disarm-able (4) ? immune to Disarm effects
Telepathy (4) ? whole group may communicate telepathically
Amnesia (4) ? permanently forget the time of the song
Wizard?s Lock (4) ? only Skald may enter or exit structure
Ward (7) ? all affected may enter or exit structure
Resurrection Point (7) ? turns all targets into mobile Rez Points
Un-Shatter-able (10) ? immune to Shatter effects
Un-Sever-able (12) ? immune to Sever effects
? Physical (15) ? reduce physical damage by half
? Mana Consumption (15) ? all Mana used is used at half the cost, however, full Mana cost will be taken after the Song. If it reaches below zero, it goes to zero and the caster passes out for 1 minute.
Susceptible to Physical (15) ? lowers resistance to physical by one step (Immune -> ? -> normal -> 2x)
Susceptible to Magic (15) ? lowers resistance to magic by one step (Healed -> Immune -> ? -> normal -> 2x)
? Magic (20) ? reduces the effect of all magic by half
Songs (?x) ? adds one time again to another Song?s effects for each additional Skald. Requires harmonization.

Spellcraft
The art of carving Spellstones that contain one charge of a spell. To create a spellstone you must be able to cast the spell (but creation of a spellstone does not require the use of the spell). Cost in pp is equal to the xp/mana (spellpower) of the spell. To use a spellstone, one must be able to cast normally and have the stone in hand.

MAGIC www.larp.com/berserkr/magic

Magic can be divided into two primary types, Runes and Natural magic. Natural Magic includes Formals and Summoning, and has the Mana Pool option in addition to purchasing spells. With a Mana Pool you may cast any spell from a School that you have attuned to, although Formals and Summons are more limited. Mana Pools are specific to the school they were purchased for. All Magic requires the use of both voice (verbals) and hand unless otherwise noted. Spell packets cannot be thrown until the last word of the verbal is said. Aside from instant spells (damage, death, etc), there are three durations of spells: until lost/1 battle (protectives, buffs, blades), 10 minute time (offensive magic), and Until Cured (poison, disease). Durations other than these will be included in verbals.

Runic

If you wish to cast Runic magic, then you must learn the meanings of the runes so you can utilize the system (you could also train in Research to help with any desired spell effects). When you choose to learn a rune, you must pick which of the 24 you wish to learn. At any time you may buy any rune, but there is a 2 xp penalty when taken out of order, and a 4 xp penalty when taken out of Aett order (example: Fehu will cost you 4 xp, Wunjo will cost 6 xp, and Isa will cost 14xp. If you were to buy Isa and then Fehu it would cost 18 xp total). To be back in order you must resume where you left off. When casting a rune, you must first invoke the rune (preferably in a custom verbal) and announce its effect (example: ?I call forth the fires of Kenaz, 10 magic flame? ?Algiz grant me protection, magic double buff?). Once you have learned all the runes in an Aett, you may double any you want. Once you double them all, you may triple them, and so forth. There is no xp penalty for order after the first time through. Once you have learned every rune, you may train in Bind Rune, which allows you to cast multiple runes for potent and/or permanent effects once per day, and Divination, which allows you to make an actual rune casting to predict the future in coordination with Plot. The runes must also be used for the day in order to work (for Bindrunes, optional for extra power on Divination). You may cast any spell effect appropriate for the strength and meaning of the rune, but must form your own spell list. The basic accepted meanings (for Berserkr purposes) can be found at http://asatru.org/runes.html or www.tarahill.com/runes/. You must have your spell list approved before use.


Natural Magic

Elemental
Traditional elements may be used as magic blasts, or as a counter magic shield to other magic (any form) attacks against you. 5 points per 2 xp (per day). Earth may also purchase Magical Armor Points for 2xp per point.

Canceling requires the use of an equal amount of the appropriate shield. (example: attack 10 earth?shield 10 flame?result no damage; attack 10 earth?shield 5 flame?result 5 damage)
Double means that the attack will deal double damage, your shield does nothing. (example: attack 15 fire?shield 5 earth?result 30 damage)
Adds to implies that your shield is also taken as damage, in addition to the attack. (example: attack 15 water?shield 10 earth?result 25 damage)

Element Double From Adds to Cancels
Flame Water Air Earth
Earth Flame Water Air
Air Earth Flame Water
Water Air Earth Flame
In addition to 5-point blasts at 2xp, you may also buy the following spells:


Earth (EAR)
Magic Armor 2/1
Control Earth Elemental 4
Ensnare 4
Safe 6
Earth Blade 6
Create Cudgel/Shield 6
Endurance 8
Banish 16
Regen 18


Air (AIR)
Counterstrike 2
Control Air Elemental 4
Air Blade 6
Displacement 8
Repel 10
Vanish 12
Free 16
Doom 18
Phase 20


Water (WAT)
Slip 2
Control Water Elemental 4
Water Blade 6
Silence 6
Slow 10
Identify 10
Vanish 12
Doom 18
Remedy 20

Forces
The forces of nature, Fire and Ice, can be used to damage or cancel each other (when used as shields). 5 points per 2xp (per day). In addition you may buy the following spells:

Flame (FLA)
Control Flame Elemental 4
Disarm 4
Enflame 4
Flame Blade 6
Strength 8
Shatter 10


Ice (ICE)
Control Ice Elemental 4
Safe 6
Shell 6
Ice Blade 6
Wall of Force 8
Reflect Magic 12



Realms
The realms of existence, Chaos and Order, Dark and Light, these concepts guide the very world. Order may be used to harm or heal the living, but only harm the dead. Chaos may be used to harm or heal the dead, but only harm the living. Chaos and Order may be used to shield against one another. In addition to damage at 2xp per 5 points, you may also buy the following spells (opposite effects on undead):


Order (ORD)
Lightglow 2
Cure Poison 4
Bless 4
Turn Undead 4
Order Blade 6
Cure Disease 8
Destroy Undead 10
Restore Limb 10
Sanctuary 10
Remedy 20
Life 20


Chaos (CHA)
Darkness 2
Poison 4
Curse 4
Control Undead 4
Chaos Blade 6
Disease 8
Create Undead 10
Wither Limb 10
Dissipate 10
Desecrate 10
Death 20




Protect
The magics of protection. This school has no damage or tagline. May also purchase Magical Armour Points for 2xp per point. Spells as follows:


Protect (PRO)
Magic Armor 2/1
Safe 6
Shell 6
Toxin Shell 6
Buff 8
Endurance 8
Wall of Force 8
Reflect Magic 12
Reflect Physical 12
Reflect Toxin 12
Dispel 14

Drain
Magic that harms by siphoning off energy from living and magic beings (damage affects all things living or magical (most everything), though effects may not). Life Drain may be purchased at 4xp per 5 points. Mana Burn may be purchased at 1xp per point. Mana Drain may be purchased at 2xp per point. Spells are as follows:


Drain (DRA)
Burn Max Body 2
Drain Max Body 4
Curse 4
Burn Attack/Defense 6
Wither Limb 10
Drain Attack/Defense 12
Weakness 12
Dispel 14



Time
Magic that manipulates the flow of time. This school has no damage or tagline. Spells as follows (* indicates a protective, not the skill):


Time (TIM)
Counterstrike 2
Displacement 8
Stun 6
Haste 10
Slow 10
Shatter 10
Teleport 12
Doom 18
Phase 20
Stasis 20
Time Freeze 20


Bind
Magic that fetters and frees, placing indestructible barriers of force around targets. This school has no damage or tagline.


Bind (BIN)
Web 4
Free Limb 4
Ensnare 4
Unensnare 4
Silence 6
Free Voice 6
Repel 10
Bind 8
Unbind 8
Wall of Force 8
Stop 14
Unstop 14
Paralyze 16
Free 16





Mind
Magic that targets the mind and consciousness. This school has no damage or tagline. Spells are as follows:


Mind (MIN)
Ale 2
Charm 6
Fear 6
Inspiration 6
Confuse 8
Identify 10
Forget 10
Hallucinate 12
Truth 12
Pure Mind 14
Awaken 18
Sleep 18
Dominate 20
Berserk 20


Mystic

Generic Magical energy available to spellcasters (not to Mana users). Mystic damage can be purchased for 2xp per 5 points. Spells available for purchase (the Ritual Circle from this school can be used in any School?s Formals):

Mystic (MYS)
Magic Armor 2/1
Shock 2
Detect Magic 4
Control Mystic 4
Crystal Blade 6
Ritual Circle 6
Mystic Blade 6
Dim Blade 6
Animate Object 10
Identify 10
Dispel 14
Summons
When you spend 20 xp in any one non-runic magic, you may purchase the ability to summon an elemental created of the very essence of that magic for 8 xp per level. Summoning from a Mana Pool is limited in that xp spent on Opening Schools does not apply. A Summon?s level is 10 SXP, as is a PCs, however, Summons start at Level 1, with only 10 SXP (rather than at 3 with 30).

?Come forth, Summon of <school>, <initial command>?

