2006 Rules Changes (All in one post)

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2006 Rules Changes (All in one post)

Post by WayneO42 »

Here are all the rules changes so far for 2006. This should be it except for a few small things. Any additions will be posted indiviually and then added to this post.

Carrying another Character (pg 33)
Due to safety issues a player is NOT allowed to physically carry another player (except, of course, during an out of game emergency). Instead, a player whose character is being carried simply needs to put both hands on the shoulder of the player whose character is carrying them. When carrying someone, a player may not move faster than a walk.


Fear (pg 36)
While under the effects of Fear, no skills or abilities, except for Flee, may be used. Any charged or charging abilities are immediately interrupted and lost. A Feared character can neither attack nor defend - any strike dealt to the character is considered crush. The Feared character may still move, talk, manipulate objects, etc, but should role-play the Fear appropriately. Some examples of appropriate role-playing are running, cowering in a corner, hiding behind friends, standing and screaming, etc. The fear effect lasts for ten seconds.


Poison (pg 37)
When a character is hit by a poison attack that deals at least 1 damage to their life points, i.e. they have no armor points or they are hit by a "x vorpal poison" call, the character is considered to be poisoned. A character may also be poisoned by consuming a poison potion. When poisoned the character can no longer activate any charged skills or skills that use a life point until the poison is cured. In addition if the character is using such a skill it is dropped.


Ga'vin (42)
Boon: Ga’vin are rugged creatures and heal very quickly. A Ga'vin can regenerate three Life Points every 5 minutes. The effects of this boon are cumulative with other regeneration effects. To regenerate, the Ga'vin cannot be performing any strenuous activity such as combat. They can walk and talk normally and still regenerate. Note: While regenerating, the Ga'Vin can also recover any lost armor points granted through combat reflexes.


Valkyn’vi Boon (44)
The Valkyn’vi adds two points onto any Knockout skill they have. Characters without knockout gain a Two (2) Knockout for a 10 second count. To perform a knockout the player must hit a player in any legal target area with a tiny weapon or a hand phys rep and call the # and knockout. If the player is not in an active combat situation, they may lightly touch their target with the pommel of a weapon to perform the knockout See Knockout on page 36 for more information[/i]

Upkeep Magic Items (47)
The Empath can trade in a mystic resource for 2 magic upkeep tags. In addition, Empaths can convert 4 uncut gems or 3 cut gems into 1 magical upkeep.


Change master Empath Resurrect skill (48) to:

Gather Essence
The Empath can re-insert the essence of life back into a body. This skill can only be used on a body that has been prepared by a healer (see Mend Body on page ##). It takes the Empath fifteen minutes to gather the essence of the departed and push it back into the body. At the completion of the skill, the character is brought back to 0 life points and is considered under the effects of starving (see page ##) for one hour. The Empath may use one other (and only one) person's life force in this skill by channeling the life force out of them and giving it to the dead person. Upon completion of the skill, the donor is reduced to negative 10 life points and the patient is brought to zero life points but is not under the effects of starving.



Surgery (50)

This skill is restricted to medium armor.

The surgery skill only works on a target that is critically injured (i.e. below zero life points). The healer can heal up to 10 points in negatives with this skill (their choice as long as the total does not push the target beyond 0). It takes one minute to use this skill. While performing surgery the target does not bleed to death. Upon completion, the target is unconscious until brought to a positive life point total.

A surgeon can heal an additional 9 points but there is a risk of death. To heal these aditional 9 points, the healer must first have a "Healer's bag". The healers bag is an out of game pouch that contains 10 red and white markers or chips. The bag must contain at least one red chip and at least one white chip. The healer's bag is also used in the reserection process (see page $$). For surgery, Chips are taken from the bag at a rate of one per minute. A white chip heals 1 damage while a red chip instantly kills the wounded patient. Up to 3 additional surgeons can assist. When a surgeon assists they can offer their bag to the injured person. The injured subject must pick the chips from the bag offered to him. The bags of chips are meant to simulate the effects of a very critical and delicate surgery. Once a chip is drawn, it is not returned to the bag until the surgery is completed. For each chip drawn a surgeon may also administer one additional potion to the dying character.

Finally, if the surgeon can reach an individual within 15 seconds of that person dying, they can resuscitate them. The victim will be at –15 life or the total they were at when they died, whichever is lower. This is true even for those who were given a killing blow.



Mend the Vessel (add to page 50)
Sometimes the job of the healer is much more rigorous than making sure people stay alive, sometimes they may be called upon to mend the body of a person that has had a limb severed, organs removed, been decapitated or even to prepare the dead for resurrection. No matter how skilled the healer there will always be a chance of failure in these endeavors. It takes the healer ten minutes to reattach a limb. The limb must have come from the body it is being reattached to. At the end of the ten minutes, the character receiving the limb must draw two chips from the healer’s bag plus one chip for every hour that the limb was disconnected from the body. If a red chip is drawn, the operation is unsuccessful and the limb can never be reattached. If the character receiving the limb is dead, the limb reattachment may be performed before or after the resurrection process. If the character is missing a head or heart, follow the rules for resurrection below.

