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Eventyr © 2006 Player Manual Revision L

EVENTYR
Sixty days and nights aboard the Empress of the Isles, a century old creaking hulk. Her crew was one of the few
brave enough or desperate enough or mad enough to ply the long sea route between the last port of Verden and the
new land of Eventyr. Eventyr, the land found a generation ago by explorers traversing the wide ocean, returning
with tales of a land of plenty. Rich soil, abundant gold, strong magic and no law, all of these have proved a strong
lure to those wanting a new life.

For my part, I began my journey when the harvest failed. Faced with a hard winter I sold all I had and bought
passage on the last ship travelling to Eventyr before the storm season set in. Onboard I met many with high hopes
for the new land. Eli, a priest from Calador, had been sent by his order to set up a mission in the new territory. He
was young and naïve, but kind to a fault, and endured the difficulties of ship life with rare patience. Then there
was Luca, a nobleman who said his father was a Duke of one of the city states of the Decapolis Isles. Luca’s lover
was a priestess, and when she fell pregnant with his child he did the decent thing and ran. He saw Eventyr as a
place to live carefree without the burdens of noble obligation. Next in our berth was Arveg, a barrel-chested
tribesman from the snow tipped mountains of Tuala. He was the only one who did not complain of the bitter cold
when our voyage sailed through icy waters. Arveg sought glory in battle, and wanted to find the strange and terrible
monsters for which Eventyr was ill-famed. And then there was Erinord, a tinker who spoke little of himself.
Perhaps the shackle scars on his wrists and ankles best told his story. Whatever his past, a land without laws
beckoned him, promising a fresh start beyond the reach of his past.

Two months onboard The Empress, with her drunkard captain and scurvy crew. A ship full of beggars and bandits,
dreamers and drifters, all looking for something they could not find in their old life, all looking for the shores of
Eventyr.

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What is Live Action Roleplaying? 3


Game Mechanics 3
Adventuring 3
Combat 4
Armour 6
Armour Damage & Repair 7
Spell Casting 8
Known Spell effects 9
Damage, Death & Healing 10
Items and Equipment 11
How Time Works 14
Safety 15
The Land of Eventyr 16
Introduction 16
Getting to Eventyr 16
Character Creation 18
General Skill Costs 20
Passive skills 22
The Path of the Priest 23
Starting Spell Choice for Priests 24
A Rogues Life 25
The Way of the Warrior 27
A Life of Magic 29
Starting Spell Choice for Mages 30

Acknowledgements

Without the continuing dedication of others this manual and the system it represents would not be as you read it today. Special
thanks go to two gents that are called Nic and to you both I would like to say a very big thank you.

All artwork contained within this manual has been kindly donated by Alan Whittle, I can only dream of creating such fine
images!

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Eventyr © 2006 Player Manual Revision L

What is Live Action Roleplaying?


Ever wanted to be in a fantasy story? Do you dream of fighting monsters with a magic sword or being a mage chanting arcane
spells? Live Action Roleplaying (LARP) is the hobby that lets you do this.

LARP is an interactive game where the players adopt the identity of a character in a fantasy setting and then play this
character, putting on costume, reacting to circumstances as they think their character would react, and so forth. LARP has its
roots in tabletop roleplaying games, such as Dungeons and Dragons, except that LARP players physically act out what they
want their characters to do. Many roleplayers find that the atmosphere and immediacy of LARP makes the adventuring
experience even richer and more rewarding than tabletop gaming.

The game operates within a set of rules, many of which are in this handbook, that moderate doing the things that a player could
not do in real life but is able to so as their fantasy character. For example, the game allows characters to safely fight combats
using latex weapons, and has rules to moderate the outcome of these fights. Casting magic spells and having special skills are
also simulated through the game system.

No system is perfect, and decisions on how rules are interpreted are made by the referees, who also write the plot to the game.
The plot is not a rigid script, more a series of events and non-player characters for the players to interact with, and the outcomes
are not always certain. If players react in a way that the referees did not foresee, such as siding with the evil Black Knight
instead of capturing him, then the plot changes to accommodate this.

The fantasy setting is maintained by the crew, often called a ‘monster team’, who play all the different parts needed by the
overall plot. These parts could be simple roles taking a few minutes, such as a bandit attacking a camp, through to complex
non-player characters who are present at most events, such as a powerful tribal leader.

In the Eventyr LRP system a new land full of danger and opportunity has been discovered, and adventurers from across the
known world are flocking to it. The new land is rich in magic, treasure and danger. The gameworld offers continuous
adventure and the chance to develop your adventuring character as they become more experienced. This manual will explain
how the game system works and how you can create a character to play in the game.

Game Mechanics
Adventuring

Skill and Spell points system

As with many other systems we have adopted a points system for the use of mage and priest spells. However, this has been
taken a stage further and adopted for combat styles also, which means a point system is used for fighting as well.

Mages

Mages acquire mage points, which limit the number of spells they may cast. The mage may cast any spell he/she has knowledge
of, and depending upon the level of the spell, a certain number of points are deducted from their total mage points pool. The
character is expected to keep a running tally of the points they have to spend, until they are replenished at sunset each evening
after a brief period of study.

Priests

Priests are similar to mages except that they gain additional skills against the undead as they progress in level. Priest’s power is
replenished at sunset each evening after prayers to their Deity. The character is expected to keep a running tally of the points
they have remaining.

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Warriors and Rogues

Warrior and rogue members get access to weapon styles that rely on offensive and defensive pools of style points and are treated
just like spell power. Points are spent from offensive or defensive style pools to buy an in-game effect such as a double blow or a
dodge. Styles can only be used with the weapon they have been trained with. Swapping weapons will stop any whole combat
styles unless style points are re-spent for the combat.

Defensive and offensive points will be awarded as new skills are learnt through the various professions and allow the players
to carry out special defensive or offensive actions.

Example: Should a warrior with the skill to strike a double hit choose, he/she may deduct the relevant number of point(s) from
the offensive total as often as they like until all points are used.

Example: Should a rogue with the skill to dodge a hit choose, he/she may deduct the relevant number of point(s) from the
defensive total as often as they like until all points are used.

This system allows the character to choose which skills are used and how frequently depending upon the situation. The points
are refreshed daily at sunset. Characters will be made aware of the offensive and defensive skills and points as they gain them
within their professions.

Combat

How it works

You use your chosen weapon and try to hit (pulled blow see safety section) the opponent. If you manage to successfully hit your
opponent or they hit you then a point is deducted from the total for that location. Different weapon calls can increase the
amount of damage done. This continues until one or the other of you falls down, (as if dying) or runs away. Combat relies upon
the honesty of those involved to deduct their hits from their total.

Special Calls

During your time you may gain skills and abilities allowing you to make a call when attempting to strike your target. Calls are
also used for safety reasons and for in-game effects. Many of these calls are used widely throughout the hobby. Please take the
time to grow familiar with these calls as you may need to call or be effected by any of these should the situation arise. Effort
must be made to try and roleplay the effect (take a step back or to the side if dodging or elaborate twist of your weapon to try a
disarm)

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Offensive Weapon Calls

These calls are used to deal greater hits with your chosen weapon and reflect your skill and ability. All players can strike a
single damage with any weapon regardless of your profession; all other offensive calls require mastery with your chosen
weapon. No more than one offensive call may be made with any single weapon at a time, e.g. no double-through. Some of these
may be negated by defensive weapon calls. Calls may only be made if the player has the appropriate skill. No calls other than
single may be made with a crude weapon. Uses of these calls are restricted to your pool of offensive points. All calls have a
minimum of three seconds between strikes to prevent ‘drum rolling’. The theory is ‘double, two, three’ then you may call again.
Some calls such a crush, are limited to a single use in a certain amount of time, to reflect the effort to create such a strike.

• Single – No Call required – Normal 1 Hit point damage.


• Double – 2 hit points damage from a single hit.
• Through – Blow ignores one layer of armour (all mage magic does through damage; priest magic does not).
• Vital (rare) – If struck upon a non-metal armoured location it gets taken to zero unless special protections are in effect. If
struck upon metal armour then only 1 hit point is taken.
• Crush (rare) – the location and any armour on it is reduced to 0 hits. If the location is protected by plate armour then the
armour is reduced to 0 hits but the location is unharmed. Any shield hit by a crush blow is destroyed. Special protections
can negate the effects of a crushing blow. A crushed location breaks the bones to the area hit. Only metal armour/weapons
can be crushed. A crushed weapon (through blocking) will prevent the defender from making offensive calls for 10 seconds.
• Critical (rare) – Location is taken to zero regardless of armour unless special protections are in effect. Cannot be reflected
or absorbed.
• Irresistible (rare) – The target may not dodge or otherwise call to negate the effects of the strike. This call may be
combined with others, e.g. ‘Irresistible Crush’.
• Disarm – you manage to disarm the target (the target must drop leading weapon momentarily) the dropped item must hit
the floor before being retrieved. If on a weapon loop it must dangle free. You cannot disarm a two handed weapon wielder.
• Shatter (rare) – The metal element struck with this blow (sword, shield or armour) is shattered as if the spell, unless
protected.
• Stun (rare) – target is stunned for 10 seconds and is unable to do anything. Damage or dispels do not negate, only resist
stun. The target is unaware of his/her surroundings and may wander aimlessly or stand still, feel free to improvise.
• Bane (very rare) – 4 hit points damage from a single hit.

Defensive Weapon Calls

Defensive skills and spells allow you to counter your opponent’s offensive skills and spells. Calls may only be made if the player
has the appropriate skill. None of these calls may be made with a crude weapon. Uses of these calls are restricted to your pool
of defensive points.