SXP are the Summon?s equivalent to xp (to avoid confusion with your xp). You will pick a class for the Summon, which may be changed if it is brought back to minimum SXP for that level. It may not buy magic other than its own school, weapon skills, or skills requiring conscious thought (trades, runes, etc.). SXP may also buy the following things (dependant on the type of summon):


immune to <cancel> (nature) 33
healed by <own school> 30
reduce physical (?) 25
reduce physical (?) 45
dim/normal tagline ability 6
innate reflect magic 20
telepathy with master 20
small claws (base 1) 3
short claws (base 2) 7
long claws (base 3) 9
2-hand claw (base 4) 5
resist <cancel/adds to> (nature) 10
ripping skill 5/1


An Elemental (Summon) will return to magic energy (thus disappearing) after 10 minutes (per level).

For kills made by the Summon, the Summon gets all gain (xp) as gain (sxp). You may tap into this and take ? of it as your own xp (? if you have telepathy). When a Summon dies, it goes down to its minimum sxp for that level. It is dead for the rest of the day. See p. 9 for details on the Elemental state of being.





Formal Magic
Any character who spends 100 xp in one magic (or has a mana pool of 100) may purchase the ability to use Formal Magics for 10 xp per level (each level must be backed up by an additional 100xp). Mana Pool Formals will be more limited (1 formal spell per level of formals in addition to basic spells, must have list approved and on you to cast). Formal magic is not meant to be common knowledge, and thus the full rules will only be given to those who have achieved Formals. Formals from a combination of Mana and Spells are possible, but restricted in strength. Must be done in a Ritual Circle of the School (1/day free per rank in Formals, also 6 xp/mana each for anyone who has Formal Magic). Formal casting requires Formal Magic Components and time equal to the difficulty of the Formal. Achieve Formal Magic to learn more. (All Formal effects on a spirit/person are lost when Resurrecting just like other spells)

ITEMS www.larp.com/berserkr/items
In-game you may find or buy a variety of items, such as weapons, potions, and armor. You will start a new character with 20 background points (gold) to buy supplies. Characters with relations to current characters (children, friends, siblings, etc.) may choose between 20 background/gold or aid from that character. Prices may change.

Prices (in Gold)
Weapons
Small bludgeon (1)
Short bludgeon (2)
Long bludgeon (3)
2 hand bludgeon (4)
Small pole (2)
Short pole (3)
Long pole (4)
2 hand pole (5)
Small sword (3)
Short sword (4)
Long sword (5)
2 hand sword (6)
Bow (2+1(+1 each damage))
Arrows, 15 (1)
1 ft silver plating (2)
1 ft gold plating (4)
1 Resist Shatter (2)
1 ft phys render indestructible - physRI (2)
temper weapon (total value, removes physRI/RU)
ultralight weapon (as if tempering)

Shields
ea 50 hp (1)
take 1 school of magic as damage (5)
take all magic as damage (20)
phys defense (1(+1 each time))
phys reduce (3)
phys render unshatterable - physRU (3)
phys render indestructible - physRI (6)

Armour
2 point armour (1)
repair 4 point armour (1)
1 pt physRU armour (1)
1 pt physRI armour (2)
Edibles
3 hp food (1)
1 pt potion (1)
berserk shroom (9)
random shroom (8)
herb, muscle/endurance (45)
herb, body (20)
herb, strength (80)

Materials
3 pts any trade (1)







CHARACTERS www.larp.com/berserkr/char

A similar form should be used when you submit a character. You begin at Level 3 with 30 xp (and 20 background points). A character history is expected by the third event, and can earn an additional 10 background points (and plot opportunities!).

Berserkr Live Action Role Playing ? Sample Character Sheet
Player: Email:
Character: Phone:
Level: XP: Class: Helpers:
Helpers?XP(can buy): HP: XP left:
Skills:


God(s): Spirit Animal:
Spell/research list:

Gain(XP)(if defeated): Food (if hunted):
Race: Deaths: 0

LEGAL www.larp.com/berserkr/legal

While you are at an event, you will observe all game and safety rules. If you do not follow these rules, you will be subject punishment as deemed necessary. If it becomes a problem you will be asked not to come again. Depending on the severity of your infraction you may be removed immediately. These rules grant no protection against other players if broken. You will be asked to sign a legal release before playing, and it is your responsibility to obtain proper permission if you are a minor. As the release states, any injuries you receive are not the fault of the Staff, Owners, or Site Management and these parties cannot be held responsible. If you have some problem with me, the way I run things, the land, etc., please email me at Berserkr@larp.com. This game is copyrighted by Davydd Contarino 2001,2003. You agree to these rules whether you read them or not.

Copyright 2001, 2004 Berserkr Gaming & Davydd Contarino
Revised 1/7/05


Last edited by berserkr on Mon May 04, 2009 5:47 pm; edited 1 time in total
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berserkr
God