In order to bring a character back from the dead, the healer must first prepare the body for the reintroduction of the essence. It takes the healer five minutes to prepare a body for resurrection. The Empath then takes over after the body is prepared, however, the healer must stay with the body in order to keep it stabilized for the duration of the resurrection process. After all steps of the resurrection are complete, the patient must draw two chips plus one chip per hour the character has been dead. The chip draw can never be lowered below one. If the healer also has to reattach the patients head the chip draw is increased by four additional chips. If the heart needs to be reattached, the chip draw is increased by four additional chips. Chip draws by the patient at the conclusion of the resurrection process represent the overall chance of failure not just the chance of failure on the healer’s part.



Basic Knockout (51)
The Rogue can charge a Three (3) Knockout for 10 seconds. To perform a knockout the player must hit a player in any legal target area with a tiny weapon or a hand phys rep and call the # and knockout. If the player is not in an active combat situation, they may lightly touch their target with the pommel of a weapon to perform the knockout. If the target has three points of armor or less at the time of the knockout, that character falls unconscious for five minutes. See Knockout on page 36 for more information.

Advanced Knockout (52)
The Rogue can charge a six (6) Knockout for 20 seconds. To perform a knockout the player must hit a player in any legal target area with a tiny weapon or a hand phys rep and call the # and knockout. If the player is not in an active combat situation, they may lightly touch their target with the pommel of a weapon to perform the knockout. If the target has six points of armor or less at the time of the knockout, that character falls unconscious for five minutes. See Knockout on page 36 for more information.


Create/Disarm Trap (pg 52)
The Rogue may create traps. A trap is created by using a buzzer device attached to a triggering mechanism. All traps must be able to be disarmed without damaging the phys-rep and must be attached to their own triggering mechanism (No doubling traps on one trigger). All traps do 10 lash damage and must be tagged and phys-repped. It takes the Rogue 1 uninterrupted minute to set a trap and once set, the trap cannot be moved. Once a trap is tripped, it is deactivated until the rogue can reset it. See page 113 for instructions on making simple buzzer traps.

A Rogue may also disarm any traps they find. It takes the Rogue 1 minute to disarm the trap after which time, the trap phys-rep should be disarmed and the tag destroyed. If the trap goes off while the rogue is disarming it, they take the damage from the trap (Unless they have the avoid trap skill). The trap phys-rep should be left in place so the owner may collect it at a later time.



Master Knockout (53)
The Rogue can charge a nine (9) Knockout for 30 seconds. To perform a knockout the player must hit a player in any legal target area with a tiny weapon, or a hand phys rep and call the # and knockout. If the player is not in an active combat situation, they may lightly touch their target with the pommel of a weapon to perform the knockout. If the target has nine points of armor or less at the time of the knockout, that character falls unconscious for five minutes. See Knockout on page 36 for more information.


Administrate (pg 53)
In order to keep this in line with the healer, Changed to:

Administer
This skill allows the Sage to add 1 LP to the effects of any healing potion or salve. This bonus stacks with any other Administer effects



Rage (pg 56)
This skill allows a character to summon forth their inner rage, which increases the damage dealt with a melee weapon by one. While the character is filled with rage they can NOT do anything else but pursue their enemies and hack them to bits. Thus, they cannot use any skills that have a charge up time or take a life point to activate while raging. In addition, they cannot perform tasks such as searching bodies, carrying people off the field, or drinking potions. To activate rage costs a life point, to turn this skill off a character must make a 5 count, but to reactivate it requires the expenditure of another life point even if used during the same combat.


Use Bow (59)
An Archer can use any kind of bow or crossbow. The damage called is “1 vorpal.” Heavy crossbows do +1 damage, but it takes 15 seconds to cock. A player can choose to role-play the 15-second count while actually cocking a crossbow or if they choose not to RP the cocking of the crossbow, the count begins after the bow is loaded. In addition an Archer can always make and repair arrows. It takes no time to create arrows and an Archer is always considered to have them as long as the player has the appropriate phys-rep. If an archer is out of arrow/bolt phys-reps, they are considered to be out of the item and they must retrieve more in-game.

Alternatively, a player may choose to simulate a bow or crossbow with packets. Unlike with an actual bow, a drawing time must be simulated by charging the skill for 10 seconds. The player may then throw the packet and call "1 vorpal." While simulating a heavy crossbow with packets, the cock time is increased to 25 seconds from 15. While simulating a bow or crossbow with packets, players must still hold an appropriate bow or crossbow phys-rep in their hand.