• Dodge – you manage to dodge an attack that would have otherwise hit you. You cannot dodge a critical strike.
• Master Dodge (very rare) – you manage to dodge an attack that would have otherwise hit you including a critical strike.
• Resist disarm (rare) – may be used to ignore the effect of a ‘disarm’ call in combat. Call ‘resist’.
• Resist stun (rare) – may be used to ignore the effect of a ‘stun’ combat call or spell. Call ‘resist’.
• Reflect Blow (rare) – the armour is of such rigidity that it reflects the blow back up the weapon to the attacker. The
defender takes no effect the attacker receives the strike. Call ‘reflect’. Can only reflect through or double calls.
• Absorb Blow (rare)
(rare) – the armour is of such quality that it absorbs the blow into the armour. The defender takes no effect
the attacker still uses offensive points. Call ‘absorb’. Can only absorb through or double calls.
• Master Absorb Blow (very rare) – the defenders knowledge of his armour allows blows to glance off with the remaining
being absorbed into the armour. The defender takes no effect the attacker still uses offensive points. Call ‘Master absorb’.
Will allow you to absorb vital or crush calls.
• Whirlwind (very rare) - Whilst fighting with two weapons, player is immune to missiles as they are deflected within the
dizzying blur of blades. Player calls ‘no effect’.
• Tornado (very rare) – Whilst fighting with two weapons, player is immune to magic spells as you cannot be seen and
therefore targeted within the dizzying blur of blades. Player calls ‘no effect’.

All calls have a minimum of three seconds between attempts. The theory is ‘dodge, two, three’ then you may call again. Some
calls such as absorb, are limited to a single use in a certain amount of time, to reflect the concentration and effort needed.

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Special Weapon Calls

• Magic – single point of magic weapon damage.


• Holy – single point of holy weapon damage.
• Elemental – single point of elemental damage. E.g. fire, water, earth, air, etc.
• Material – single point of material damage. E.g. silver, iron, oak, etc.
• Hated – a ranger will automatically hit a hated enemy causing a single point of damage regardless of what was needed to
cause a hit to the given target.

These calls may be combined with Offensive Weapon Calls, e.g. Silver-double, but not with each other.

Other Calls

• Resist – player resisting an effect due to resists given from skills, spells or items.
• Absorb – item resisting an effect due to magic on or in the item. Can only absorb through or double calls
• Master Absorb – the item may absorb a vital or crushing strike.
• Reflect – player resisting an effect sends it back to you; you must resist/absorb/reflect or take the effect you sent out. Can
only reflect through or double calls
• No effect – For whatever reason your strikes take no effect upon the target. In game you see the hit, feel the strike but
witness no ill effect or damage upon the target. Offensive points will still be used.

Irresistible call

This call can be made with either strikes or spells. The call must be made in front of the strike or spell to count. i.e ‘Irresistible
mage dart’ or ‘Irresistible double’. When made as a strike it makes the opponent unable to dodge the blow, when made as a spell
it makes the spell unable to be resisted.

Armour

Armour can be worn by all professions except mages unless an item or skill allows otherwise. Armour is a term that covers all
items of protective clothing from furs to plate mail. Normal clothing will not provide any protection and has no armour rating.

Armour worn by characters has the potential to cover the following locations:

Head, Chest, Back, Left Arm, Right Arm, Left Leg, Right Leg

Garments made of cloth; leather, hide, and other non-metallic materials will have an armour value of between 0 and 2. If heavy
natural materials are reinforced with a reasonable covering of studs, rings, small plates with gaps etc the armour value will be a
maximum of 3. Flexible metal armour made of large numbers of interlocking rings, scales, or edge-jointed plates will have a
maximum armour value of 4. Rigid metal armour or heavily overlapped plates will have a maximum armour value of 5.

Furs, Soft leather, Quilted – 1 point per location


Rigid leather, soft studded leather – 2 points per location
Rigid studded leather, ringmail – 3 points per location
Chainmail, scale armour – 4 points per location *
Plate, lamellar, heavy coat of plates – 5 points per location *

*- May gain 1 additional point per location with a separate quilted or leather garment worn underneath the metal armour

To gain the full benefit of 4 or 5 points protection from metal armour, the armour you wear must be made of metal. If your
chain/platemail is made from a non-metal material it will only offer 3 points of protection.

Within the game exceptional and magical armour may increase the values given above.

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Armour Damage

You enter combat and take damage to your armour. You will take regular/temporary or permanent damage which varies slightly
dependent upon the quality of your armour.

Damage type
Regular damage: Regular damage will be hits that will reduce your armour total temporarily until repaired.

Permanent damage: Permanent damage will permanently reduce your armour total by 1 until repaired or the armour is
destroyed. Armour once reduced to 0 permanent points cannot be repaired even if it has permanent repair points remaining. The
armours starting permanent points are the same as its armour rating. Soft leather 1, chainmail 4, platemail 5 etc.

Permanent strike effects


Crude
Any weapon call except magic will destroy the armour

Quality
Shatter strike Vital – non metal only
Crush Strike Acid strike
Critical Strike Any trap

Simple version – Anything except double, through & magic will do 1 permanent point of damage to the armour

Mastercrafted
Crush Strike Critical Strike
Vital – non metal only Acid strike

Magical
Critical Strike Dispel Magic
Acid strike

Example 1: You are wearing quality platemail armour and have a wandering monster encounter. You take a double strike and a
through strike which reduce your armour to 2 points effectively. (Assuming all hits to same location) A crush comes out of
nowhere and reduces your armour location to 0. The party defeat the monsters and you look at the state of your armour. The
crush damage reduces this piece of armour to 4 but the remaining damage can be repaired as usual. The temporary/regular
damage repair can be done in the field if you have the repair armour skill.

Armour repair

With a suitable toolkit and the armour repair skill players may carry out maintenance to their armour in the field. Thus all non
permanent damage may be repaired mid quest, albeit during a quiet period.

A Mage/Priest will be able to repair temporary and permanent damage mid quest if appropriate spell and points are used. The
armour repair spells will deal with both types of repair, either a full temporary repair or 1 permanent point repair with each
casting.
A magical repair does not count as a permanent repair, thus a permanent repair marker is not crossed off if repaired in this
manner. A magical repair will still not make the armour as new, only repair to its state previous to a single permanent point
removed.

Permanent point repairs may only be carried out by mage/priest spells or at the site of an anvil etc, typically the blacksmiths in
town. Permanent points that can be replaced are limited by armour quality and shown by boxes on the trade card.

Crude – 0
Quality – 3
Master crafted – 5
Magical – Varies, minimum 7

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Spell Casting

Spell casting allows you to create an in game effect through the use of speaking or casting the correct words. The real effect is
imaginary however the in game effect can be deadly! Common offensive spells are listed within this manual for all to become
familiar with, other spell effects may be explained to the individual by the caster at the time of casting if in doubt. Spell casting
does rely upon participants acting through the effect that has been cast upon them.

Spell Circles
Spells are divided into circles of power. These give an indication of the power of the spell, how difficult it is to learn, and how
much it will cost to cast.

Mage Spells

Mages should have a clearly visible obvious focus item that should be held in one hand unless skills define otherwise; this item
may not be a spell book. The minimum verbals for a first circle spell are ‘By my powers I cast <spell name>’. These verbals will
increase in length as the power of the spell increases. A first circle spell must have a minimum of 5 words ending in the spell
name; an additional five words are added to the casting for each circle of the spell. Therefore, a fifth circle spell will have a 25
word cast ending in the spell name! Spells cannot be whispered; they must be loud and audible.

E.g. By my powers I cast Mage Dart

All mage spells cannot be cast while wearing anything that has an armour rating unless special abilities allow otherwise or
whilst holding a metallic object larger than a dagger. The maximum duration for any spell is 24 hours; all long-term
enchantments dissipate at sunset.

Priest Spells

Priest spells should be cast with an obvious holy symbol visibly presented in a free hand. The minimum verbal for a first circle
spell is ‘In the name of ‘God’ <spell name>’. These verbals will increase in length as the power of the spell increases. A first
circle spell must have a minimum of 5 words ending in the spell name; an additional five words are added to the casting for
each circle of the spell. Therefore, a fifth circle spell will have a 25 word cast ending in the spell name!
Spells cannot be whispered; they must be loud and audible. Spell casting cannot be formed by replicating words or by
forming an unintelligent sentence. Priest spells can be cast while the priest is wearing armour. The maximum duration for any
spell is 24 hours; all long-term enchantments dissipate at sunset.

Power Points

Priests and Mages acquire power points, which limit the number of spells they may cast. The Priest or Mage may cast any spell
he/she has knowledge of and has the skill to cast, depending upon the level of the spell; a certain number of points are deducted
from their total power points pool. The character is expected to keep a running tally of the points they have remaining. Priest’s
power is replenished at sunset each day after prayers to their Deity. Mages regain their power at sunset after a brief period of
study.

Ranged Spells

All spells have range content even if it is touch. Range spells that inflict damage are effective within the limit of hearing.
Please note that it is difficult to hear whilst wearing a mask or helmet so using elaborate gestures and a loud voice will help
target the spell. If the target does not respond to the spell by either appropriate action or by shouting, “Resist” then no spell
points are deducted from the spell pool and the spell is deemed not to have been cast. If your spell is resisted, reflected, absorbed
or taken, then spell points are deducted as normal from the spell pool.