Joined: 30 Sep 2004
Posts: 303
Location: GA

PostPosted: Fri Nov 30, 2007 8:15 am    Post subject: Reply with quote

Terms, Skills, & Effects List www.larp.com/berserkr/effectlist

1 handed ? any weapon under 48 inches. see ?One Handed?
2 handed ? any weapon over 48 inches. see ?Two Handed?
Adamantium ? legendary combat metal, see ?Genji?
Accuracy (9) ? acts as an Attack for bows only (separate skill)
Acid ? type that deals normal damage to all creatures with a body (corporeal). Includes damage and shatters typically
Absorb ? see ?Healed?
Aelf ? one of the three PC races, see p.17
Ale (1) ? intoxicating effect, roleplaying in nature. Poorest quality. Higher qualities such as wine or mead exist. No specific duration
All Bludgeon (6) ? skill: Small bludgeon, Bludgeon, & 2-hand bludgeon skills
All Pole (7) ? skill: Small pole, Pole, & 2-hand Pole skills
All One Hand (5) ? skill: Small, Bludgeon, Sword, & Pole skills
All Sword (7) ? skill: Small sword, Sword, & 2-hand Sword skills
All Two Hand (7) ? skill: 2 hand bludgeon/sword/pole skills
All Weapon (10) ? skill: allows use of any/all weapons, including ranged (not shield/dual/harden fist)
Air (2/5) ? tagline and elemental school of magic that is weak to Earth and strong against Water
Animate Object (10) ? Mystic spell: cast on any object, animates it as a construct for 10 minutes with the following stats: (6 body, base 2 Short claw (one), construct). Can be used on any object up to a large person in size
Antidote (10) ? removes any Toxin effects
Antidote to <effect> (x) ? toxin/potion that removes one specific effect. Same cost as effect to make
Antitoxin (6) ? see ?Toxin Shell?
Apothecary (1) ? skill: Herbal potion making. All basic Potions must be ingested. Contact Toxins (research) affect on touch, their cost is +2 pts, except Harm/Heal(1). Blade Toxins affect on body damage (research), their cost is +1 pts expect Harm(?). Potion cost is listed below. Ones that are stackable are marked with an *. Potion reps must be at least ? oz. each (Heal/Harm being ? oz. / 10 pts.). Requires purchase of materials (1g per 3 pts). Requires Herb Lore. Each train/xp gives 1 point. Only affects the living. No potion lasts more than one whole week (most follow 10 minute rule). Potion costs listed: Harm (?)*, Heal (?)*, Ale (?)*, Poison (2)*, Charm (4), Fear (4), Confuse (6), Toxin Shell (6), Strength (8), Endurance (8), Buff (8), Forget (10), Antidote (10), Hallucinate (10), Paralyze (14), Sleep (16), Death (18)
Arcane (1.5x) ? add-on tagline to any type that pierces protectives. ?arcane <type> <effect>?
Arm/Disarm Trap (4) ? skill: gives the ability to attempt to arm and disarm traps (must disarm the trigger out of game to be successful). Needed to create traps.
Armour ? HP gained from clothing and protective gear. See also ?Repair armor?
Arrow ? packet with a 6+? string attached, or boffer padded arrow. These cost one gold for 15, if properly repped they may be reused if recollected.
Attack (9) ? skill: gain 1 Attack, adds to weapon damage
Attune (6) ? skill: opens a school so that any spells from it may be cast with mana. Mana is specific to one school. See also ?Mana?
Assassinate (?x) ? critical done from behind to the torso. Wound(3), Mortal(14), Crippling(9), Death(15), Knockdown(3), Might(12), Waylay(14), Assassinate(5), and Sneak attack(3) can be purchased as Assassinates. You must be in full view of the back to do an assassinate. These follow normal critical rules. ?assassinate, <effect >?
Assassinate Fury (5) ? acts as a Fury strike Assassinate, see also ?Fury Strike,? ?Assassinate?
Assassinate Pool (10 +1/1) ? acts as a Critical Pool specifically for assassinates. Separate from other pools and mana. See also ?Mana? and ?Pool?
Awaken (18) ? awakens an unconscious target (includes all forms of Sleep (even targets that are asleep Out-of-Game), will heal from 0 HP to 1 HP (restoring consciousness))
Bane ? formal or one shot ability identical to reflect
Banish (16) ? sends a creature from another plane back to its home plane. Formal banishes it permanently. Usually Element School
Berserk ? causes user to go into rage, gaining 10 Body, 6 Attack, 6 Defense, 3 Strength, and 4 Ripping Skill (allows a character to rip free from bindings up to 4xp in a 3-count) with immunity to Mind control effects for as long as needed, but causing them to drop into weakness for the same amount of time afterwards, then ? stats for that time over again. If used in an attack, causes target to go into an unspecific rage (will attack nearest moving thing) for 10 minutes. See p.13
Berserksgang ? see ?Berserk?
Bind (8) ? traps both of target?s arms and hands to their sides. Hands may not be used. Cutting off arms will remove this spell.
Binding ? any effect that shackles (magic or otherwise)
Bind, School ? Magic that traps or frees.
Bind to Word (4) ? unresistable charm effect that binds the speaker to upholding their words, does not require packet
Bind Rune (16) ? skill: use of multiple runes for a more powerful or permanent effect. Once per day unless Godhi class (unlimited for Godhar). See p.20
Blade, <effect> (6) ? adds <effect> tagline to weapon until used for one battle. Not dimmable unless weapon has dimming properties for specific effect or all effects
Blade, Dim (6) ? see ?Dim Blade?
Blade Toxin ? special type of toxin that affects through contact with the blood (when body damage is dealt). May be used to coat weapons. Used on first hit that connects with anything.
Bless (4) ? adds 1 physical damage for 1 battle. Not stackable
Block ? physically deflected or, rarely, a spell protective was used
Bludgeon (3) ? skill: 1 hand blunt weapons, up to 48 in. (maces, quarterstaves, clubs, hammers). Short deal 2, long deal 3. any non-edged weapon (deals normal damage based on length)
Blunt ? another term for bludgeoning weapons, as an ability this causes all weapons to deal one less damage until sharpened
Body (3) ? skill: gain 1 max body HP. Also HP intrinsic to one?s self, 2 per level for Fighters, 1 per level for all other Classes
Boffer ? padded LARPing weapon (or shield) physrep (usually PVC)
Bow (6) ? skill: bow/arrow shooting ability. All bows are counted as 2 handed weapons regardless of length. This skill does not encompass crossbow, as crossbows are atypical weapons dealt with In-Game. Bow damage is based on individual bows. Piercing tagline, Attack is not applied, Accuracy adds to damage
Bow Fury (6) ? see ?Fury, Bow?
Breach ? armor term implying the armor has taken damage enough to drop to 0 hit points, if repaired it will be one less maximum than before. Nonbreached armor repairs to its full value
Bronze ? weapon material, weak combat metal (-1 dmg)
Buff (8) ? temporarily increases maximum body by 9 (10 minutes), cannot be stacked
Buffs ? spells affecting a creature that enhance abilities, sometimes Blade spells are included in this group. Last until used / 1 battle
Burn Attack (6) ? subtracts 1 Attack. Stackable. 10 minutes. See also ?Curse?
Burn Defense (6) ? subtracts 1 Defense. Stackable. 10 minutes. See also ?Curse? or ?Burn Attack?
Burn Max Body (2) - subtracts 1 Max Body HP. Stackable. 10 minutes. See also ?Curse? or ?Burn Attack?
Calm (6) ? Mind spell that causes the target to become very peaceful and calm, during which they will not initiate combat, though the spell is broken if they are assaulted. This will not bring a berserkr down from Rage
Caster ? Any Class that uses magic. See p.16
Character ? a creature, usually an intelligent one, sometimes used to refer to a Player Character
Chaos (2/5) ? tagline and realm school of magic dueling Order. Magic can Harm or Heal the Undead but only Harm the Living
Charging ? illegal combat, crowding opponent by coming too close
Charm (6) ? friendship. Mind effect. May be broken as per real friendship. Spell charms to caster, toxin causes general friendliness
Cheating ? breaking the rules, usually in reference to metagaming, gain stealing, or blatant stat forging, etc. This is not tolerated
Circle of Power (16) ? see ?Power Circle?
Class ? style or occupation of person/creature. All characters start off Classless or Godhi. see p.16
Claw ? natural body weapon. Base damage as per bludgeoning weapons. Undisarmable. Some can cut or hold objects. Phys rep should be all red, or marked with a red ?X? or ?CLAW?
Cold Iron ? weapon material, ruined magical combat metal (1 day, cannot be altered, double damage to Fae)
Component ? a piece used for some larger skill, usually formal magic, occasionally cooking or higher rituals etc.
Confuse (8) ? causes extreme indecision. Target may not make conscious choices, may only defend self. Mind effect. 10 min.
Contact Toxin ? special type of toxin that affects anything it touches. May be thrown.
Control <element> Elemental (4) ? same effect as Control Undead, on specified Elemental Creature only
Control Mystic (4) ? acts as a Control Mystic Elemental or takes control of an Animated Object in the same manner
Control Undead (4) ? a Lesser (mindless) Undead comes under your command as if you had created it. Lasts until destroyed or recontrolled. 1 controlled per time buying this spell/skill
Cooking (15) ? allows you to take Essences and use them to concoct foods and brews with effects based on the type and level of essence, combination, and other added ingredients, along with a bonus for presentation, once a day per time bought. Additional ranks can be bought. Note, only one Essence may be taken per creature, thus either Essence Harvest or Cooking.
Copper ? weapon material, precious metal, weak (-1 dmg)
Costume ? an in-period appropriate set of garb worth armor points, also refers to fake armor which gives 4 pts on the torso and 1 on each limb. A good costume is highly encouraged
Counted Action ? an action that takes time to do such as a Killing Blow or Ripping Down a Door, in the format ?<action> 1, <action> 2?? etc. Should be done counting down if any other than a 3-count (length at Marshal?s discretion)
Counter (3) ? after being hit in melee, retaliates with current melee damage instantly (no swing required). ?Counter, # <tagline>?
Counterstrike (2) ? Time spell; the next melee attack will be countered as per the skill Counter. Not stackable. See also ?Safe?
Craft (1) ? skill: earn one gold coin per game day per rank with specified craft (service or product), such as Tracking, Basket Weaving, Tailoring, Fortune Telling, etc.
Create <item> (6) ? magically makes a stone (base damage as per bludgeoning weapons) item identical to a normal version for 10 minutes or 1 battle