Magic Arrow (Pg 59)
The Archer may choose to inflict Magic Damage with a bow or crossbow. Magic damage can be used to effect certain creatures that may be immune or resistant to normal damage. When using this skill the player must call ‘# magic vorpal’. A specific target is not needed when charging this skill.


Assassin: Utilize Poison (pg 61)
Assassins are adept at coating weapons in poison. Only bladed weapons (sword, dagger, axe, arrow, spear, etc) can be coated in poison. The poison coating a weapon lasts for the duration of combat or until the assassin sheaths or sets down the weapon. A strike from a weapon that is coated in poison has the call “Poison” amended to it. Example: “1” becomes “1 poison” and “1 Vorpal” becomes “1 Vorpal Poison”. It takes 1 minute to coat a weapon with poison and a poison potion is not required to use this skill. Only the Assassin may use a poison coated weapon. This skill can only be used to coat weapons in poison and cannot be used to poison drinks or create poison potions.

Barbarian Level 1: Regenerate (61)
This skill allows a character to recover two life point every 5 minutes. To regenerate, the Barbarian cannot be performing any strenuous activity such as combat. They can walk and talk normally and still regenerate. Note: While regenerating, the Barbarian can also recover any lost armor points granted through combat reflexes.



Bureaucrat: Level 2 Leadership (63)
If the Bureaucrat spends all of their allegiance points in one place, they increase their total value by 25%. This bonus applies to total allegiance not just personal allegiance. For example, Cedric's guild has a total of 100 allegiance points. When he supports a house, he is actually giving them 125 allegiance points. This represents the fact that the Bureaucrat is a more influential politician than others.


Bureaucrat: Level 4: Support (63)
The Bureaucrat counts as 2 people when determining the number of members of an organization



Chieften: Level 3 Respect of the tribe (64)
The Chieften increases their total allegiance points value by 25%. This bonus applies to total allegiance not just personal allegiance. For example, Luthar's tribe has a total of 100 allegiance points. When he supports a house, he is actually giving them 125 allegiance points. This represents the fact that the Chieften is a more influential leader than others.



Level 4: Consume Heart (65)
If the Eater of the Dead comes upon some poor unsuspecting victim when they are unconscious but before they die, they can eat the victim’s heart and gain either their racial ability or their highest-level Discipline ability. This ability lasts until the end of the event or until another heart is eaten and does not count as an enchantment. It only takes the Eater of the Dead an uninterrupted minute to remove and consume the heart but the count must be started before the victim has bled to death.



Interrogator Discipline (66, 67)

Level 1: Inescapable Bonds
The interrogator can tie a person up so thoroughly that they cannot escape their bonds without outside help. It takes three minutes to use.

Level 2: Knock out
The Interrogator gains +2 to any knockout attacks. Characters without knockout gain a Two (2) Knockout for a 10 second count. To perform a knockout the player must hit a player in any legal target area with a tiny weapon or a hand phys rep and call the # and knockout. If the player is not in an active combat situation, they may lightly touch their target with the pommel of a weapon to perform the knockout. If the target has armor points equal to or less than the knockout number called at the time of the knockout, that character falls unconscious for five minutes. See Knockout on page 36 for more information

Level 3: Interrogate
It takes 5 minutes per LP to torture a person or monster (you must be able to communicate with the Target). You must spend time equal to their max life. Thus a person with a maximum of 4 life would take 20 minutes to torture. At this point the target is at 0 life. The interrogator may determine if any statements the target makes while they are in this state are true or false but the target is not required to talk. The Interrogator may compel the target to give a truthful answer to one question. The target may spend a hero point to go unconscious. It takes the same amount of time to ask a second question. If you have the Healer's Torture skill, then it takes only 1 minute per life point.

Level 4: Plant suggestion
You can implant orders in a person without their knowledge (i.e. they do not remember who tortured them) to carry out a task. The person must be tortured down to zero life before a suggestion can be made. A command must be accompanied with a trigger of some kind. For example, an Interrogator could command a person: "At midnight, go into the inn and kill yourself." At midnight is the trigger for the command to kill yourself. The suggestion lasts until the command is completed or until it is replaced with another command. There can only be one trigger and one action. Thus, you cannot command them to answer all of your questions. A character can only have one hypnotic suggestion at a time. You can also find out if someone is under the effects of a charm or hypnotic suggestion. Again, a person must be tortured to zero first. You may torture them to zero twice to discover who the torturer was.