Interrupted Spell Casting

If spell casting is interrupted then the spell must be cast again from the beginning. The spell power points are deemed to have
not been used and therefore should not be deducted from the character’s power pool. A spell caster suffers no ill effects from an
incomplete spell. Taking damage to your base hits will always disrupt spell casting.

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Resisting Magic

Resistance to magic can be gained from skills or by enchantments. Resistance to a spell is a wilful action, (call of “Resist”) and
therefore a player does not have to resist the first spell cast at them. If you are casting a spell and are targeted by another spell
that you want to resist, you can either call resist in the middle of your spell casting or finish your spell verbals and then say
resist at the end. If you have no resistance to the incoming spell or choose to not resist it, then you will take the spell effect and
your spell casting may be interrupted.

Ritual Magic

All players of all professions can learn ritual magic. As the name suggests the casting of these spells require some form of
elaborate casting termed a ritual. Ritual spells and magic have a minimum requirement; players that choose to become Ritualist
may need to band together to combine their power to achieve these great feats.

Touch Spells

If the spell caster has failed to touch the target within 2 seconds of the final verbal the spell has been cast but the magic has
dissipated and the appropriate number of spell points are deducted from the character’s power pool.

Learning Spells

Spells can be added to your prayer or spell book by finding scrolls or by learning from others that can teach you. You will need
to be suitably skilled in Magery or Priestcraft and ideally have the Read Scroll skill.

Lost Prayer/Spell
Prayer/Spell books

Should you lose or have your prayer/spell book stolen then you do not lose the knowledge you have. Your prayer/spell book is a
notebook for reference. You will require a new book by sunset to pray or study. The book is worth nothing to anyone but you as
it is full of your notes; they cannot learn your spells etc from your notebook.

In game terms you will buy a new book from the Trading Post. In real terms, the stolen book is to be handed into GOD to allow
it to be bought from the trading post. If lost, all items are handed into GOD and it should appear in the trading post.

Should the prayer/spell book remain lost in real terms then unless the spells you had knowledge of can be proven then the refs
reserve the right to re-issue with a suitable starting prayer/spell book relative to your level, which may or may not contain some
or all of those spells you originally had.

Scrolls

Players with the Read Scroll skill can cast spells from scrolls. To cast a spell from a scroll the caster says ‘By the power within
this scroll spell casting <spell name>’ and the scroll is torn in half to represent the release of the magic contained within the
parchment.

Known Spell effects

Some spells are very common and thus all players should be familiar with their effects.

Dart – Regardless of the type of dart you will take 1 point of through damage to your chest if cast at you.
Blast - Regardless of the type of blast you take 2 points of through damage to your chest and stagger back if cast at you.
Bolt/Bal
Bolt/Ball
/Ball - Regardless of the type of bolt/ball, you take 4 points of through damage to your chest and are knocked to the floor.
Glue – Everything you are touching at that time you are stuck to.
Wound – Your touched location takes 2 points of damage.
Hold Person – You are magically frozen for 30 seconds. You are free within this time if you take damage.
Fear – You are fearful of the caster/place for 30 seconds.
Greater Fear - You are fearful of the caster/place until overcome or caster/place removed.
Paralyse – You’re magically paralysed for 5 minutes. During this time you do not take damage. Only remove paralysis will cure.
Entangle - For 30 seconds your feet and legs are bound to the floor as pinned by roots.
Shatter – The targeted/touched metal item is shattered and destroyed unless protected.

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Damage, Death & Healing

Hit Points

We use a distributed system of hit points with the body being divided into the seven locations of head, chest, back, left arm,
right arm, left leg and right leg. All characters regardless of race initially have 2 hit points per location. When either of the
head, back, or chest is reduced to zero hits or two limbs reduced to zero hits the character falls unconscious. Five minutes later
the character dies from blood loss from their wounds, although use of the first aid skill will extend this time to one hour. An
unconscious character that is healed regains consciousness immediately. A location cannot go below 0 hit points. Characters in
an unconscious state should fall to the floor if safe to do so; no one should attack or be attacked whilst they are on the floor.

Falling

A player that falls down a pit or hole will take damage dependant upon the depth fallen and what you have fallen onto or into!
As a rule of thumb, you will take 1 point of damage for every 10 feet fallen.

Drowning

Any character ending up in deep water (e.g. simulated by an area marked on the ground) who does not have the swimming skill
will start to drown by taking 1 hit to their chest for every 30 seconds they are in the water. Wearing anything with an armour
value will reduce this time to 1 hit every 15 seconds as the weight of your armour drags you under the water. Note that unless
a character is able to swim, once they are out of reach of the edge of a body of water they are unable to move.

Death

Yes, no matter how hard you try there is a very good chance that you may die during the course of your adventuring career. In
the event of said death here is what you do! Death is determined after you have lost all the points to one of your critical
locations (head, chest or back) or all the points to two limbs. Once the relevant points are reduced to 0 you then have 5 minutes
of bleeding time (where you are unconscious) before death takes hold. Once dead make your way to a ref, hand in your items and
create a new character to rejoin the fun.

Healing

Players heal via first aid skill, camping skill, potions & spells. It is not the case that you go to bed at night and awake fully
healed the next morning. A nights rest will only restore 1 health point to one area, usually the most damaged.

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Items and Equipment

Virtually all items have to be bought ‘in time’ or traded. Certain items in the system are considered ‘free’ these include things
like rope, lanterns etc as they are considered to be safety items. These items will not be for sale or tradable within the system. As
items of safety they may be checked for suitability in certain situations at the Referees’ discretion. All other items (weapons,
armour, potions, and locks to name but a few) are represented by you in the physical form, with ownership given by way of a
‘trading card’. If you have two swords, you will have two trading cards. Note that characters arriving in Eventyr do not
arrive with any of their equipment, with the exceptions of spell books and prayer books. You will need to pass any physical
representations of weapons, armour, etc. that you wish to use on your adventures to the refs prior to the game beginning, and
then see if you have enough money to buy them at the Trading Post once the game begins.

Trading Cards

Trading cards allow you to prove to others what you actually have as a character. Also as their name implies, they may be
traded between characters for goods, services, money, or whatever you can get out of the deal. It is possible that a player could
accumulate 4 long sword trading cards and more, but could never physically represent that with swords about the person. We
ask that only the cards for the equipment realistically carried are held on person. The remainder could be within your in game
tents, hidden or within a locked chest but must remain in game and will still require you to return to these areas should you be
mugged etc. Trading cards are awarded at the start of each event, and handed in at the end.

The trading cards are there to ensure that no character need ever hand over a prop or personal item to anyone else. Only trading
cards representing the item are passed between characters.

Encumbrance

As a trading card could represent a suit of full plate armour, it is often hard to relate to the fact that you are carrying such a
heavy piece of equipment around, along with the various swords, treasure etc that you have in your backpack. To aid you in
this, all trading cards will give the encumbrance value of the item. Each player starts with an encumbrance value of 5.

Game items such as backpacks (bought at the trading post) will allow you to increase this value and thus the amount you may
carry as a character, certain skills or spells may also increase this. Your character may not move if over loaded, and may find it
difficult to swim or run if heavily loaded!

In game currency

Gold! That’s what you are after, it makes the world go around and pays for you to better your skills and equipment. Due to the
weight of gold, the vast array of golden nuggets of varying size and golden dust it is extremely hard to deal with gold itself. The
use of gold notes is common practice, they are found as 1, 5, 10, 20 & 50 notes.

Barter

Bartering is still a recognised form of trade within the lands. Often within the poorer lands or where they do not have a need
for gold.

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Grades of Items and Equipment

Many items are graded. The grades are Crude, Quality, Master Crafted and Magical. These will notably apply to weapons and
armour; descriptions for each are as follows:

• Crude – These items are often acquired from lowly monsters. Crude items by their nature restrict your abilities and as such
NO SPECIAL CALLS may be called whilst using crude weapons. Wearing crude armour allows NO SPECIAL CALLS
to be made unless they are natural abilities. These items are also prone to breaking and failing and as such they are usually
not worth fixing. Crude weapons and armour will always break if they parry or take a blow that is delivering any special
call.
• Quality –Quality items are tradable and sought after by all.
• Master Crafted – A master crafted item will have been made by a grandmaster. It gives you all the abilities you get with a
quality item, but adds unique features such as it may be imbued with magic during a ritual or apply poison venom. Quality
items cannot be upgraded to master crafted; it is only Master Crafted items that may accept magic/poison.
• Magical – Magical items are highly desirable. They may never be shattered and will rarely wear out but may be harmed by
greater magic. Not all magical items are to your advantage; it is wise to seek out those with the ability to appraise magical
items, as many cursed items also exist. As well as your own skills and abilities that you can use with these items, almost all
magical items will add something or enable you to do something special.
• Personalised –Enhancements may be made to standard armour which will allow elements of another material to be
overlapped or added to grant additional bonuses. These enhancements will be personalised to the individual and thus
become fitted/specific to that player and will be named as such. Only one enhancement can be carried out per carded
element. (Body, legs, arms, gloves & Helm) A shield and weapon may also be upgraded. The effects are permanent but non
magical.
i.e Noggins Ruby encrusted chainmail of fire resistance. A trade card will be made accordingly.

• Set Items – Once a player reaches level 20 (Hero status) their personalised items become set items. Set items gain
additional bonuses depending on how many items of the set are worn.

Magical Items

These are certainly in existence within the world; there are certain rules in their use however.

• The effects of an item can only be used once they are known
• Each player may only wear one magical ring on each hand and one magical amulet at any given time
• Items giving the same benefits cannot be accumulated, only the highest effect is taken. i.e Ring of protection +1 and
amulet of protection +2 will only give a total protection of +2.