Create Siege Engine ? see ?Engineering?
Create Undead (10) ? raises a Dead corpse as a Lesser (mindless) Undead under the caster?s control. Undead status. Until destroyed. 1 raisable per time buying this spell/skill. Casting on an already created undead not under your control will bring it under your control as per Control Undead. Casting on an undead under your control or Greater will fully heal it. A PC created as undead and not in play may choose to attempt resurrection to continue playing that character. See also p.9
Crippling Strike (12) ? critical, physical weakness. See also ?weakness?
Critical ? Increase and decrease in damage done in physical combat based on the Critical modification system and a Fighter Skill that allows a certain type of strike, see skills. Do not affect non-organic creatures. Verbal includes ?critical,? even for normal damage additions. The criticals Might Strike, Sever, Fury Strike, Knockback, and Knockdown, and of course Counter do affect things normally immune to criticals, however no assassinates affect these creatures. Verbal (except on above noted exceptions) must include ?critical.? See p.10
Critical Pool (10 +1/1) ? acts similar to mana but for critical fighter skills. The pool is separate from other pools or mana. See also ?Mana,? ?Pool?
Crystal ? weapon material, all modifications must be done at creation (not alterable, permanent, usually RI and innately magical)
Crystal Blade (6) ? Blade spell that causes a weapon to deal damage similar to Gemstones, but is magical and lasts like any other Blade spell. Adds the ?Crystal? tagline to weapon strikes. see also ?Blade, <effect>?
Cure <status> ? removes negative status indicated. Costs same as status it removes
Cure <stati> ? removes a set of similar negative stati (such as Mind Effects, Chaos effects, etc.). costs 2 more than the highest status it removes
Cure Disease (8) ? Both spell and remove the effects Disease and , not any Type attack
Cure Poison (4) ? Both spell and toxin/potion remove the effect Poison, not any other Toxin Type attack
Cure Mind Control (14) ? removes all Mind Control effects. See also ?Cure <stati>?
Curse (4) ? subtracts 1 physical damage for 10 minutes. Not stackable unless specifically outlined in the nature of the Curse (such as Undead in Sunlight)
Damage ? a number of an attack which affects your HP. A character?s weapon damage is calculated by adding their Attack to their Weapon base and any pluses and buffs active
Darkness (2) ? creates shadows on an area equal to the caster?s arm span. Counts as ?Dark? or ?Night? for Undead & Light Intolerant. Dispels a Lightglow. 10 minutes
Days ? see ?Reset?
Death (20) ? brings one living target to Dead status
Deaths ? place on character sheet to note how many times the character has Resurrected, and how many XP were lost from dying that can be recovered with spirit restore
Death Strike (20) ? critical, physical death
Defense (9) ? skill: gain 1 Defense, subtract from physical damage
Demifae ? partially fae blooded creatures, often used in reference to many Aelfs
Desecrate (10) ? target gains immunity to the effects of Order Magic. Dispelled by Sanctuary. 10 minutes
Destroy Undead (10) ? brings an Undead to Dead status.
Dim Blade (6) ? allows any tagline on a weapon to be used or left off for 1 battle. Does not create any additional tagline
Disarm (4) ? causes target to drop a hand-held item for 10 seconds. If the item is physically linked (chain, string, etc.) the item may stay attached to the cord, but must drop from the hand. This does not affect Magically Linked items. If a specific item is not specified, it is the target?s choice. Invalid item calls use the spell, but have no effect. Magical disarms cause the weapon to leave the person, so that it may not be picked up, but the hand may still be used. Physical disarms cause the hand to go numb, so that the item can be picked up in the other hand, but nothing may be put in that hand for 10 seconds. The use of a Critical Disarm skill will also cancel a Critical Disarm attack against you
Disarm Trap (4) ? skill: see ?Arm/Disarm Trap?
Disease (8) ? causes a version of the effect which is highly contagious and will affect anyone who touches or stays in close quarters with the target until cured
Dispel (14) ? removes all magical effects, good or bad. Does not affect HP, Weapons, Items, or Toxins, unless there is some magical effect active on them. This spell will destroy an Elemental or other purely magical being
Displacement (8) ? Time spell; next attack is dodged as per the skill Dodge. See also ?Dodge? and ?Counterstrike?
Dissipate (10) ? when cast on a Dead corpse, turns it to dust, not allowing a Life spell
Divination (16) ? skill: allows character to make an actual rune casting to predict the future. Appropriate plot action may be taken based on the combined interpretation of Plot and the Caster. This effect will not occur immediately.
Dodge (20) ? attack was negated with an acute use of dexterity, or various acrobatic maneuvers can be achieved or fall damage reduced. Attacks could affect anything directly behind user. Target must be able to move. Once per day use
Dominate (18) ? caster has almost absolute control over target as if an improved version of Charm was in effect. Any commands will be followed. 10 minutes
Doom (18) ? victim dies in exactly one minute. Doom may be cured as if target is already dead (or normally based on type).
Double ? attack dealt twice normal damage on target
Drain (4/5) ? Damage done is taken as Healing for the attacker. On weapons 1 Healing is taken by default. Healing is Magical in nature, not Order or Chaos. If a number is specified after the Drain, only that amount of healing is being taken. Also School of Magic
Drain Attack (12) ? subtracts 1 Attack and gives it to caster. Stackable. 10 minutes. See also ?Curse? or ?Burn Attack?
Drain Defense (12) ? subtracts 1 Defense and gives it to caster. Stackable. 10 minutes. See also ?Curse? or ?Burn Defense?
Drain Max Body (4) ? subtracts 1 Max Body HP and gives it to caster. Stackable. 10 minutes. See also ?Curse? or ?Burn Max Body?
Dual (6*) ? skill: Allows you to use a weapon in each hand. Cost is equal to how many length units are used (i.e. long sword (3 units) and dagger (1 unit) dual would be 4 xp. This would not let you use 2 short swords.) Dual All, which allows any one hand weapons you can use in either hand, is 6 xp
Dueling (7) ? skill: increases damage done when wielding only one one-handed weapon in the on hand with the off hand free by one point
Duration ? how long a spell lasts. Protectives, Blades, and Buffs last until used / 1 battle, offensive spells last 10 minutes, poison/disease/enflame spells last until cured
E.Skill (1) ? see ?Enemy Skill?
Earshot <spell> (10x) ? spell is delivered to all who hear the verbal out-of-game, typically excluding the caster from their own negative effects. ?Earshot <verbal>?
Earth (2/5) ? tagline and elemental school of magic that is weak to Flame and strong against Air.
Edge ? bladed weapon that can cut and deals 1 damage over base
Effect ? see p.11
Element ? Fire, Earth, Air, or Water, or rarely any damage magic
Elemental ? Any Magic/Summoned nonliving creature, especially made of an Element Magic
Elemental, Control ? see ?Control Elemental?
Endurance (8) ? adds 3 Defense. Spell 1 battle, 10 min.
Enemy Skill (1) ? ability to mimic monster skills from Plot?s list (must see the ability used and have Marshal/Plot confirm by giving you appropriate papers). Points spent go into a pool similar to mana, but for use on any Enemy Skills you have learned. Verbal is ?<creature> <ability (type, effect)>? See also ?Pool?
Enflame (4) ? sets target on fire, causing 1 Flame damage each second until extinguished (requires Water, Ice, or rolling on the ground (3-count plus time to fall down, may not be armed while rolling). Extinguishing may be physical or magical, but must be at least 5 damage).
Engineering (1) ? skill: creation of Siege Weaponry (requires Use Siege Engine). Tower (10pp), catapult ? 15 mass (25pp), ballista ? 15 pierce (25pp), ladder (3pp), ram (5pp), resist shatter (4pp), enhance +1 (x), resist siege damage (2pp), explosives (20pp+1/1 trapping pp), boulder or ballista round (1pp), flaming ammo (+2pp)
Ensnare (4) ? traps targeted foot (if not specified, target?s choice) to the ground. May still pivot on it. May be cast multiple times (takes multiple feet). May cut off limb to remove. 10 minutes
Essence ? part of the spirit that stays in the body when it dies, which can be removed by any knowledgeable character and utilized by the skills Cooking and Essence Harvest. Turns into liquid when harvested. Whoever has the monster card is considered to have the essence unless it is copied to your character sheet by a Marshal
Essence Harvest (6) ? skill: drain 1 Life or Mana per rank from a kill via consumption of essence. Multiple levels of Essence Harvest can allow you to restore an entire spell if the drain is substantial enough. A creature may only have its Essence removed once. See also ?Hunting,? ?Cooking,? ?Essence?
Experience (points) ? see p.12
Expertise (5) ? skill: allows increased critical and Fury Strike damage (small), Critical Called Shots (increased damage, must hit called limb, crippling after consecutive hits), and paired criticals (critical attacks cannot otherwise be paired or used in coordination with counters)
Explode (20) ? causes caster to be Obliterated, deals current body HP damage and Shatter in 6? radius circle. Verbal is ?Explode, # Magic Shatter, 6? radius?. Some versions are Flame based
Extra ? call made to signify target took extra damage from attack, typically 1.5 times
Fae ? a type of semi-magical creature tied to the land
Faerie Fire (6) ? Fae attack that illuminates the target and makes it unable to dodge for 10 minutes (unless removed)
Fear (6) ? spell causes fear of caster and caster?s party. Target will not attack. Toxin version causes general paranoia and target will not attack anything. Mind effect. 10 min.
Field Marshal ? Plot Marshal who gathers XP info and monitors safety and rules during play. See also ?Marshal?
Fighter ? basic starting ?class? equivalent to Classless. See p.16
First Aid (3) ? skill: stabilize a dying creature (-HP within 1 minute) for the time spent plus an addition time that, stabilize a dying creature to 0 body with 10 minutes of concentrated work, and ability to determine exact status of most things. Can also be used to cure or lessen several Critical maneuvers. Verbal is ?First Aid? to which a target must respond with their status, both hands must then go on and remain on the target after the verbal to stabilize a target. First Aid works only on certain more common creatures (most of the ?living?)