Level 3: Ranged Block (70)
Monks are immune to damage from ranged attacks delivered to the front of their body. The monk takes no damage from attacks delivered by arrows, thrown weapons, or packets as long as the damage call contains "Vorpal", "Crush", or is simply a number such as "1". For example: The monk would be immune to a call of "1" from a thrown dagger as well as the call "1 crush", and the call "1 Magic Crush". The Monk would not be immune to "1 magic"


Scout Discipline (71)
Level 1: Scout
A character can spend 15 minutes scouting in the woods to receive information about a specific plot, puzzle, or general information about woodland activity in the area. The character is not guaranteed to find information. Up to three characters with the scout skill may work together to receive a better piece of information. After the fifteen minutes of scouting is up, the character(s) must go to NPC camp to receive their information. If more than one character is scouting as a group, they must all come to NPC camp together.

Level 2: Combat Reflexes
A Scout knows how to take blows and avoid them, thus making him/herself tougher to take down. These combat reflexes are simulated through the use of armor points. A Scout receives 2 points of armor from this skill and stacks with all other armor gaining skills.

Armor points gained through this skill are not counted when calculating armor category and an armor phys-rep does not need to be worn. In addition, armor points gained through this skill can be regained if the Scout rests for 5 minutes. While resting, the Scout cannot use any other skill nor perform strenuous actions.

Level 3: Flee
A character with this skill can spend a life point to Flee. When this skill is used the character must call “flee” and run away from combat for 10 seconds. A character cannot enter combat while using this skill, nor can they return to combat before finishing the flee. While fleeing the character is immune to all attacks issued to the rear, including damage, fear, root, taunt, etc. All attacks to the front are taken and disrupt the flee skill.

Level 4: Haven
Given enough time the scout can create a safe haven in the wilderness. Once in the haven the scout is free from attack. The scout cannot fight while standing in the haven. Creating a haven takes fifteen minutes and can be incorporated into the time it takes to set up the phys-rep. For game purposes no matter what the size of the phys-rep, it may only hide the Scout, one other person, and their immediate gear. Haven's must be physically represented by a tent, lean-to, or similar structure.



Spy Level 3: Total Confidence (71)
At this level the spy has learned to have total faith in his abilities of misdirection, and may project this calm with surgical precision. This allows him to mask the ticks and tells of his conscience whenever lying. The spy is immune to the effects of torture and interrogation. When being tortured, however, the spy still looses Life Points as per the torture and interrogate skills.



Undead Slayer: Repel Undead (pg 72)
The Undead Slayer can summon their inner strength and repel undead. They simply hit the undead with a packet or weapon and call "Repel". This skill costs a life point to use and may not affect more powerful undead creatures.

Enchant Weapon (72, 73)
The character can shroud their weapon in magic causing it to deal magical damage. To do this the character simply needs to spend a LP. The effect lasts for the duration of combat during which the character must append “Magic” to any damage calls made with that weapon. For example: “1” becomes “1 magic” and “1 crush” becomes “1 Magic Crush”. Once the charge up time is complete, this skill is considered a passive skill for its duration.


How Many Resources May I carry? (74)

While the game uses tags to represent resources a player should remember that one tag is actually a good deal of material for a character to carry around at one time. For example: three food tags is enough food for an entire month and is probably composed of fruits, vegetables, breads, and broadly ranging dietary staples depending on race. Because of the difference in size of a tag versus the item it is meant to represent, a character may carry a maximum of three resources on their person. This does not include upkeep tags.

For example: Thor the mighty carries three steel, while Grumsh the Everhungry carries three food. A more normal individual, Farmer Joe, may carry two food and one supplies

Any resources not carried must be left in the open or stored in a container. There are four classes of containers available (See the list below). The class the container belongs to determines the number of people required to carry a fully loaded container of that type. A class one container requires one person, a class two container requires two people, and so on. All containers above class one require a craftsman to build and some also cost resources. All containers must be physically represented with a suitable prop that fits the style of the game.

Class one, up to 6 items
Class two, up to 25 items
Class three, up to 75 items
Class four, up to 225 items

Class one containers only require one person to move and are free for anyone to build. Some examples of these containers are satchels, backpacks, and burlap sacks. A class one container must be atleast 12" on its smallest side.

Class two containers require two people to move and cost the craftsman 2 supplies to craft. It takes 30 minutes to craft a class two container. Some examples are chests, Large Sacks, wheelbarrows, travois, and canoes. A class two container must be a minimum of 24" on its smallest side.

Class three containers require three people to move and cost the craftsman 2 supplies and 1 steel to craft. It takes 30 minutes to craft a class three container and requires 1 upkeep per event to maintain. Some examples are carts, rickshaws, sleds, and crates. A class three container must be atleast 36" on its smallest side.

Class four containers require four people to move and cost the craftsman 4 supplies and 2 steel. It takes 120 minutes to craft a class four container and requires 2 upkeep per event to maintain. Some examples are wagons, large carts, and skiffs. A class four container must be atleast 48" on its smallest side.

**Special Item: Wheelbarrow – 1 refined materials, 2 supplies, 1 steel, and 1 hour to craft; plus 1 upkeep per event: This is a Class 2 container designed to be transported by a single user instead of 2 users.