Note: Some items may only be used by certain professions.

Durability

Magical items cannot be shattered or warped, but the high level dismiss magic spell, or natural disasters (acid pools, lava flows,
lightning strikes) can destroy a level of magical abilities within an item permanently.

Looting

Players may loot dead bodies (hey you are adventurers after all!) but this will take a while to do.

When you come across a dead body or the body of something you have just killed. To search a body you must hover your hand
over the area to be searched (as hit locations) head, chest, back and limbs (total 7 locations). Each location requires 30 seconds
to search and remove. If there is anything in the searched location, the dead body must give up the trading card for the item.

It is possible to start searching a body once it is unconscious, during the bleeding to death count down. It is also possible to
search someone location by location when they are conscious if they consent to being searched.

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Potions and Poisons

Potions and poisons are liquids which give positive and negative effects. Both come as two types, either weak or strong. The
only real difference is the duration. A weak potion or poison will last 30 seconds, a strong potion or poison will last 5 minutes!
The only exceptions to this are those with instantaneous effects for example “wound”.

Regardless of the poison level (whether weak or strong) a poison resist will negate the full effect, player calls ‘resist’.

If an effect normally specifies a location this is treated as the location where the poison was injected or the chest for ingested
poisons. Beneficial potions and oils are applied to a location; ingested potions apply to the most injured locations first.

Calls for blade venom are 'Poison - (effect)' E.g. 'Poison sleep' or 'Greater Poison slow double’

Poisons remain on a blade for 2 strikes or 5 minutes, whichever occurs first. Damage caused by a poison applied to a blade or
arrow works as follows. If the target has no resistance to poison then the damage caused is as the poison only so a weapon
doped with ”wound” poison would do two points of damage. If the target resists the poison then the damage taken is as the
weapon. Only blows that cause damage to the flesh, not armour, will result in the successful poisoning of the target. The
damage taken from the poison is as well as the weapon damage.

A poison call may not be made with other material calls. i.e ‘Poison sleep silver’. The coating negates any material or elemental
damage. Thus ‘Poison sleep magic’ or ‘Poison sleep Fire’ are also not acceptable.

Poisons may only be applied to mastercrafted blades/arrowheads or better. A single poison will be enough to coat a single blade
(which will be good for 2 strikes) or 5 arrow/bolt heads.

Known poison effects include;


Slow – target reduces all actions by 50% for the duration of the effect.
Sleep – Target falls to sleep and cannot be woken unless damage is taken.
Paralysis – Target is paralysed for the full duration but takes no damage. Target cannot talk either.
Frenzy – Target will go into a frenzy and strike any and all that are nearby whether friend or foe!
Lesser Energy drain – Target loses 2 points from current highest points pool. If no points remaining within any pool, then 2HP
to hit location.
Greater Energy drain – Target loses 5 points from current highest points pool. If no points remaining within any pool, then
2HP to hit location.

Taking a potion

Only one potion is to be taken at a time, even healing potions! If a potion is taken within 5 minutes of the last then the second
potion will cause 2 points of damage to the imbiber’s chest and have no other effect.

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How Time Works

Time In

Players are considered ‘Time In’ when they have had their brief and joined the game. You are then fully time in until you
specifically go to an out of time location.

Out of Time

There are very few out of time locations, usually these will be your own tents and around them and the GOD tent where
players may drop out of character to ask rules questions, hand in lost property etc.

Time Out

This is usually a call (see safety calls). A time out is when you are briefed to step out of character and stop all gaming activity.
This will usually be confined to a local area and not throughout the game.

Downtime

This is usually activity between events carried out in character with the desired effect of creating or improving things prior to
the next event. There is no downtime within the Eventyr system. All interaction, trading, training and creation will be done
during time in only.

Time Freeze

To allow for things to happen in a fantasy world that could not happen within the real world, a referee may call a time freeze
(see safety calls). This will usually be called to allow the refs to move monsters or items and thus creating the desired fantasy
effect for your enjoyment.

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Safety

Although this is all about having fun, there is no getting away from the fact that we will all be running around a wood, in the
dark trying to hit each other! This is effectively a full contact sport and everyone attending should take every precaution to
limit the risks to themselves and others.

To help eliminate the risks the organisers have a series of safety calls, many of these are universal throughout the hobby.

Safety Calls

• Time Out, Man Down – This is a call made by any person in the vicinity of an injured person. All play stops, and the
nominated first aider is sent for. Try and avoid using the phrase “Man Down” in an in game context.
• Time Stop – This is a call usually only made by Referees, but in special circumstances it can be made by a player. All
players are to stop any actions they are doing (even fighting) and wait for the ‘Time In’ call. This call can be used by
players to extend the call outside the range of the initial call. On a Time Stop/Freeze players should cease all action and
freeze in place.
• Time Freeze – This call will almost always be made by Referees. On hearing the call, all players are to stop all actions and
freeze within that action as if frozen in time. The players close their eyes and hum. Action continues upon a ‘Time-In’ call.
• Time In – This call will continue the event. Players are aware of the circumstances under which they went into ‘Time
Out’ but not of anything that happened during the “Time Out” period.
• Time Out – Play ceases immediately and all in-character action stops.

Weapon and armour safety

There will be a weapon and armour check held prior to each event where the organisers will endeavour to check each and every
weapon and armour brought by players. The ultimate responsibility lays with you the players to ensure that your gaming
equipment is safe for you and others to use.

Pulled Blows

When a strike is made against an opponent a hit is required to count as a strike. The hit does not need to take your opponent
off their feet however; this is supposed to be fun! All players and crew are required to pull their blows so that the result is
merely a tap to the opponent and not a bruising.

Head strikes

The head is a legitimate target within this system, however care is to be given and with so many other legitimate targets we
would prefer other parts of the body were selected first. To help reduce the risk, we ask that any strikes to the head from behind
are actually made to the back of the shoulders.

Point Blank

Those using missile weapons (bows, crossbows, rocks, throwing daggers etc) are to consider the safety of their target. If firing at
a target at very short range or point blank, then instead of loosing the arrow/bolt etc the call ‘Point Blank’ should be made.
The intended target is to accept the call as if a strike and take the hit or call dodge accordingly. Ten full seconds must be
counted between each point blank call. Ideally, after a point blank call a player or crew is to move to a new position where it
need not be called.

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The Land of Eventyr


Introduction

Within the world of Verden a new continent has been discovered ‘Eventyr’. Passage to this new continent is provided for all
those that wish to colonise the new world, many indeed head out to begin new lives, to leave troubles or lured to discover the
new treasures and magic untouched for centuries.

The land is untamed and hostile where hardy folk indeed are needed to carve out a piece of civilisation. Warlords dominate
some areas of this landscape with their boundaries moving daily, however, there are many places where even they do not dare
venture or try to control.

Within this continent of survival and magic, bands of adventurers gather to seek out the treasures of the ancients and the gods
including the greatest treasure of them all! Found within the mines of Gratos was a scroll, upon this scroll is an ancient script,
the script of the gods themselves. The scroll is said to be one of the blueprints of life, but this one in particular is that of the
body. Assessed by the greatest of sages, Raphael Dwent, it is predicted that once deciphered it will tell the secret of
immortality.

Adventuring groups now gather to seek out the symbols of this ancient and divine language, travelling the lands regardless of
the danger following rumours of a possible location of another ancient symbol, and with these symbols they will decipher the
scroll and become gods themselves.

Getting to Eventyr
Eventyr

You will have travelled to one of the many port cities upon the known continents and from there sought free passage to
Eventyr, to seek a new life and help colonise the new and dangerous continent.

The travel length varies but the shortest known crossing is from the great port of Zandor where travellers are at sea for no less
than 50 days.

To aid with the risk of life to the sea captains and crew along with the very real threat of mutiny, no weapons, spell books,
prayer books or armour may be taken by the new colonists. These are instead handed in at the port and exchanged for 50 Gold
to enable the new colonist to start a new life in Eventyr.

The sea voyage no matter which port you leave from passes through the demons’ reef, a deadly shallow area of sea with rocks
jutting from the waves like demons teeth. Upon these rocks are the carcasses of many trading ships, with many more visible just
below the waves with their hulls ripped out and contents still in tact! Sharks are here in abundance keeping all but the foolish
at bay.

It is this area that has kept Eventyr undiscovered for so long. Beyond the Demons’ reef the currents change almost forcing the
ships back onto the rocks. Only with sail and oar can this deadlock be broken, this is where many of the colonists are required to
take up the oars as part of their passage and survival!

Just 5 days beyond the reef lies Eventyr and East Haven.

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Guilds, Factions & Societies

Within the continent of Eventyr there are many guilds, factions & Societies that all accept membership. Through these you will
gain skills and abilities. Different organisations offer different bonuses for being a member, they also place different demands
upon their members. There is a price for this membership that will differ between each organisation.

Choose your allegiance and membership carefully; many of these organisations do not take kindly to those that do not respect
the status and membership you have been granted.

Services Available

You will encounter many others making their way within the new continent, not all take to the wilderness and the constant
threat that it brings, instead they choose to offer their skills and services to others. It is often wise to retain gold so you can pay
for services like healing, opening locks and evaluating items.

Places of Interest

At each event there will be many places of interest to adventurers. Almost all these are within a town or village, not all gaming
will take place within the woods or dungeons, and much can be gained and learned in the towns. Towns offer a place to trade
items, gain information and quests, relax, heal and of course duel in the arena! Towns are relatively safe areas where offensive
actions against others are not permitted and offenders will be punished by the town authorities. Outside the bounds of the
town or village there is no law – so be careful.