Flame (2/5) ? tagline and elemental and force school of magic weak to Water and strong against Earth, dueling Ice.
Flight ? call that indicates creature is in the air and thus immune to melee combat, represented by crossing weapons over chest or Marshal?s call
Food ? an item that can be eaten with some time (outside combat) to restore HP (as per potion/toxin), and can be Hunted from many NPCs. See also ?Hunting?
Force ? Flame or Ice
Forget ? mind effect that causes the target to lose the last 10 minutes of their memory. Can only be cured if an antidote or cure mind effect is given within 10 minutes
Formal (magic) (10) ? highest form of Magic (not resistible or blockable). 1 rank can be purchased for every 100 xp (50 xp for Summoners) spent on Magic. One extra rank may be purchased at 20 xp each (subject to Plot approval)
Formal Magic Component ? see ?Component?
Free (16) ? releases entire body from all entrapping effects, not limited to magic
Free Limb (4) ? releases one limb from entrapping effects, not limited to magic. See also ?Free?
Free Voice (6) ? releases target from Silence effects
Frog (14) ? turns target into a frog or imp like creature, causing them to deal half combat damage and not be able to cast (except to cure the status)
Fury Strike (6) ? user?s Attack is tripled (or as noted) (+ weapon damage) for one swing. Verbal is ?critical <damage>?
Fury, Bow (6) ? triples damage done by a bow for one shot. May be bought like a normal fury strike, but is a separate skill.
Game, In ? see ?In Game?
Game, Out of ? see ?Out-Of-Game?
Gemstone ? item and weapon material, all modification must be done at creation (+1, permanent, cannot be altered, magical properties, usually RI and innately magical)
Genji ? weapon material, legendary combat metal (+2, RI, sometimes innately magical), also known as Adamantium
Godhi ? caster class oriented towards the Runes. See p.16 and 25
Gods ? the deities worshipped by a character. Does not have to be Norse or even filled out at all
Gold ? weapon material, affects more creatures than silver or iron (and other combat metals)
Golem ? constructed non-living creature that acts more as an item (damaged by shatters, etc.)
Grappling ? grabbing and holding a creature (this may only be done in accordance with Physical Contact rules!), does not affect incorporeal creatures. A Strength call must be made, the higher strength gets their way
Greater ? an elemental or undead with intelligence. These are immune to most control but take mind affects
Hallucinate (12) ? no in-game skills may be used correctly. Mind Effect. 10 minutes
Harden Fists (2) ? skill: allows you to block hand hits without taking damage. Adds no damage (base 0). Physreps up to 12 in. see p.6 for details
Harm ? toxin or spell causing damage, toxins cause body damage directly
Harmed (by <effect>) ? call that indicates the creature has taken damage (or extra damage) from the attack
Haste (10) ? target moves quickly (increases ? or ? speed (slow) to full, or allows a full speed target to use 35 degree swings for weapons). ?haste? must be announced before beginning a 3 count, at which point the count can be completed, essentially making it a 2 count (verbal is ?<action> with haste? such as ?Killing Blow with Haste?), or takes up to 1/3 off of longer counts (at Marshal?s discretion). 10 minutes
Heal ? Potions or spells curing body damage
Healed ? also ?Absorb.? Intended damage was taken as Healing. Physical cannot cause healing
Healing ? body point restoring magic found in Order, as well as Toxins and other sources. See also ?First Aid? for the skill
Helper (points) ? rewards given to NPCs, Marshals, & benefactors. See p.4
Helpers?XP(can buy) ? place on the character card to note how many Helpers can be converted to XP (can only convert one for every XP earned otherwise)
Herb ? a type of food that has to be specially prepared and taken to be effective (mixed into an elixir or smoked usually)
Herb Lore (3) ? skill: allows you to identify all common and many rare potions and herbs on examination (about a 3-count), even when mixed into food etc. and to mix potions. Required for Apothecary.
Hit Points ? Life. see p.8
Hold ? a call for the game to stop, as outlines under Game and Safety Rules. Also see the Time Spell ?Time Stop?
HP ? see ?Hit Points? and p.8
Human ? the most common of the 3 PC races
Hunting (4) ? skill: Salvage 1 HP (per train) of food from any kills (limited by creatures? size). Some tools required (edged weapon). A creature may only be Hunted once. Must report to plot or marshal to acquire tags. See also ?Essence Harvest?
Ice (2/5) ? tagline & force school of magic dueling Flame.
Identify (10) ? reveals all effects and possibly other things about an item or creature. Some must refer to Plot for information
IG ? see ?In Game?
Immune ? target is not affected by this effect, see also ?No Effect?
Imprison (28) ? acts as an incurable Paralysis. Lasts until target receives a Remove Imprison spell (or other similar means)
Indestructible ? item cannot be destroyed by normal means. Also called ?RI.? If physically RI, shattered by Arcane, Spirit, or Formal. If magically RI, shattered by Spirit or Formal
Incorporeal (9) ? having no physical body. Elementals and ghastly undead may become incorporeal by purchasing the skills Immune to Normal, Reduce Silver ?, Reduce Gold ?, and any Magic Tagline (including elemental). Incorporeal creatures are immune to Acids and any physical based attacks without enchantment (such as webbing, grappling, explosions, pitfalls, etc.), and may phase through non-magical objects in a 10-count action
Innate ? type that precedes <verbal> indicating the effect is natural and may be used in coordination with other effects (such as an Innate Reflect being used after a Reflect Magic was used)
Inspiration (6) ? target may come to understand something that they did not before. At Plot?s discretion. Must refer to Plot
Invisibility ? constant effect of Vanish. See also ?Vanish?
Invis (12) ? see ?Vanish?
In Game ? play is going on and listed thing is in it. See also ?Out-Of-Game?
Iron ? weapon material, standard combat metal
Iron Skin (6) ? critical defense, reduces one physical strike?s damage by half (rounding damage taken down)
Item ? any tagged possession, details on tag
Jimmy Rule ? You have asked a ridiculous question. Go away.
Jotunn ? a giant or troll
Killing Blow ? a 3 count action that represents physically killing the target through specified means (part touched, thus limb killing blows do not bring to Dead, but sever the limb a the point done), such as cutting off the head, stabbing through the heart, or breaking the neck. This requires the creature be completely helpless to succeed. On some creatures the count may be more than 3, in which case a Marshal should be consulted, but 10 is usually a good guess on Dragons?
Killing Effect ? anything that brings a creature to Dead status, such as a Killing Blow or Death Spell
Knockback (4) ? critical, causes the target to retreat (safely) 10 feet back before approaching again
Knockdown (4) ? critical, causes the target to fall to the ground (safely) after which they may stand again. They may still defend themselves on the ground as per normal
Lay on ? call to resume play from a Hold, see also ?Hold?
Lesser ? an undead or elemental that has no intelligence (some move slower). Lessers can be controlled but are immune to mind effects
Lesser One ? one of the 3 PC races, half animal creatures
Level X <spell> ? delivers specified spell that only affects a target with level divisible by the number (X). Cost is spell divided by X rounding up.
Life (20) ? brings a fresh Dead corpse to life and 1 HP
Life Burn (2/5) ? causes generic magic damage to a target
Life Drain (4/5) ? see ?Drain?
Lightglow (2) ? creates light in an area equal to the caster?s arm span. Counts as ?Day? or ?Light? for Undead & Light Intolerant, but not ?Natural Sunlight.? Dispels a Darkness. Until next sunrise
Living ? status of existence & basic type of creature. See p.9
Lock Pick (5) ? skill: gives the ability to attempt to pick a lock (must open the lock out of game to be successful). Tools required (lock pick)
Long ? any weapon between 36 and 48 inches. See p.7
Machine Gunning ? swinging less than 45 degrees between hits, or otherwise shortcutting the combat systems to gain an unrealistic and unfair advantage. Machine gunning hits are greatly reduced damage, or none if called as full
Magic (9) ? highest magical-physical weapon tagline (deals damage to most creatures)
Magic Armour (2/1) ? Grants extra points of armour that are not repped or reusable, that are lost before magical body and real armour. May be stacked. Does not carry over days (all points lost when skills reset/day changes)
Magic Defense (9) ? skill: gain 1 Defense against Magic Damage attacks, subtract from magical damage
Magic Item ? an Item enchanted with Formal or Rune or other lasting magics, must be identified for the properties to be revealed. All magic items must have physreps with them (sometimes provided by Plot, Magic Rings always provided by Plot)
Magic, school (2/5) ? see ?Mystic?
Magic, type ? type based on creating non-real powers to deal damage or effects. Ignores Defense. See p.25
Mana (1) ? see ?Mana Pool?
Mana Burn (1/1) ? causes target to lose mana. Only affects mana, not spells
Mana Drain (2/1) ? causes target to lose mana, and the caster to gain that amount of mana, if the spell affected the target. Only affects mana, not spells
Mana Pool (1) ? skill: 1 xp worth of generic magic energy is placed into a Pool with every xp spent on Mana for that School, this Pool may be used with any spells in the School Attuned to (for 6 xp). See also p.25
Marshal ? a staff member, usually with a specific job (Formal, Field, Plot, etc.), you must listen to what these people tell you
Massive (45) ? tagline that cannot be blocked with weapons or shields. Effectively affects target through weapons as long as the blow would have struck the body if not blocked. ?Crushing?
Massive Strike (6) ? critical, swing massive tagline for one swing
Mastery (10) ? skill: increases damage done by criticals, Fury Strikes, and Called Shots with a weapon specific to the user, such as one used lifelong, over 1 year playing, one Spirit Linked/Soul Tapped to user for ? a year, or claws.