Mystical Resources (75)
Mystical resources are used in the creation and maintenance of magical items and as components in spells and potions. Commonly mystical resources take the form of gems.


“What do I need to survive?” (75)
Unless otherwise stated within skill descriptions, a character needs atleast 3 food, 2 Supplies, and 1 cloth in order to avoid falling into poverty (See Wealth on page 75 for more information). Some skills or lifestyles may allow for the substitution of some resources for another and some skills give resources to the player each event, lowering the burden.

In addition, most items that a character may posses require regular maintenance or upkeep. Normal items such as armour and weapons are upkept by a Craftsman (see page %%) whereas magical items are upkept by an Empath (see page $$). Any item that is not upkept is rendered useless until the appropriate upkeep cost is paid. Any item that has not been upkept for four events is destroyed.



Wealth (75, 76)
The Basics
A person’s wealth is a measure of the amount of the three basic resources (food, supplies, and clothing) that a person possesses at the end of an event (See Resources on page 74). Note that your current wealth is not synonymous with Lifestyle as described above. Your lifestyle is determined by your character’s situation during youth, while wealth is a representation of your character’s current ability to take care of him/herself. The three basic resources are represented by tokens or tags, and a player can fall into one of seven categories of status (see below). The number of required tokens or tags is not synonymous with the quantity of a particular resource (3 food tokens does not mean three meals, 6 clothing tokens do not mean six outfits) but rather the overall quality of the resource (wealthy people eat and dress better than common folk and have better supplies).

What Are the Advantages of Being Wealthy
The advantages of being of a higher wealth level, as well as the requirements to achieve the level, are listed in the chart below. All bonuses gained are cumulative with the levels below it thus a wealthy character would gain +1 combat reflexes, +1 life point, +25% allegiance points, and a floating hero point.

Code: Select all

Status	Food	Supplies	Cloth	Bonus
Common	3	2	1	None
Well Off	6	4	2	+1 Combat reflexes (see page $$)
Middle-class	9	6	3	+10% to total allegiance points
Upper Middle Class	12	8	4	+1 Life Point
Upper Class	15	10	5	+10% to total allegiance points
Wealthy	18	12	6	1 Floating Hero Point (See page $$)
[/i]



The Socioeconomic System (80-87)

Support Points

The socioeconomic system is designed to be both easy and dynamic. As a character goes up in levels they will gain “Support Points” (See Support Points Chart below and note that each 20 level segment follows the same pattern). Support Points are a representation of the character’s socioeconomic power based on experience (the power of face and name recognition), race (the power of discrimination), wealth (the power of money), and to a certain extent, Lifestyle (the power of manners and etiquette, or in the case of the Savage, the lack thereof). These points can then be used to create organizations that gather, refine, and protect resources. The way that this is accomplished is through lending your support to another individual who becomes the leader of an organization. Any individual may support a leader of any organization. Leaders on the other hand can ONLY support the leader of an organization if that organization is at least 1 tier above their own.

A character’s total support is the amount that they have combined with the amount they are given. When support is given, the character must pledge all of their support points to the same person unless they have a skill that allows them to split their support. For example: When the leader of the Order of the Crimson Hand (a resource gathering organization) pledges their support to the leader of Clan Draconi (a resource protection organization), they are giving all of the Order’s support to Clan Draconi. All support points are spent via a private voting system. A character may remove or reallocate their support at the end of each event if they so choose.

{Support Points Chart}

*Note that support may also be affected by wealth and certain Disciplines; each 20-level segment follows the same pattern as above.


Tier A: Resource Gathering Organizations (RGO)

A Resource Gathering Organizations is an organization whose purpose is to gather resources. AN RGO can be a guild, a union, an association, a society, a league, a federation, a company, etc. Even an individual can be considered a Resource Gathering Organization if that individual has enough others supporting them. For example:
Lydia, Tyris, and Borus trust that Snilch can get them the steel they need on a consistent basis. They have no loyalty to Snilch nor do they know where he gets the steel. They just know that he gets it and gives them a share in exchange for playing lookout a few nights a week.

Supporting an RGO does not denote any sort of loyalty to that organization, it merely denotes that you help the organization in some way in their activities. This may be as menial as swinging a pick-axe in a mine or as detached as designing the support structures of the mine.

The first step in creating an RGO is to choose a person who will receive the support points. This person is considered the leader of the RGO. The leader will be solely responsible for which higher tier organization, if any, gets the RGO’s support. In addition, the RGO’s leader will manage the organization’s “Resource Point” pool. Resource points will be discussed later in this section.