Tavern

Here you will catch up with other Adventurers, hire services, trade with merchants, get the local gossip, read the notice board
for quests and challenges and drink. The tavern also acts as a bank, where a secure storage facility allows players to unload
items when too encumbered or have items they don’t wish to lose or have stolen! The tavern also allows those with camping to
rest and heal to a maximum expert level.

Arena

The arena is an area designated solely for combatants. Here disputes are solved, challenges made and reputations born.

The Adventurers Guild

These are a group of industrious adventurers that have been in Eventyr from the start. They provide training in the professions
for a fee. They have established themselves throughout the known continent and can be a regular source for training or advice.

The Smithy

Here you can get your weapons and armour upgraded or repaired. Smaller settlements may not be able to repair exotic or
magical items.

Outdoor/ Indoor gaming zones

Each event dependant upon the site will have one or both of these cordoned off by bunting. The bunting boundary is out of
character (OOC) and you may only enter if directed or instructed to do so.

The Trading Post

Here is where you can buy or sell your equipment. The trading post sells just about everything an adventurer may need, even
items of magic!

GOD (Game Operations Desk)

This is where you will head when you want to check in, check out, hand in found items or seek lost items.

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Character Creation
Professions

There are four adventuring professions: Warrior, Rogue, Mage and Priest. You will find more prestige classes in game.

Dual Professions

It is possible to have a character that belongs to two of the four professions. While this gives you access to the professional skill
lists of two professions, you will be restricted to only advancing to expert level in any professional skill but may still advance to
GM in general skills. The restriction to expert level is lifted at level 8 (level 4/4 or combination thereof) where you will be able
to raise 4 of your expert skills to master level. (Your experience points earned may be spent on either profession or from the
general skill list. You cannot start with dual professions; this is an option available to you once you reach level four.

Multi Class Professions

Those that have already taken the dual class route may advance to multi class once they reach level 12. (level 6/6 or
combination thereof). Multi Class allows you to choose a third (and final) class of the original 4 starter professions. You may
not Multi class if you have taken a skill to Master level. (Your experience points earned may be spent on either profession or
from the general skill list.)

Creating a character

Choose a character race


Select your primary profession
Choose your starting skills from the general and professional skill lists
Give some thought as to how and why you left the rest of the world to come to Eventyr
Give your character a name
Complete all of this upon the character sheet and send it in to us.

Creating a party

An adventuring party is simply players acting together. You may come into the game together and give yourselves a party name,
or start as an individual player and join with others at the event. There is even a market to hire your skills and services out each
event – the choices are limitless.

Character race

There are no advantages or disadvantages to playing a particular race (e.g. elf, dwarf, etc.) within this system. Should you wish
to wear pointed ears and paint your face it will be for role-play reasons only and to allow you the player to be the true
adventurer you have always wished to be.

Starting equipment

Your character will start with no equipment, except for any personal spell book or prayer book and magic focus. You will start
with 50 gold only and will need to trade in town to buy the equipment you need for your adventures.

Starting Characters

All starting players have 10 experience points available to spend from the general and professional skill lists. At least 8 of these
points must be spent at character generation.

Experience Points

Experience points are gained from achievements throughout the event, such as completing quests, killing monsters and roleplay,
also on completing the event. Experience points accumulate and the total number of which will determine that character’s
experience level. As well as determining your level, experience points are needed to learn new skills.

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Experience Tokens

As well as experience points gained from the refs, players will also find experience tokens. These are often on wandering
monsters and other areas where a ref is not always around. The tokens are golden and out of character items. Depending upon
your level you will need a certain amount of tokens to gain a single experience point. Tokens are traded into GOD. They do not
carry across events and so must be traded in at the event they are gained. You will need 1 token for every 3 levels of experience
you have.
e.g a level 3 player will need 1 token to gain and experience point. A level 4-6 player will need 2 tokens.

Experience Levels

All characters start as level 1, they then increase in level as experience points are gained. Some level gains will allow you to do
more whilst others will open the door to advanced training. The profession you have chosen dictates what you gain. You will
learn more about your chosen profession at the event.

Skills and Styles

Skills and Styles are gained when the appropriate experience points are spent and training is completed with someone capable of
teaching the particular skill. To become an Expert in a Skill or Style the character must already possess the relevant skill at
Apprentice level. For example, a character learning the “Detect Secret” skill must first spend 3 experience points to become an
Apprentice and then an additional 4 experience points to become an Expert. A player cannot learn two levels during an event,
i.e. it is not possible or believable for a character to walk in knowing nothing and come out being an expert!

Styles are only available to people who have either offensive or defence style points. Styles must be learned individually and are
often specific to types of weapon (e.g. blades) or even specific weapons types (e.g. short weapon).

Characters can only progress to Master and Grand Master levels once they have gained a firm grounding of skills from within
their profession, this is represented through reaching a specific experience level. Characters capable of learning Master level
skills will be able to learn the Tutor skill, allowing them to train other characters in the skills that they know.

Offensive Styles

Single (0) Hated (0)


Double Blow (1) Through Blow (1)
Irresistible (3) note: This is added to other offensive point cost. Vital Blow (3)
Crush Blow (5) Disarm (3)
Shatter (5) Stun (5)
Critical Strike (10)
Double Combat (5) Through Combat (5)

Defensive Styles

Dodge (1) Absorb Blow (1)


Master Absorb (5) Dodge Ranged (3)
Dodge Spell (5) Resist Disarm (3)
Resist Stun (5) Master Dodge (10)

Specialist Offensive Styles

Reflect Blow (3) Whilrwind (5)


Tornado (10)

Magic Arrow (1) (Element) Arrow (1)


Sleep Arrow (3) Shatter Arrow (5)

The number in parenthesis (X) indicated the cost in offensive/defensive style points for using a given style

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General Skill Costs

Skill Apprentice Expert Master GM


Armour Repair 2 4 6 8
Camping 3 4 5 6
Defensive Lesser 2 4 6 8
Detect Secret 3 4 5 6
Fear Resistance 3 4 5 6
First Aid 3 4 5 6
Foraging 3 4 5 6
Leaping 2 3 4 5
Leather Armour Use 2
Magic Resistance 4 5 6 7
Metal Armour Use 3
Missile Weapon Use 2
Offensive Lesser 2 4 6 8
Poison Lore 2
Poison Resistance 2 3 4 5
Potion Lore 2
Ritualist Sub Class XP Spent as you wish. See Sub-class table on page 31.
Swimming 2 3 4 5
Tracking 3 4 5 6
Use Ambidexterity 4

General Skills
All players will be able to pick up a weapon or small shield/buckler (no larger than 2ft diameter) and be able to hit someone or
try to defend themselves. No skills are needed to do this.
Armour Repair – Pre requisite players cannot advance in Armour Repair beyond their level of armour mastery. This skill allows
you to repair your armour. Requires armour repair tools appropriate to the armour type (Leather/Metal armour). Replacement
material needs to be equal or one level lower than the quality of armour being repaired. It also must be the same type of
material. All permanent repairs must be carried out at an anvil.
• Apprentice – May repair temporary damage anywhere. 15 mins/point of repair. Only Repair tools required.
• Expert - May repair temporary damage anywhere. 10 mins/point of repair. Only Repair tools required.
• Master - May repair temporary damage anywhere. 5 mins/point of repair. Only Repair tools required.
May repair permanent damage at an anvil. 30 mins/point of repair. Repair tools and replacement
material required.
• GM - May repair temporary damage anywhere. 5 mins/point of repair. Only Repair tools required.
May repair permanent damage at an anvil. 15 mins/point of repair. Repair tools and replacement
material required.

Camping – The ability to rest by making camp. The player will be required to actually make a small fire and sit by it for the
effects to take place. Others with the same skill can join your camp to gain the benefits of the skill, but only to your camping
level not theirs.

• Apprentice – Heals 1 health point/30 minutes


• Expert - Heals 2 health points/30 minutes
• Master - Heals 1 health point/30 minutes to all within 2 metres of the campfire
• GM - Heals 2 health point/30 minutes to all within 2 metres of the campfire

Defensive (Lesser) – the ability to hone your defensive combat styles


• Apprentice – +2 Defensive points
• Expert - +2 Defensive points
• Master - +2 Defensive points
• GM - +2 Defensive points
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Detect Secret – Allows the player to search for secret doors, concealed items or hiding creatures. Players must declare level of
ability when seeking to detect disguised or hidden individual. i.e ‘Detect secret – Expert’. Only those with a level lower in
disguise or hide will show/reveal themselves.
• Apprentice – May detect red-checked cloth symbolising a 'Camouflaged ' item.
• Expert – May detect Disguise once per person per day after 5 minutes conversation. May also spot one hidden
creature (i.e. indicated by putting their hand over their head) per day
• Master – May detect black-checked cloth symbolising a 'Camouflaged ' item
• GM – May detect Disguise and spot hidden creatures, except there are no limits on the number of times this may be
used in a day. May detect GM hidden – no phys rep player must state where they are specifically searching.
First Aid – allows the use of bandages to stop bleeding wounds. Physical representation of a bandage is required.