Materials ? required to produce items with a Trade skill. 1 gold per 3 pts. Trade specific.
Membership ? allows the buyer to attend all Berserkr events during the membership period for free. Email berserkr@larp.com to purchase a membership
Metagaming ? the use of knowledge gained OOG that your character could not have, including names, stats, and secrets (knowing of a certain monster like Umber Hulks is acceptable, knowing the stats on an Umber Hulk, or that MT is sending them out are not). This is not tolerated. Everyone should try to keep this knowledge to themselves, but just because it can?t always be done is no excuse for metagaming
Might Strike (15) ? critical, causes target to lose half their HP, affects nearly all creatures unaffected by other crits
Mind ? school of Magic
Mind Control ? any spells that manipulate the mind, including Charm, Fear, Confuse, and Hallucinate. Not all Mind School effects are Mind Control (Sleep is not)
Mind Control, Cure (14) ? see ?Cure Mind Control?
Minimize ? call to indicate the target has taken only one point of damage, often on a non-solid or swarm monster
Mithril ? weapon material, legendary silver (+1, usually RI and innately magical)
Missile (2) ? skill: thrown weapons (knives, hatchets, rocks, javelins). Damage same as melee equivalent (by length). Thrown weapons themselves may be used in melee for the same damage as long as they are safe, but this skill only allows throwing
Mod Card ? phys rep for a module?s starting point, report to Plot with card to go on the module.
Module ? one short adventure from start to finish, usually at a location outside of town. Also called a Mod.
Monster ? an NPC, usually a non-intelligent hostile creature
Monster Card ? a stat card with XP/Gain data on it. Players should note all Gain(xp), hunting, or essence harvesting on the card
Monster Town ? the OOG area in which Plot stats Monsters and NPCs, the place to go when you want to NPC or need to speak with Plot
Mortal Strike (18) ? critical, physical doom. Can be delayed by first aid, cured by Life or 50 healing not taken into body HP
MT ? see ?Monster Town?
Mystic ? School of magic that cannot be accessed with Mana that includes non elemental attacks and spells. See p.25 and 32
Natural Magic ? a non-runic school of magic
Nature ? Earth, Air, and Water
Next Attack ? for spell protectives, the next strike of that type that you interpret as an attack or the next that deals you damage (you cannot choose to take an obviously attacking effect like wither to avoid the death after it, however things like Ale and various other effects are opinion-based). If reflected back, and then counter reflected, it is still considered the ?next hit? and can be blocked if protectives are stacked
Night, spell (2) ? see ?Darkness?
Nightmare ? a different Berserkr LARP campaign, see the website
No Effect ? intended damage or effect had no effect on the target, usually indicating an immunity or Defense
Normal (6) ? basic weapon tagline. Uncalled damage is Normal. Includes Claws, Wood, Stone, Bronze, Iron, and Steel, and occasionally other taglines.
Non-Player Character ? a character or monster controlled by Plot, sent to interact with Player Characters and other NPCs
NPC ? see ?Non-Player Character?
Obliterate (30) ? acts as a Death spell and a Dissipate spell, turning a living creature to dust and not allowing a Life spell.
Off Hand (10) ? skill: use of off hand, including Shield and Dual All
OOG ? see ?Out-Of-Game?
Open <school> (6) ? see ?Attune?
Operate Siege Engine (9) ? see ?Use Siege Engine?
Order (2/5) ? tagline and realm school of magic dueling Chaos. Magic can Harm or Heal the Living but only Harm the Undead
Out-Of-Game ? the game has stopped or target is not present; clarification often made by Marshal
Packet ? safe throwable small things to deliver some attacks with
Paralyze (16) ? target may not move or be moved at all. This includes being stuck to the ground (except with the toxin version). 10 minutes
Parry (9) ? critical, blocks one damage-only physical attack (not effects)
PC ? Player Character
Pelting ? see ?Scavenger?
Penis Monger ? mongers target penis. Also Special Plot Dance
Petrify (26) ? see ?Imprison,? usually Earth elemental.
Phase (20) ? caster phases invisibly into spirit form and may travel at will, phasing back in at will, up to a mile away. Phases out in a 3-count, which may be interrupted by damage (on most creatures, the ability Phase cannot be interrupted), but will not waste the spell. May be hit as per normal attacks while phasing out but not while phasing in (until count is finished). Caster may take anything touching with them (items only). May not begin phasing in and stop
Physical ? type based on weapons and other actual objects being used to hit. Cannot heal
Physical Blast (2/5) ? A packet delivered physical attack that represents spines, etc. also called PhysBlast. ?# physical?
Physical Contact ? rules governing safety see p.3 and 5
PhysRI ? see ?Indestructible?
PhysRU ? see ?Unshatterable?
Phys Rep ? physical representation, often a weapon or other prop, substituted for something difficult or unsafe to have present
Pickpocket (8) ? the ability to steal an item unnoticed, if a spell the caster can name an item, any pickpocket can name a container, otherwise the first item the target can get to the tag for
Pick Lock (5) ? skill: see ?Lock Pick?
Piercing (45) ? tagline that pierces Defense but not armour or protectives. If used against a shield, 1 point of damage is done to its holder in addition to any shield defense being pierced. Notably used as the Bow tagline
Plant ? a type of creature with a strange set of immunities that differ from other living creatures
Platinum ? weapon material, legendary gold (+1, usually RI and innately magical)
Play, In ? see ?In Game?
Play, Out of ? see ?Out-of-Game?
Player Character ? a character controlled by a customer/player of Berserkr, statted within the confines of being a PC
Playtest ? an ability or system being used at the moment to test it for future addition, change, or removal form Berserkr?s systems
Plot ? supreme organization running Berserkr LARP. See also ?Marshal?
Poison (4) ? an effect that causes the loss of 1 body HP every 10 minutes until cured. This will not wear off. Healing will temporarily cure HP damage, but will not cure the Poison. Stackable
Poison Shell (6) ? see ?Toxin Shell?
Pole (4) ? skill: 1 hand polearms, up to 48 in, with a head up to 24 in. (axe, spear). The stick of a pole counts as bludgeoning damage, while the blade counts as sword damage. Hybrid bludgeon-sword weapon
Polymorph (10) ? allows a character to completely change form for 10 minutes. 1 form per rank
Pool (1/1) ? xp spent on having a pool of skill points free for use with the skill they are paired with. See ?Mana,? ?Critical Pool,? ?Enemy Skill,? and ?Assassinate Pool?
Potion ? a Toxin/Apothecary effect in a bottle to be ingested for the effect (can be mixed into food or drink)
Power Circle (16) ? creates a protective impenetrable (except by Arcane/Spirit) circle that allows Formal Ritual casting, 6 feet wide. Until dropped
Production ? see ?Trade? and p.20
Production Points ? abbreviated ?pp,? these are the skill points put in a trade skill used to create items or research, etc. pp cost 1 gold per 3 to spend
Proficiency (8) ? skill: increases the damage done with specified weapon in specified hand by one (left/right + small/short/long/2hand + sword/bludgeon/axe/spear + melee/thrown)
Protect ? School of Magic
Protectives ? any spells that stay on the spirit to protect the character. Last until used
Pure Mind (14) ? see ?Cure Mind Control?
Race ? the appearance and skill guidelines of a creature, see p.17
Radius <spell> (5x) ? spell is delivered up to three feet from the packet/caster, affecting everyone within the sphere (including caster if applicable). ?<verbal>, 3? Radius? (6x for 6? radius)
Rage (9) ? skill: gain 1 Rage Point (+1 AT, +1 DF, +1 Body, +2 Ripping Strength in Berserksgang, additional +1 STR every 3 Rage). See also ?Berserk,? ?Berserksgang?
Rage Claws (5) ? skills: gain base 0 Short claws (up to 36?) while in Berserksgang. Must have at least one Rage before buying
Realm ? Chaos or Order
Reboot ? see ?Lay On?
Reduce ? call made to denote the target has taken a fraction of the damage, usually half (otherwise announced)
Reflect <type> (12) ? reverses the attacker and target for spell?s results. Another Reflect may be used to reflect the Reflected attack, as may a Shell or Safe (as appropriate).
Reflect <effect> (4) ? reverses the attacker and target for a spell of <effect>?s results. Another Reflect may be used to reflect the Reflected attack, as may a Shell or Safe (as appropriate).
Reflect <school> (8) ? reverses the attacker and target for a spell from <school>?s results. Another Reflect may be used to reflect the Reflected attack, as may a Shell or Safe (as appropriate).
Regen (18) ? If Living, target regenerates at a rate of their max body every minute, unless dealt a Killing Effect, for 10 minutes
Regenerate (20 + 1/ HP/min) ? target is cured for Body listed every minute, and will regain consciousness in one minute if knocked out, unless Killed. At two ranks target is also restored from Death as per unconsciousness, unless Killed with specific weakness, or regenerates all damage except of that type
Remedy (20) ? Cures all ailments, does not restore HP or grant life
Remove <effect> - removes a specific effect, often the only available cure. Overrides ?incurable? in effect?s description. Cost is same as the effect being removed
Render Indestructible ? see ?Indestructible?
Render Unshatterable ? see ?Unshatterable?
Rep ? see ?Phys Rep?
Repair Armour (3) ? skill: restore nonbreached lost armour points. 1 per 20 seconds 1 handed/running, 1 per 10 seconds while immobile. May require tools for major work (repair kit). See also ?Armour?
Repel (10) ? target is forced 10? away from caster if possible. If not possible to push, this will not cause damage. It can be used to push an opponent into obstacles if they do not move to the side. Not an entrapping effect. 10 minutes
Research (1) ? skill: find new abilities/ techniques. 1 point per xp. Materials cost 1 gold per 3 pts.
Reset ? the time at multiple day events when all per day skills become renewed, typically at Dawn or whatever increments divides the event evenly.
Resist <type> (15) ? negates one <type> attack. See also ?Stone Mind? and ?Steel Skin?
Resist <school> (10) ? negates one <school> attack