The next step in creating an RGO is to create a charter. The charter provides the GM staff with the name of the RGO, the date it was created, the leader, and the other “founding members”. There must be a minimum of two characters (see bureaucrat for an exception) plus the leader to create a level 1 RGO. Higher-level RGOs necessitate more people in addition to more support points (See Chart Below). The RGO’s charter is strictly an “out of game” document solely for record keeping purposes. For in-game reasons an RGO may not be formed prior to the characters entering the game.

After a leader has been chosen and a charter created, the RGO’s leader then needs to obtain enough support points to qualify for and maintain a level one RGO (see the chart on page 82). It takes more support points to create an RGO than it does to maintain one.

When enough support has been gathered to expand the RGO, the leader may choose to increase the organization’s level. This is done at the end of an event. Higher-level RGOs can bring in more resources and maintain more sources; however, expanding too quickly can be dangerous. Any time an RGO goes 2 consecutive events without the minimum amount of support points to support their current level, the organization collapses and the RGO will then need to be reformed at level one.

Resource Points and Production Sources
The primary mechanical function of an RGO is to bring resources into the game. This is done through Production Sources. Some examples of production sources are mines, trade routes, a fertile field, a fishery, etc. Production Sources must be found in game through exploration or plot. Once a Production Source has been found, the RGO’s leader must commit “Resource Points” to it. The minimum number of resource points that are required to maintain a Production Source varies from source to source and the yield of a Production Source may fluctuate based on in game and plot related circumstances.

The number of “Resource Points” available to an RGO is equal to the organization’s leader’s total support. Also, the RGO’s level determines the number of Production Sources they are allowed (See the chart below).

{chart}

A Production Source will come with a minimum resource point expenditure per unit and a total number of units available. One unit corresponds to one resource tag or token. AN RGO’s leader must commit resource points for the source’s entire supply or not at all. If a Production Source is available to more than one RGO, it is “purchased” by bidding on the source at the end of the event. The Production Source will be awarded to the RGO whose bid is the highest. If that bid is higher than the minimum required, that higher price will become the new minimum for all future transactions.

Modifiers to Production Sources
RGO’s receive their level% bonus to their resource points. For example, a third level RGO will receive a 3% bonus and a fourth level RGO a 4% bonus. For an additional bonus, an RGO may declare themselves an all path, all discipline, or all race organization. When an organization does this, support points given to the organization by a character will not be counted if the character does not meet the requirement. Also, once an RGO reaches 8th level the RGO will receive a bonus based on the number of members they have beyond the minimum requirement.

There are also some modifiers that may be assessed based on an individual Production Source. These can be based on the race, specialized buildings, armies, commodities, or other role-playing conditions surrounding the origin location of the Production Source. In addition, random events may occasionally affect the output of a Production Source. These events may include but are not limited to raids, weather, or infestations. These modifiers are summarized in the chart below.

{chart}

Production Source Stability
A production source’s stability rating represents how consistent the output from a source is. This could be modified by the distance to and from the source, the contentment of the workers, the reliability of equipment, etc. The stability rating on average starts at 50%. Some routes will have inherent modifiers to this statistic. For example, a mine production source may have +25% stability rating if owned by an all dwarf RGO. This statistic modifies the chance of a negative event happening to the source as well as how easy it is for a rival RGO to take it over.

{chart}

Stealing Production Sources
Production Sources may also be stolen or taken over by other RGO. To take over an active Production Source, an RGO must bid more Resource Points (modified by stability) than the current owner for two events. The first event the RGO spends resource points to try and take over the production source but does not receive any resources in return. The current owner is notified on the second event and has that event to try and stop the take over. If successful, the new RGO will begin receiving resources on the third event. The cost to maintain the Production Source for the new RGO remains at the new price, which becomes the minimum bid for that Production Source in all future dealings.

Raiding a Production Source
AN RGO can also raid a production source and gain resources without actually taking over the source. An organization can only steal a small % of a current production source; the amount of which is determined by how stable the production source is. AN RGO can steal up to (100%-stability level of the source) at a resource point cost of 2 times the normal cost per unit.

Buildings
There are two different types of buildings an RGO can create. The first type decreases the chance of a negative event happening. This type of building is referred to as a fortification. A fortification could be an outpost, a fast wagon, a fort, a trade school, etc. The other type of building increases the output of the production source and is referred to as a Workshop. A workshop could be a forge that produces quality tools, a loom, a tannery, a mill, etc. AN RGO can only have 1 of each type of building per source.

A fortification can have three "levels" each modifying the likelihood of a positive random event happening by 5% and thus decreasing the chance of a negative event by 5%. The organization must first build a level 1 building, and then upgrade it to a level 2 building (+10%), and then finally it can be upgraded to a level 3 building (+15%).