• Apprentice – Can use bandages to bind wounds to prevent bleeding. This doesn’t heal damage but will prevent
infection and long-term injury from damage. Bleeding can be stopped on as many locations as there are bandages available.
The bandages used to stop bleeding do not need to be crossed off the bandage trade card. Successful use of first aid will
stabilise a patient and extend the time a patient can remain on zero hits before dying to one hour.
• Expert – Can use bandages to heal one point of damage to a patient per location only. The bandages used to cure
damage must be crossed off the bandage trade card at the rate of one per point cured. Only two hit points can be regained
per patient per day through the use of first aid. The wound must be bound for one hour before the hit point is healed.
• Master – Can use bandages to heal one point of damage to a patient per location only. The bandages used to cure
damage must be crossed off the bandage trade card at the rate of one per point cured. Only four hit points can be regained
per patient per day through the use of first aid. The wound must be bound for one hour before the hit points are healed. The
healer may splint and bandage a crushed upper limb. It will be restored after 2 hours.
• GM – Can use bandages to heal two point of damage to a patient per location only. The bandages used to cure damage
must be crossed off the bandage trade card at the rate of one per two points cured. Only six hit points can be regained per
patient per day through the use of first aid. The wound must be bound for 30 minutes before the hit points are healed. The
healer may splint and bandage a crushed lower limb. It will be restored after 2 hours.

Fear Resistance – There are several places and creatures that inspire fear into the heart. The wary adventurer will harden to
this fear and learn to bury it deep within. This skill gives you 1 resist/day vs. any natural fear inducing beings or places, call
“resist” on receipt of effect. Resisting doesn’t grant further immunity for subsequent effects. Some beings or places may have the
irresistible call and may not have this skill used against them. This skill can be taken several times to allow give greater
protection. This will not protect you from the fear cast by a spell as a magic resist is required.

Foraging – This skill allows you to forage for herbs, body parts and ingredients useful to those making potions or ritualism. A
foraging knife is required (carded item).
• Apprentice – May successfully forage BLUE items.
• Expert - May successfully forage GREEN items.
• Master - May successfully forage RED items.
• GM - May successfully forage ORANGE items.

Leaping – The ability to leap horizontally greater lengths. This skill allows you to jump/leap naturally and then walk forward
a number of standard walking paces.
• Apprentice – Jump plus 2 paces
• Expert - Jump plus 3 paces
• Master - Jump plus 5 paces
• GM - Jump plus 7 paces

Leather Armour Use (single level) – allows you to wear and get effect of any leather armour such as Furs, Soft Leather,
Quilted, Rigid leather, Soft Studded Leather or Rigid studded leather (i.e. anything with an armour value of 1, 2 or 3) . This
skill allows you to ignore the encumbrance of any such armour while you are wearing it.

Magic Resistance - 1 resist/day vs. any normal spell, call resist on receipt of effect. Resisting doesn’t grant further immunity
for subsequent effects. Some spells may have the irresistible call and may not have this skill used against them. You may choose
not to resist a spell as the action is a wilful act.

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Metal Armour Use (single level) – wear and get effect of any metal armour such as chain, ring, scale, plate (i.e. anything with
an armour value above 3). Leather armour use must be learned before taking this skill. This skill allows you to ignore the
encumbrance of any such armour while you are wearing it.

Missile Weapon Use (single level) – This skill allows those that wish to use a bow or crossbow to be able to use one
competently with enough skill to be able to do single damage. Damage from missile weapons does not go through armour unless
higher level skills are learned.

Offensive (Lesser) – the ability to hone your offensive combat styles


• Apprentice – +2 Offensive points
• Expert - +2 Offensive points
• Master - +2 Offensive points
• GM - +2 Offensive points

Poison Lore (single level) – Identification of known normal poisons as per lore sheet issued, may involve Ref. call. Keeping of a
poison book may be advised.

Poison Resistance – 1 resist/day vs. any poison or disease, call “resist” on receipt of effect. Resisting doesn’t grant further
immunity for subsequent effects. Some poisons may have the irresistible call and you may not use this skill used against them.
You may not choose to not resist. Your body will automatically fight the hostile effects until you can resist them no more.

Potion Lore (single level) – Identification of potions as per lore sheet issued, may involve Ref. call. Keeping of a potion book
may be advised.

Swimming – Allows individual to be able to swim when in a body of water beyond their depth or where a current is swift.
• Apprentice – Must swim using both arms. Movement 1 pace every 3 seconds. Swimmer has an encumbrance limit of 1 and
may not wear armour.
• Expert – Can swim using one arm. Can assist another non-swimmer/unconscious swimmer. Movement 1 pace every 3
seconds. Swimmer has an encumbrance limit of 2 and may not wear armour.
• Master – Can manage combat with water type weapon. Movement 2 paces every 3 seconds. Swimmer has an encumbrance
limit of 2 and may wear armour with a 1 or 2 point armour value.
• Grand Master – Can manage combat with any type weapon. Movement 2 paces every 3 seconds. Can hold breathe for 2
minutes. Swimmer has an encumbrance limit of 4 and may wear armour with a 1, 2 or 3 point armour value.

Tracking – This skill gives you the ability to gain additional information through tracking. Most commonly this will be found
at entrances to pits and caves, but may be found elsewhere too.

• Apprentice – Can discern number of monsters


• Expert – Can discern type of monsters (Lore sheet gained)
• Master – Can discern if hidden tracks
• Grand Master – Can find hidden stashes

Use Ambidexterity (single level) – may use any long weapon in your primary hand and any short weapon in your off hand
doing single damage only

Passive skills

Mining - This skill will allow players to mine at different rock faces to gain ore. You will need a pickaxe (carded item)
purchased from a merchant or blacksmith. The player will also be given a mining card. You gain experience through spending
time mining. No XP spend is needed to do this, if you want to have a go – go to GOD.

Fishing - This skill will allow players to fish at different bodies of water to gain fish. They will need a fishing rod (carded item)
purchased from a merchant. The player will also be given a fishing card. You gain experience through spending time fishing. No
XP spend is needed to do this, if you want to have a go – go to GOD.

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The Path of the Priest

A mix between a warrior and a mage you will have an ability to fight as well as casting spells. You will be able to combat those
that are not living and heal those that are.

Priest Skill costs

Skill Apprentice
Arcane Lore 2
Blunts 3
Create Shrine 3
Devote Item 3
Lore 3
Metal Armour Mastery 4
Prayer 4
Priestcraft 3
Priest Power 2
Read Scroll 3
Scroll Writing 3
Shield Mastery 3
Spell Storing 3
Turn Undead 3

Priest Skill Descriptions

Arcane Lore – This skill allows the Priest to learn additional


spells from a master beyond those initially learnt.
Apprentice – Taught an additional random circle 1 spell. +1 PP.

Blunts – advanced use of any blunt weapon (mace, club, frying pan)
Apprentice – Double Blow Style, +2 offensive style points

Create Shrine – This skill allows the Priest to create a shrine to their God/Deity once a day. The shrine is a focal point for their
faith and a place to pray and induct new followers. The area must be sanctified prior to becoming a shrine, once sanctified it
will take 10 minutes of role-play for each level of the shrine. The shrine bestows the following limitations to each priest of that
God. The level of the shrine must be identified at the time of creation with the same rune as the first four circles.
Apprentice – Peasants Shrine 10sq ft. Maximum of 5 PP per priest may be recovered a day using Prayer skill.

Devote Item – This allows the Priest to bestow a spell into an item. This is done by casting into the magical item of spell
storing. (Spell storing is an attribute given to a magical item; you will have to find a magical item with this attribute to be able
to use this skill.)
Apprentice – A first circle spell may be stored.

Lore – This allows the Priest to study in the ways of spell construction. With greater knowledge it is possible for others not to
be able to resist your spells. The caster must call ‘irresistible’ before the spell name. Arcane lore to the same level of expertise is
the pre requisites of this skill.
Apprentice – One first circle spell per day may be cast as irresistible.

Metal Armour Mastery – Through extensive training in your armour you are able to make the most of the armour’s protection
while maximising your own freedom of movement. Metal armour use is a pre-requisite to this skill.
Apprentice - +1 hit point on all armoured locations

Prayer – A priest may dedicate themselves at a shrine to their God/Deity and recover power. This skill limits the power a priest
may regain even if the level of the shrine allows more! You can never regain more than your starting total of power points.
Apprentice – May recover 5 PP a day after 1 hour of prayer.

Priestcraft – This is a skill that allows priest to learn their spells through prayer.
Apprentice – May learn first circle spells. Also allows you to choose two spells from the Priest’s starting spell list.
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Priest Power – Provides power points necessary for casting spells.


Apprentice – Gain 5 priest points (PPs).

Read Scroll – This allows the Priest to read a divine scroll that they have come across. The ability to decipher the divine
writings of another is indeed a true skill.
Apprentice – First and second circle scrolls may be read.

Scroll Writing – This allows the Priest to transfer scrolls into their prayer books. Every player has a remote chance of
successfully achieving this task 10% for 1st & 2nd Circles. A die is rolled when this is attempted; if the player fails then the
scroll is lost and not transferred into the book. If scroll writing with another Priest the level of the highest may be taken.
Special spells may be increased in success rate if written through a ritual.
Apprentice – 1-2 lvl spells 60%. 3-4 lvl spells 30%.

Shield Mastery – The ability to use a shield to optimum efficiency.


Apprentice – May use large shields

Spell Storing – This allows the priest to pre-cast a spell and store it, then cast it as the next spell without saying the entire
verbal length. The spell is cast by saying ‘Spell Store <spell name>’. If the stored spell is not the next spell cast or sunset turns
to night then the spell is lost.
Apprentice – May store a first circle spell. +1 PP.