Resist <effect> (5) ? negates one <effect> attack
Restore Limb (10) ? restores target limb (target?s choice if unspecified) to full usefulness
Return magic (30) ? a reflect ability against magic that cannot be blocked, dodged, or otherwise reflected. The original caster must take this effect
Resurrection ? bringing a spirit back to Midgard and creating a body for it, this destroys all spirit effects and causes the target to lose 1/3 of their total XP. This does not reset skills. You form back with 1 body point
Reuse ? attack was stored away for later reuse
Ricochet ? attack was deflected at a different target (packet delivered)
Ripping Strength (5/1) ? allows character to rip from bindings of any type in a 3 count, 5xp per point (xp) of binding spells that can be ripped from
Ritual Circle (6) ? creates a penetrable circle that allows Formal Ritual casting, up to 6 feet wide. Until dropped or dispelled. Circles are specific to their school excepting those cast as Mystic spells (which can be used for any school of Formal)
RI ? see ?Indestructible?
RP ? Role Playing, see intro
RU ? see ?Unshatterable?
Runes ? see p.25
Runic ? skill: see p.25
Safe (6) ? blocks next Physical attack that would be harmful. If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Safed as well
Sanctuary (10) ? target gains immunity to the effects of Chaos Magic. Dispelled by Desecrate. 10 minutes
Scavenger (4) ? skill: Salvage valuable parts, such as pelts, venom, horns, etc. from any kills (limited by creature). Some tools required (edged weapon). A creature may only be Scavenged once. Must report to plot with monster card to acquire gold equivalent or components. See also ?Hunting?
Seid (15) ? skill: allows the user to travel in spirit form, harmlessly disconnected from their body. During this time they may seek to do as they please (must have Marshal/Plot present). 10 minutes per rank, with body damage being dealt after time runs out. Soothsaying (able to speak from body while in such trance) also available at higher ranks. This skill does not contribute to conventional Summoning Formal Magic, though it has its own higher powers.
Sever Limb (12) ? physically slices the limb hit off. Curable by a Restore Limb. Must be done with an edged weapon
Shapeshift (10) ? allows character to change shape but look similar until they desire to change back. 1 form per rank
Sharpen ? adds 1 base damage for 1 battle onto any one weapon that is not physically rendered indestructible. May not stack. Smithing sub-skill
Shatter (10) ? breaks an item that isn?t Rendered Unshatterable or Indestructible either Physically or Magically. This affects only one item, not items touching or inside of target item. Arcane/Spirit tagline on this spell pierces physical strengthening. The item is broken into useless pieces. With the skill, the targeted item must be struck with a weapon. The use of a Shatter skill will also cancel a Critical Shatter attack against an item you are holding
Shell (6) ? blocks next Magic attack that would be harmful. If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Shelled as well
Shell, <effect> (2) ? blocks next <effect> attack that would be harmful. May be used after a Safe/Shell/etc. if appropriate (a Sleep Shell can be used after a Shell used on 10 Magic Flame, but not after a Shell used on Magic Sleep). If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Shelled as well
Shell, <school> (4) ? blocks next <school> attack that would be harmful. May be used after a Safe/Shell/etc. if appropriate (a Earth Shell can be used after a Shell used on 10 Magic Flame, but not after a Shell used on 10 Magic Earth). If a Reflect is used and is counter Reflected, it is still considered the same hit and may be Shelled as well
Shield (6) ? skill: padded rim blocking weapon up to 36 in. largest dimension, no taller then ~1/2 your height. Shields block physical (and sometimes magical, though cannot be indestructible with this option) damage. See p.6 and 21 or 35
Shield Bashing ? illegal use of shield by pushing or otherwise imposing on other players. See p.5 and 6
Shield Proficiency (8) ? skill: increases defense by one when using a round shield in specified hand
Shock (2) ? a ?protective? of sorts that activates a 5 Mystic Shockwave on the next melee attack to strike you automatically, similar to a magical Counterstrike. See also ?Counterstrike,? ?Shockwave?
Shockwave ? monster ability and Formal Aura to generate an aura or spikes that damage attackers similar to a counter but on every strike, ?Shockwave, # <type>?
Short ? any weapon between 24 and 36 inches. See p.7
Shroom ? a type of food that has strange effects, see tag, back of tag, or a marshal for effects. Toxin by type
Siege ? skill or weapon using large scale contraptions to attack fortified targets. See also ?Operate Siege Engine? and ?Create Siege Engine?
Siege Weapon ? skill: use of massive assault weapons (towers, ladders, catapults, ballistas, rams)
Sight <spell> (2x) - spell is delivered straight from caster without a spell packet. Point or name target and use verbal ?Sight <verbal>.? Must be able to see target In-game and cast
Silence (6) ? Cannot speak or cast. Entrapping effect. 10 minutes
Silver ? weapon material, affects more creatures than iron
Skald (1) ? skill: The art of Singing or playing an instrument. Each train/xp gives 1 point. Song must be announced when started and whenever prompted (so that newcomers know the effects). The verbal is ?Song of <effect>?. The player must sing/play an appropriate song for the duration of the effect (may not contain large gaps, excessive wrong notes, or sound inappropriate for the effect, at Marshals? discretion). All songs are delivered as Arcane Earshot to only the allies/enemies the Skald has noted with the Marshal (or is clearly with/against). All spells last only duration of song unless noted. Some creatures can generate identical effects via concentration or meditation. Effects are as follows: <Name (points/minute) - effect>: (pts. round up)
Lightglow Area (?), Stabilize (?) (same as First Aid Skill), Trap Spirit (2/3) (keeps spirit in a corpse, allowing Life spells longer), Bless (2/3), Curse (2/3), Turn Undead (2/3), +/- 1 AT/DF (1) (choose + or ? and AT or DF), +/- 3 Max Body HP (1) (choose + or ?), Repel (1), Charm (1), Fear (1), Dim Blade (1), Magic Blade (1), Silence (1), Free Voice (1), Ensnare (1), Unensnare (1), Endurance (2), Strength (2), Buff (2), Antidote (2), Haste (2), Slow (2), +/- 1 STR (2), Sanctuary (2), Desecrate (2), Wall of Force (2) (unlimited size, still requires outline), Create Undead (2), Accelerate Formal (2) (cuts Formal time in half), Delay Formal (2) (doubles Formal time, or delays the ritual by its total time, after which it runs normally), Identify (2) (no knowledge retained), Inspiration (2) (no knowledge retained), Regen (3), Free (3), Banish (3), Dispel (3) (allies only), Awaken (3), Remedy (4), Life (4) (allies only), Berserk (4), Un-Disarm-able (4) (immune to Disarm effects), Telepathy (4) (whole group may communicate telepathically), Amnesia (4) (permanently forget the time of the song, and cannot remember the Song itself), Wizard?s Lock (4) (only Skald may enter or exit structure), Ward (7) (all affected may enter or exit structure), Resurrection Point (7) (gives the ability to perform a resurrection on any willing spirit to all affected (no magical area/point required). Spirits resurrecting when Song stops will flaw horribly and painfully, probably dying), Un-Shatter-able (10) (immune to Shatter effects), Un-Sever-able (12) (immune to Sever effects), ? Physical (15) (reduce physical damage by half), ? Mana Consumption (15) (all Mana used is used at half the cost, however, full Mana cost will be taken after the Song. If it reaches below zero, it goes to zero and the caster passes out for 1 minute), Susceptible to Physical (15) (lowers resistance to physical by one step (Immune -> ? -> normal -> 2x)), Susceptible to Magic (15) (lowers resistance to magic by one step (Healed -> Immune -> ? -> normal -> 2x)), ? Magic (20) (reduces the effect of all magic by half), Songs (?x) (adds one time again to another Song?s effects for each additional Skald. Requires harmonization.)
Skill ? any ability learned by spending XP, see p.14
Sleep (18) ? target falls into a deep, physically unawakenable sleep. Mind effect. 10 minutes
Slip (2) ? creates a magically slippery puddle. Nothing may stand or attach in this area. 3? circle. 10 minutes
Slip Bindings (60) ? dexterity or non-solidity allows a creature to slip form bindings on a 3 count, see also ?Ripping Strength?
Slow (10) ? target moves slowly (? to ? speed). Not a mind effect. Entrapping effect. ?Slow? must be announced before beginning a 3 count, essentially making it a 4 count. 10 min.
Small (1 or 2) ? skill: small weapons, up to 24 in., with a head up to 12 in. (daggers, hatchets). Bludgeons deal 1, blades deal 2. see p.7
Smithing (1) ? skill: you may forge weapons with raw materials (1g per 3 pts). It is 1 pt (1 xp) per size rank for weapons, +1 for pole, +2 for sword. Tempering and Ultralight is the total pt value of the weapon (removes RI and plating). Resist shatters are 2 pts each. PhysRI is 2 pt per foot. Silver Plating is 1 pt and ? gold per foot, while Gold Plating is 1 pt and 2 gold per foot in addition to material cost. Shields are 50 hp per pt. Shield defense is 1(+1 more each time). Shield phys reduction is 3 pts. Shield physRU is 3 pts, phys RI 6 pts. Shields taking 1 school as damage are 5, 10 for all magic damage. Bows are as per length and 1(+1 each additional damage), and 1 per 15 arrows. Armour is 1 pt per 2 hp, 1 pt to render physically unshatterable (physRU), and 2 pts to render physically indestructible (phys RI), and can be repaired at 4 hp per pt. Sharpening is ? pt per ft. (sm=1, sh/lg=2, 2hand=3). Materials cost 1 gold per 3 pts. A forge may be required
Sneak Attack (3) ? assassinate critical, deals 10 extra damage on one strike. Verbal is ?assassinate <damage>? see also ?Assassinate?
Song ? type referring to Skald spells and their deliverance
Spell ? any Magic casting, usually non-mana. See p.25
Spellcraft (1) ? trade skill: creation of one use spell stones. See also ?Spellstone?
Spell Duration ? see ?Duration?
Spell Packet ? see ?Packet?
Spell Restore (1x) ? Restores specified spell to target. Another variety restores any one spell up to specified xp, but costs 2xp extra). Does not work on mana.
Spellstone ? a one use spell carved into a rock. To use, must be able to cast and have a carved/decorated stone physrep in hand.