Building a Workshop works the same way as building a Fortification. There are three levels of workshops each requiring the level below it to be built and then upgraded. A Level 1 Workshop gives a 10% bonus in resource production. A level 2 Workshop gives a 25% bonus to production. Finally, a level 3 Workshop gives a 50% increase to resource production. The bonuses provided by a workshop come at a cost. When a Workshop is built, the per unit cost for the production source is increased by the same percentage that the output is increased by. For example: House Trilant has a production source for 100 steel at 1 Resource point per unit (For a total of 100 resource points). House Trilant over time builds a level 3 Workshop on their Production Source. They now have 150 units available but at a cost of 1.5 per unit for a total of 225 Resource points.

The cost to build a Fortification or Workshop depends on the Production Source. See the chart below for details.

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Tier B: Resource Refinement Organization (RRO)

A Resource Refinement Organization is an organization whose purpose is to refine and trade resources. Some examples of Resource Refinement Organizations are house, Confederation, alliance, Coalition, union, association, Society, league, Federation, company, etc. Supporting an RRO does not denote any sort of loyalty to that organization, it merely denotes that you help the organization in some way in their activities. This may be as menial as pulling a cart full of food to distilling beets into alcohol.


The first step in creating an RRO is to choose a leader. The leader of the RRO will be the recipient of the support points from the RGOs or individuals who make up the RRO and will be solely responsible for who, if anyone, gets the RRO’s support. In addition, the RRO leader will manage the RRO’s “Organization Point” pool. Organization points will be discussed later in this section.

The next step in creating an RRO is to create an RRO charter. The charter provides the GM staff with the name of the RRO, the date it was created, the leader, and the “Founding Members”. In addition to the leader, there must be five other members to form an RRO all of which can also be members of an RGO. The RRO’s charter is a strictly “out of game” document.

After a leader has been chosen and a charter created, the RRO leader then needs to obtain enough support points to qualify for and maintain a level one RRO (see the chart on page 86). It takes more support points to create an RRO than it does to maintain one.

When enough support has been gathered to expand the RRO, the leader may choose to increase the organization’s level. This is done at the end of an event. Higher-level RROs can make more commodities and trade more resources; however, expanding too quickly can be dangerous. Any time an RRO goes 3 consecutive events without the minimum amount of support points to support their current level, the organization collapses and will then need to be reformed as a level one RRO.

Organizational Points
The number of “Organization Points” available to an RRO is equal to the leader’s total support. Also, the RRO’s level determines the maximum number of organization points an RRO can spend and the number of commodities they are allowed. The higher the level of the RRO, the more organization points the organization can spend (See the chart on page 86). Organizational points can be spent to create Market Places and to create Commodities. Market Places and Commodities are described in greater detail below.

Market Places
Market Places represent the RRO’s ability to trade one resource for another. This may only be done between events. A market place can be seen as a caravan, a trade route, etc. As the RRO progresses in level, the amount of one resource needed to trade for another lowers and the access to higher levels of resources increases.

There are three types of market places, primary, secondary, and mystic. A primary market place allows the RRO to trade seven (7) cloth, food, or supplies resources to obtain one (1) cloth, food, or supplies. When a primary market place is formed the RRO must declare what primary resource they will be trading for. Primary market places may be upgraded to provide a better trade ratio but the ratio may never drop below 3 to 1. It costs 100 Organization Points to start a primary Market Place and costs an additional 100 Organization Points per one resource the ratio is dropped. For example:

The Iron Rose Federation starts a Food Market Place. This cost 100 organization points and they can now trade seven of any resource for one food. After the next event, The Iron Rose Federation has advanced to level 2 and has more Organization points to spend (300). They decide they want to upgrade their food market place and open a cloth market place. Now they can trade 6 of any resource to get 1 food resource and can trade 7 of any resource for 1 cloth.

A primary market place can be upgraded to a secondary market place by spending 150 organization points. A primary market place that has been upgraded to a secondary market place still allows for trade for the primary resource at its current ratio but will also allow the RRO to trade for either steel or hide at a cost of their primary market place times 1.5 (rounded up). When an RRO upgrades a primary market place to a secondary market place, they must declare which secondary resource they will be trading for. AN RRO must be at least level 4 before they can upgrade to a secondary market place. For Example:

The Iron Rose Federation decides to upgrade their food market place to a secondary market place that trades hide. Their food market place currently trades at a ratio of 5 to 1 and costs them 300 organization points. They spend the additional 150 organization points (for a total of 450) and they now have a food/hide market place. They can now trade in 5 of any resource for 1 food or 8 of any resource for 1 hide.

A secondary market place may be upgraded to a master market place. A secondary market place that has been upgraded to a master market place allows an RRO to trade for the mystic resource. The market place can also be used to trade for the primary resource and secondary resource it was originally formed to trade. The trade ratio for the mystic resource is 2.5 times that of the primary market place ratio. AN RRO must be at least seventh level before a master market place can be created. It costs 150 Organization Points to upgrade a secondary market place to a master market place. Example:

The Iron Rose Federation decides to upgrade their food/hide market place to a master market place. Their food/hide market place currently trades at a ratio of 5 to 1 for food and 8 to 1 for hide and costs them 450 organization points. They spend the additional 150 organization points (for a total of 600) for the master Market place and they now have a food/hide/mystic market place. They can now trade in 5 of any resource for 1 food, 8 of any resource for 1 hide, or 13 of any resource for 1 mystic.