Turn Undead – This allows the Priest to force an undead creature to obey his god’s commands. The power of the god battles
against the power of the unliving creature.
Apprentice – May turn minor undead once a day. For five minutes minor undead creatures will move away from the
priest’s holy symbol, as long as the priest still holds it.

Starting Spell Choice for Priests

Bless
Bless – Enchants an item to make it sacred. Blessing a weapon does not allow it to do Holy damage but does make it immune
to shatter and shatter (touch). Blessed water is classed as holy water. The enchantment wears off at the next sunset.
Component - A yellow ribbon is to be used on the blessed item if possible to signify the blessed effect.
Cure Light Wounds – Heals 2 hits of damage total to any wounded locations on touched target, priest determines what is
healed and by how much. (E.g. one to the chest and one to the left arm or 2 to the right leg). The healing takes effect 30 seconds
after the spell is cast.
Dedicate Holy Symbol – Priest can dedicate a holy symbol which will be used for channelling the power of his/her Deity. This
spell can be cast without using an existing holy symbol. The spell should take a minimum of 10 minutes to cast and the object
chosen, as the holy symbol should be clearly visible with a suggested maximum size of 30cm. A Holy symbol is the chosen
conduit for a priest’s power and thus a priest can only possess one Holy symbol at a time.
Detect Undead – Will identify undead creatures that groan when the spell is cast. The spell will not work through solid objects
such as doors and walls. Component – A bone.
Sanctify Minor – This spell allows a priest to sanctify an area or object to allow it to be used for any shrine to their chosen God
or Deity up to a minor shrine.
Spirit Rope – Duration 5 minutes. A 50ft celestial rope appears where specified by the priests, vertical drop only. Any may use
the rope once created. Component – Piece of white material/ribbon to be hung where the rope is intended.
Spirit Shield - Duration 1 combat. Priest may wield a shield that cannot be shattered. It is deemed a quality status item and so
item benefits may be used (Player skills dependant). This spell effect may be dispelled. The players shield is to be used as the
phys rep. If you have no shield, then hold the white ribbon in your shield hand and call spirit shield to signify the blow has been
parried. Component - A white ribbon is to be used on the shield to signify the spirit effect.
Spirit Weapon – Duration 1 combat. Priest may wield a weapon that cannot be shattered. It is deemed a quality status
weapon and so weapon calls may be made as if a true weapon (Player skills dependant). This spell effect may be dispelled. The
players weapon is to be used as the phys rep. Component - A white ribbon is to be used on the weapon to signify the spirit
effect.

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Eventyr © 2006 Player Manual Revision L

A Rogues Life

Although a capable supporting fighter, you will prefer patience and tact. You will have a gift to ‘find’ things that aren’t
always yours and get into chests and rooms others cannot.

Rogue Skill costs

Skill Apprentice
Ambidexterity 4
Backstab 3
Camouflage 3
Disable Device 3
Disguise 3
Dodge 3
Fence 3
Hide in Shadows 3
Hide in Woodland 3
Leather Armour Mastery 3
Lock Lore 3
Pick Pocket 3
Missile Weapon Mastery 3
Release Bonds 4
Short Weapon Mastery 3
Targeting 4
Thrown Weapon Mastery 3

Rogue Skill Descriptions

Ambidexterity
Ambidexterity – skilled at fighting with two weapons. Pre
requisite Ambidexterity Use.
Apprentice – Use long as well as short weapons in off
hand. +3 offensive style points

Backstab – attacking from behind a humanoid target. Target can be aware but the skill cannot be used from the side or front.
Apprentice – Through Blow Style, +2 offensive style points

Camouflage – With the use of certain types of cloth a stationary item can be hidden from view to all but the trained eye. Trade
cards must be left with the item(s).
Apprentice – Player is given a 50cm x 50cm red chequered cloth

Disable Device – Allows recognition and disabling of any trap, including magical traps. Requires thieves’ tools, time spent role-
playing and possibly Ref. involvement. Pre-requisite of this skill is Apprentice Lock Lore.
Apprentice – May attempt to disarm any trap but will only work on simple mechanical traps.

Disguise – Changing of appearance, will require an in character disguise kit plus costume/makeup changes.
Apprentice – Same species disguise, may change costume during event and become a completely different looking person
(may be detected with detect secret). – 2 hours of use.

Dodge – avoiding blows in combat. It is not possible to dodge while wearing anything that has an armour value above 0.
Apprentice – Dodge Style, +2 defensive style points

Fence – you have black market contacts and may sell on items that may be recognised, or obtain new items. A Master Rogue
usually controls this.
Apprentice – Sell any gems or jewellery at one half of standard price

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Hide in shadows–
shadows allows the user to hide (hand over head) where shadows exist, primarily this skill is for urban areas or
dungeons etc. Reasonable role-playing of hiding is required.
Apprentice – Hide in shadows if non-armoured and still.

Hide in Woodlands – allows the user to hide (hand over head) in woodlands, this skill differs from hide in shadows as
mastering hiding behind moving bushes in the wind where the shadows constantly move. This skill also allows the player to use
the natural features in woods (not always shadows) to aid in hiding. Reasonable role-playing of hiding is required.
Apprentice – Hide in woodland if non-armoured and still.

Leather Armour Mastery – Through extensive training in your armour you are able to make the most of the armour’s protection
while maximising your own freedom of movement. Leather armour use is a pre-requisite to this skill.
Apprentice - +1 hit on all armoured locations

Lock Lore – Users of this skill are issued with lock codes for the appropriate levels of locks so that they can attempt to break
into them. Users must have thieves’ tools available to attempt lock picking or setting no matter what the phys rep lock is.
Apprentice – Issued with 2 digits of apprentice locks

Missile Weapon Mastery – The advanced use of bows and crossbows. Missile weapon use is a pre-requisite to this skill.
Apprentice – Through Blow Style, +2 offensive style points

Pick Pocket – allows the user to steal an item from another person. To accomplish this they must plant a theft Token (golf ball
or tennis ball sized) on the target in question. Then ask a Ref. to retrieve items stolen along with the Token from the victim. If
the victim spots you planting the Token you have been noticed and may be dealt with in character as if caught with a hand in
their pocket. Players may also use this skill to plant items on another player or NPC.
Apprentice – May use large Token issued at check in and receive one small in game random item
from the location placed.

Release
Release Bonds – regaining movement no matter what, no tools needed.
Apprentice – Escape from rope bonds (1 minute)

Short Weapon Mastery – advanced use of any short weapon


(under 2’)
Apprentice – Through Blow Style, +2 offensive style points

Targeting – advanced missile weapon techniques (must have expert


level in missile weapon mastery)
Apprentice – Double Combat Style, +2 offensive style points

Thrown Weapon Mastery – advanced use of thrown weapons


Apprentice – Through Blow Style, +2 offensive style points

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The Way of the Warrior

A warrior likes to be in the thick of it all. Pitting your honed fighting prowess against your foe and clearing a path for the rest
to follow behind. Others can sneak or cast their spells, the warrior prefers to challenge and let others be aware of their
impending doom.

Warrior Skill costs

Skill Apprentice
Ambidexterity 4
Blades 3
Blunts 3
Body Development 4
Defensive 3
Dodge 3
Large Weapon Mastery 3
Leather Armour Mastery 3
Metal Armour Mastery 4
Missile Weapon Mastery 3
Offensive 3
Pole Weapon Mastery 3
Shield Mastery 3
Short Weapon Mastery 3
Targeting 4
Thrown Weapon Mastery 3

Warrior Skill Descriptions

Ambidexterity – skilled at fighting with two weapons


Apprentice – Use long as well as short weapons in off hand.

Blades – advanced use of any bladed weapon (sword, axe, cleaver),


Apprentice – Double Blow Style, +2 offensive style points

Blunts – advanced use of any blunt weapon (mace, club, frying pan)
Apprentice – Double Blow Style, +2 offensive style points

Body Development
Apprentice - +1 hit points to all locations. Increases encumbrance limit by 2 total.

Defensive – defensive combat styles


Apprentice - +5 defensive style points

Dodge – avoiding blows in combat. It is not possible to dodge wearing anything that has an armour value above 0.
Apprentice – Dodge Style, +2 defensive style points

Large Weapon Mastery – advanced use of any large weapon (over 4’) (Great axe, Great sword, Great mace etc)
Apprentice – Double Blow Style, +2 offensive style points

Leather Armour Mastery – Through extensive training in your armour you are able to make the most of the armour’s protection
while maximising your own freedom of movement. Leather armour use is a pre-requisite to this skill.
Apprentice - +1 hit point on all armoured locations

Metal Armour Mastery – Through extensive training in your armour you are able to make the most of the armour’s protection
while maximising your own freedom of movement. Metal armour use is a pre-requisite to this skill.
Apprentice - +1 hit point on all armoured locations

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Missile Weapon Mastery – The advanced use of bows and crossbows. Missile weapon use is a pre-requisite to this skill.
Apprentice – Through Blow Style, +2 offensive style points

Offensive – the ability to hone your offensive combat styles


Apprentice - +5 offensive style points

Pole Weapon – advanced use of any pole weapon (4’ + staff, spear or pole arm)
Apprentice – Double Blow Style, +2 offensive style points

Shield Mastery – The ability use a shield to optimum efficiency. Shield use is a pre-requisite to this skill.
Apprentice – May use large shields (over 2ft diameter)

Short Weapon Mastery – advanced use of any short weapon (under 2’)
Apprentice – Through Blow Style, +2 offensive style points

Targeting – advanced missile weapon techniques (must be at expert level in either missile weapon or thrown weapon mastery)
Apprentice – Double Combat Style, +2 offensive style points

Thrown Weapon Mastery – advanced use of thrown weapons


Apprentice – Through Blow Style, +2 offensive style points

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A Life of Magic

A mage is player that likes to do things normally beyond the reach of others. A player that prefers to stand back and think a
problem through rather than be toe to toe with the foe. You will need to memorise your spell verbals and be able to cast them
uninterrupted in the most demanding situations.