Spirit (2x) ? type that pierces all defenses, acting as Massive Arcane Body. Cannot be Stoneminded, etc. as it is Spirit in type. The ?unblockable? type.
Spirit Animal ? The animal most associated with a character, can determine race if changed into a Lesser One or Lycanthrope, as well as possibly affect Berserksgang
Spirit of the Game ? see p.4
Spore ? usually fungal radius toxin attack, often arcane
Stasis (20) ? Time spells that freezes the target and the space immediately around him in time nothing can affect the target because it is in another point in time. 10 minutes, may be dropped at will by caster
Steel ? weapon material, high quality combat metal (+1 dmg, 1 shatter resist)
Steel Skin (16) ? critical defense, resists one physical strike
Stone ? weapon material, heavy (cannot be altered, -1 dmg)
Stone Guts (12) ? toxin attack was negated by user?s resistance
Stone Mind (14) ? magic attack was negated by user?s resistance
Stone Skin (6) ? user?s Defense is tripled (or as noted) for one hit
Stop (14) ? Entraps the whole body from the neck down. 10 minutes See also ?Paralyze?
Strength, Potion or Spell (8) ? adds 3 Attack. 1 battle
Strength, # ? character?s overall strength. May be used to physically overpower or use weaker characters. May be granted by spells
Strength (18) ? skill: gain 1 strength.
Stun (6) ? critical and Time spell that stuns the target for a full 3-count (about 3 seconds) during which they may not move or speak (except to call out of game effects of course). Note that power plays or killing blows cannot be performed on a stunned person, only incapacitated targets
Summon (8) ? creation of pure magic. 1 rank (level) can be purchased for every 20 xp spent on Magic (15 xp for Summoners). Extra ranks may be bought at 16 xp each (subject to Plot approval). See also ?Elemental?
Summoner ? caster class oriented towards natural and unnatural magics. See p.16
Summoner Magic ? skills: see p.25
Surprise ? a tagline that indicates catching someone off guard. The target may only use ? of their Defense against this hit and may not dodge it. Multiple surprise hits cannot be done. This effect relies on good roleplaying and honest people
Sword (4) ? skill: 1 handed edged weapons, up to 48 in. (swords, daggers, rapiers). Short deal 3, long deal 4
SXP ? experience points of a summoned creature
Tag ? valid symbol (card) for an in game item approved (signed) by a Marshal or Plot. Should be attached to a Phys Rep. Stealable (some Reps are not)
Tagline ? type and effect of physical damage such as ?flame? or ?sleep,? taglines work if they deal body damage. You must call a tagline for it to affect the target. Elemental taglines must be called (unless dimmable)
Telepathy (20) ? user can communicate with present or absent targets without the use of vocal cords. Heard in target?s mind
Teleport (12) ? user is teleported to location of packet thrown. May move during Hold to accomplish this
Temper ? adds 1 permanent damage to a weapon?s base. Removes any physical forms of indestructibility and plating. Costs weapon?s total value (including previous tempering and ultralight, excluding physRI/RU and plating)
Time ? School of Magic
Time Freeze (20) ? acts as a Hold being called for everyone in voice radius of the caster excluding the caster. During this time the caster may do anything that they normally could. The spell appears as a near instant wave or ripple coming form the caster (and cannot be dodged). If any Shells, Stoneminds, or similar resists are used, the time ripple recedes and does not take effect. The hold lasts for 10 seconds (the last three being the count to lay on).
Time Hold (20) ? see ?Time Freeze?
Toxin ? Toxin type covers any herbal, spittle, or natural attacks intended to harm the living. Damage affects body directly. There are Potions, Blade Toxins, and Contact Toxins. See also ?Apothecary?
Toxin Shell (6) ? spell or potion that blocks next Toxin type attack. See also ?Safe,? ?Reflect Toxin?
Trade ? type of skill creating items, also referred to as a production skill. See p.20
Tradesman ? class that pays half for trade skills but is weak.
Trample (15) ? Claw/weapon damage calls add Massive Knockdown for as long as the user is jogging/running in one direction (slight shifts allowed)
Transform ? a latent Formal Magic effect on a spirit that enchants the character with the essence of another creature. When listed on a stat card, the motivation and activation can be found right after the name, the n the stats and description. Other things that trigger transforms will be called by a Plot Marshal. When the transform is active, you disregard all descriptions and stats of your race and take on the new stats of the transform (keeping skills and items). Standard Elemental Transforms can be done for 16 Formal Points
Trap ? type for set traps, usually a 3? radius surprise (not dodgeable, ? defense on weapon traps). Physical (weapon and net) Traps fall into Physical type, Acid into Acid, and Toxin Traps fall into Toxin type; the Trap type is for Flame, Explosive Powder, and other rarer trap varieties. See also ?Trapping?
Trap Spirit (4) ? similar to first aid, but keeps a Dead character form having to go to resurrect, see ?First Aid? for details
Trapping (1) ? skill: All basic traps are 3? radius. For each point (1 per xp) you may create a weapon trap that does 2 damage as normal weapon damage (can be worked on as if a weapon) or an Acid trap that does 1 damage. For 6 points you may create a trap to release a specific potion as a contact toxin. Net traps may be built to deliver a Physical Ensnare (6 pts), Physical Bind (12 pts), or Physical Stop (21 pts) (1.5x spell). Traps can be made to go off in a 4? radius for 1.5x cost, or 6? radius for triple cost. All traps may be rebuilt at half former point cost (rounding up) after used, and toxin traps must have a potion of corresponding type each time used. Some tools required (trapping tools). Requires Arm/Disarm Trap. Cost is 1 gold per 3 pts.
True Magic (1.5x) ? hidden ancient school of magic that affects all things by manipulating the essence of magic and the universe (thus True Magic Death would bring an undead, chaos elemental, or death elemental to Dead Status, etc.). Verbal is ?True Magic <spell>?
Truth (12) ? Mind spell that forces you to tell the truth to the best of your ability for the next 10 minutes. You do not have to speak, but anything you say must be truthful to your knowledge
Turn Undead (4) ? a Lesser (mindless) Undead will leave Line of Sight of the caster for 1 hour. Dispels all control over the undead for 1 hour (unless another control/create is cast on it)
Turtling ? illegal shield usage blocking whole body. See p.5
Two Hand Bludgeon (5) ? skill: 2 hand blunt weapons, from 48 in. to 72 in. (truncheon, staff). Deal 4
Two Hand Pole (6) ? skill: 2 handed polearms, from 48 in. to 72 in., with a head up to 36 in. (spear, halberd, scythe, glaive). Stick deals 4, blade deals 5
Two Hand Sword (6) ? skill: large edged weapons, from 48 in. to 72 in. (great swords). Deal 5
Type ? see p.11
Ultralight ? a weapon phsyrep built with nonstandard core material to reduce weight. These can only be used to rep weapons that have an Ultralight tag. Ultralight falls into the production cost of tempering, counting as one plus
Unbind (8) ? releases the target?s arms (two) from all entrapment, not limited to magic. See also ?Free?
Unconscious ? at 0 body HP, knocked out, will awaken with 1 HP in 5 minutes, see p.8
Undead ? status of existence & type of creature. See p.9
Unensnare (4) ? releases target foot (target?s choice if unspecified) from all entrapment, not limited to magic. See also ?Free?
Unnatural (magic) ? term used for the Natural Magics Drain, Protect, Time, Mind, and Bind
Unsafe ? weapon or fighting style that is illegal due to safety and injury concerns. A Hold must be called immediately in unsafe situations, often a Marshal will see to this (but not always)
Unshatterable ? item cannot be broken by sudden means (shatter, strength, etc) but will wear out. Also called RU. See also ?Indestructible? for more details. If a stat on a monster, this monster?s possessions may not be shattered while on them
Use Siege Engine (9) ? see ?Siege Weapon?
Vanish (12) ? renders target invisible for 1 minute. May still use any skills. Can be heard, smelled, etc, as well as assumed if attacking. Requires orange headband rather than white
Verbal ? see p.11
Voice Charm ? specified race feels a compulsion to do as the user says, as per charm
Voice Control ? specified race does as the user commands unquestioningly, as per dominate
Wall of Force (8) ? creates a magical transparent object with dimensions determined by the caster (must be in whole feet), up to 12 cubic feet. This object cannot be moved or shattered, but can be dispelled. The wall?s dimensions must be outlined somehow before or during its casting. It may not be used to throw creatures against for Magic Tagline damage. Hitting it or being hit against it causes nothing. Arcane/Spirit attacks and weapons can pass through this wall, as may incorporeal creatures, but a corporeal creature wielding an Arcane weapon may only shove it through up to the handle. 10 minutes
Water (2/5) ? tagline and elemental school of magic weak to Air and strong against Flame.
Waylay (14) ? assassinate critical, physical sleep, see also ?Assassinate? and ?Sleep?
Weakness (12) ? causes a state of stupor and non-movement that lasts for the time spent in rage (Spell 10 min.). Target will not have skills to use, or memory of time spent Weakened. See p.13
Weapon ? tag or rep for a physical weapon. Reps must have a Berserkr Safety Approval attached. See also ?Boffer,? ?Tag,? ?Phys Rep?
Weapon Mastery (10) ? skill: see ?Mastery?
Web (4) ? 1 limb (the one hit by packet, called by caster, or selected by opponent, in that order) is trapped as per Entrapping effect. Physical can be cut free (with edged weapon). 10 minutes
Wild Magic ? a type of magic that focuses on drawing out random energy to affect random targets with random effects
Wither Limb (10) ? causes targeted limb (targets choice if not specified) to wither and become useless for holding or putting pressure on. 10 minutes
Wood ? weapon type, weak (-1 dmg, 1 battle, cannot be altered)
Wound (4) ? critical, physical poison effect. Cured by a Cure Poison, 10 pts of healing not taken into body HP, or 1 minute of first aid
XP ? see ?Experience Points?
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