Mage Skill costs

Skill Apprentice
Arcane Research 3
Arcane Lore 2
Detect Illusion 3
Elemental Mastery (Air) 3
Elemental Mastery (Dark) 3
Elemental Mastery (Earth) 3
Elemental Mastery (Fire) 3
Elemental Mastery (Light) 3
Elemental Mastery (Water) 3
Imbue Spell 3
Lore 3
Mage Power 2
Magery 3
Mage’s Staff 3
Read Scroll 3
Scroll Writing 3
Spell Storing 3

Mage Skills
Skills Descriptions

Arcane Research – Studies in advanced magic. Spell Storing and Scroll


Writing to the same level of expertise are the pre requisites of this skill.
The ability to develop spells without finding them or being taught.
Apprentice – May research 1 spell known to exist up to second circle. +1 MP.

Arcane Lore – This skill allows the Mage to learn additional spells from a master beyond those initially learnt.
Apprentice – Taught an additional random circle 1 spell. +1 MP.

Detect Illusion – This skill allows the Mage to detect the various forms of illusion and not be affected by them.
Apprentice – May detect a lesser illusion from 7 paces.

Mastery (Air) – The ability to master the elements.


Apprentice – Spells of this element cost 1MP less to cast, with minimum cost 1MP.

Mastery (Dark) – The ability to master the elements.


Apprentice – Spells of this element cost 1MP less to cast, with minimum cost 1MP.

Mastery (Earth) – The ability to master the elements.


Apprentice – Spells of this element cost 1MP less to cast, with minimum cost 1MP.

Mastery (Fire) – The ability to master the elements.


Apprentice – Spells of this element cost 1MP less to cast, with minimum cost 1MP.

Mastery (Light) – The ability to master the elements.


Apprentice – Spells of this element cost 1MP less to cast, with minimum cost 1MP.

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Mastery (Water) – The ability to master the elements.


Apprentice – Spells of this element cost 1MP less to cast, with minimum cost 1MP.

Imbue Spell – This allows the Mage to bestow a spell into an item. This is done by casting into the magical item of spell
storing.
Apprentice – A first circle spell may be stored.

Lore – This allows the Mage to study in the ways of spell construction. With greater knowledge it is possible for others not to
be able to resist your spells. The caster must call ‘irresistible’ before the spell name. Arcane lore to the same level of expertise is
the pre requisites of this skill.
Apprentice – A first circle spell may be cast as irresistible a day.

Mage
Mage Power – Provides power points necessary for casting spells.
Apprentice – Gain 5 magic points (MPs)

Magery – This is a skill that allows mages to learn their craft.


Apprentice – May learn first circle spells. May choose two first circle starting spells.

Mage’s Staff – The mage has a magical staff which can store power for later use. Power is stored by deducting power from the
wizard’s pool of power points and adding them to the number in the staff. The stored power then stays in the staff until used.
You may have half power in the staff at the start of an event (rounded up). The staff must have a unique phys rep which will
take 3 months to replace if stolen, lost or broken. Player takes remaining power within the staff as chest hits if it is shattered or
warped or destroyed in any way.

Apprentice – May store up to 3 power in staff, must hold staff to recover it.

Read Scroll – This allows the Mage to read a magical scroll that they have come across. The ability to decipher the magical
writings of another is indeed a true skill.
Apprentice – First and second circle scrolls may be read.

Scroll Writing – This allows the Mage to transfer scrolls into their spell books. Every player has a remote chance of successfully
achieving this task 10% for 1st & 2nd Circles. A die is rolled when this is attempted; if the player fails then the scroll is lost and
not transferred into the book. If scroll writing with another Mage the level of the highest may be taken. Special spells may be
increased in success rate if written through a ritual.
Apprentice – 1-2 lvl spells 60%. 3-4 lvl spells 30%.

Spell Storing – This allows the mage to pre-cast a spell and store it, then cast it as the next spell without saying the entire
verbal length. The spell is cast by saying ‘Spell Store <spell name>’. If the stored spell is not the next spell cast or sunset turns
to night then the spell is lost.
Apprentice – May store a first circle spell. +1 MP

Starting Spell Choice for Mages

Beast of Burden – this spell increases the natural encumbrance limit of the target to 20 for one hour. The target must be
touched when the spell is cast.
Create Focus – This spell allows a mage to alter an object to make it a suitable conduit for mage power. This spell can be cast
without using an existing focus. The object chosen as the focus should be clearly visible with a suggested maximum size of
30cm. A focus is the chosen conduit for a mage’s power and thus a mage can only possess one focus at a time.
Detect Magic – Will return information on object touched as to if it is magical.
Drop – Target panics and must drop the item indicated to the floor. Item may not be recovered until it has touched the floor.
Glue – The target is stuck to everything they are touching for 30 seconds.
Mage Dart – 1 hit to chest on target through armour.
Ward – Gives an item one magical resist, ignoring the next spell cast upon it. The ward can also resist physical shattering. The
protection dissipates at sunset if it has not been used. Component – A yellow ribbon is to be tied to the item to show it is
warded.
Wound – Causes two through hits to the location touched when casting the spell. May be dodged or resisted.

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The Ritualist sub class

Any player may become a Ritualist, by investing experience points in to the sub class a characters ability to perform and lead
rituals improves (see the table below)

Rituals fall in to three groups, Potion Creation (including poisons), Item creation, and Effect producing.

All three types of ritual can either be taught to a character as part of their ritualist training, or can be found whilst
adventuring in the world of Eventyr.

Whilst each of the three types of ritual produce different outcomes they all are based around the same 5 key considerations.

Lead Ritualist requirements

The individual who leads a ritual is responsible for co-ordination of all participants; they are the primary controlling factor in
the possible effects and outcomes of any given ritual. Possible requirements may include
• Level of ritualism
• Class (or prestige class)
• A skill to a specific level
• Specific level of given class

Ritual level

The ritual level represents the total level of ritualist required to achieve the desired outcome of a ritual. This can be greater than
the level of the lead ritualist as any character can contribute their level of ritualist to any ritual they take part in.
To achieve greater effects a ritual will need greater levels of ritualist. For example to create a healing potion requires a basic
understanding of the ways of a ritualist, but to bind a powerful being will require the combined efforts of multiple ritualists.

Power source

To achieve any effect the ritual must draw on power from somewhere.
In the case of potions the power source for the potion tends to be the ingredients used to produce the potion.
For arcane magic items or effects the power source may well come from the ritualists themselves, or an existing magical item.
For divine magic items or effects the power source will either be the priest or though appropriate supplication to their deity, the
god themselves.
For effect producing rituals any combination of the above may be appropriate, drawing power from participants, either with or
without the ritualist sub class.

Ingredients

The core components that will assist in the production of the desired potion / item or effect, typically the more complex or
dramatic the effect the more ingredients or the rarer the ingredients will be.
Examples;
• Trolls heart for a troll regeneration potion
• Master crafted items for basic magic items

Method

All methods will include a minimum time requirement on completion of the ritual. As well as any other constraints or actions
that are vital to the rituals success.
Depending on the complexity of the ritual the level of detail given within a method may vary accordingly, producing a basic
potion may only require appropriate brewing or producing of a suitable paste. Creating a more complex potion (e.g. Heroism)
may require a more detailed step by step method.

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Determining outcomes of rituals

Potion making

Potion rituals are fundamentally recipes to be followed, when a ritualist wishes to make a given potion they need to check in
with a Ref, at which time the ritualist must start role-playing the production of the potion. Once the allotted time requirement
is up the ritualist must check in with the ref, who will award the appropriate potion trade card

Item creation / Effect production

These rituals will require the presence of a ref to oversee the ritual as a whole, allowing for appropriate determination of the
outcomes of the ritual. When planning one of these rituals a Ref must be informed, and they will oversee the ritual as it is being
performed. Dependent on the desired effect judgement on the ritual may involve a discussion between multiple refs before a call
is made

Leading vs. Contributing to rituals

A Ritualist can contribute to rituals right from the outset of their career in ritualism. However they can only lead rituals once
they have received sufficient training in the processes and demands rituals place on their leaders.

The number of rituals an individual can lead is limited by their level in ritualism (see below for details). This limit applies to all
forms of ritual performed.

A Ritualist is not restricted as to the number of rituals that they can contribute to however, and can take part in any number
of rituals during any given day.

A Ritualist is a person that learns the ways of the world around them and the properties of items and plants. With this
knowledge potions can be made, items can be transformed and even the world transformed!

This class is entered into and levels within it are gained through spending Experience Points. The Experience points may be
spent as and when but only at certain times will the player level in Ritualism.

Ritualist Level Experience Points Bonus Note


1 1-3 Must be Taught not innate ability Player Briefed
2 4-7 Given Potion Minor Healing Ritual May lead 1 ritual per day
3 8-10
4 11-14 Given Random Minor Potion Ritual May lead 2 rituals per day
5 15-18
6 19-22 Given Recharge Magic Item Ritual Player Briefed
May lead 3 rituals per day
7 23-27
8 28-32 Given Random Magical Item Ritual Player Briefed
May lead 4 rituals per day
9 33-38

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