Commodities
A Commodity is a refined resource that can be used to create advanced items (see item creation page 9) and to bolster Production Sources through the creation of buildings (see buildings on page 101). There are 5 commodities in the game. The commodities and the resources required to create a commodity are:

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AN RRO may ONLY create commodities between events and are limited in the number of different types of commodities that they can create (see the chart below). In the beginning, RROs are only able to create one commodity. As they advance, RROs will be able to change their commodity and produce more commodities. In addition, RROs will have the option of specializing by lowering the number of resources needed to produce the commodity. It costs 200 Organizational points for an RRO to gain the ability to produce one commodity. It costs an additional 200 Organization points to reduce the resource cost to make the commodity by one. The resource dropped is always the one farthest to the right on the list above. Commodities must always cost at least two resources to produce.

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Tier C: Resource Protection Organizations (RPO)

A Resource protection Organization is an organization whose job is to protect and advance resource production sources. Some examples of Resource Protection Organizations are Royalty, trade federation, Confederation, alliance, Coalition, union, association, Society, league, Mafia, company, etc. Supporting a Resource Protection Organization does not denote any sort of loyalty to that organization; it merely denotes that you help the organization in some way in their activities. This may be as small as pulling guard duty at a fort or as large as designing a grain mill.

RPOs can be supported by lower organizations and individuals. RPOs can support leaders of other RPOs of equal or higher level, even if they are in a different Final Haven Chapter. To calculate the number of support points the RPO can give, the number of Military Points the RPO has is subtracted from their Total Support pool. Military Points are discussed further below. For Example:
The Black Hand Mafia has 800 support points but maintains a squad of thugs represented by 100 military points. The Black Hand is convinced to support the King of Breal. The Black Hand is worth (800 – 100) 700 support points to the King.

When enough support has been gathered to expand the RPO, the leader may choose to increase the organization’s level. This is done at the end of an event. Higher-level RPOs can have more Military Points and gain more Hero Points; however, expanding too quickly can be dangerous. Any time an RPO goes 4 consecutive events without the minimum amount of support points to support their current level, the organization collapses and the RPO will then need to be reformed at level one.


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The Benefits of Being an RPO

Hero Points
For each level an RPO advances they gain a special floating Hero Point that they can either use for themselves or hand out to others. For example, a fourth level RPO would have four floating hero points to utilize. These points work exactly like regular hero points (see page 105) with one exception: they do not accumulate from event to event. In other words, if not used during the course of the event, they are lost forever. At the beginning of the next event, the fourth level RPO would receive four more Hero Points to spend once again.

Military Points
One of the prime benefits of being an RPO is the availability of "Military Points.” In general, military points symbolize not only the size but the effectiveness of a standing army. A force with 75% more military points may be the same size but be better trained or equipped. The maximum number of military points an RPO can have is either equal to their support point total or the maximum allowed per level as described below, whichever is smaller. When an organization becomes a first level RPO, they are given 100 military points and will receive an additional 50 points each level gained. To gain more military points (up to their maximum), they must spend 1 primary and 1 secondary resource of their choice per 5 military points they wish to gain. This can only be done between events. The maximum number of military points that may be gained between events is also dependent upon the RPO’s level and is listed in the chart below. If an RPO’s total support falls below their military point total, the excess military points are lost. In addition, maintaining the army costs 1 primary and 1 secondary resource per 50 military points.

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AN RPO may use military points to perform actions such as repelling attacks from outside forces, attacking other armies, guarding Production Sources and borders, reducing the time required to create or destroy structures, performing special plot related missions, or be readied to serve at the RPO's side. In most cases, the RPO may decide how many military points to commit to each action; however, if an action has a set military point cost it will be listed in the actions description below. Once an action is complete, the military points return to the RPO's pool for future use. Some actions, such as attacking or defending a location, may result in the permanent loss of military points. These Military Points must be regained between events through the expenditure of resources.

Military Actions

Giving an army to another Tier C leader
A leader can always give their Military Points over to another Tier C leader. When this is done the original owner looses the Points but may build them backup between events. The receiver of the Military Points may not go over their maximum allowed Military Points.

Defending an Area
To defend an area an RPO can commit any or all of their military points. These points are then committed to defending the given area from attack. Some areas that are defended may give an amount of bonus or penalty to military points. For example, defending an open plain may result in a penalty whereas defending a fortress may result in a substantial bonus. Redeploying military points committed to defense takes a minimum of 1 hour plus travel time to redeploy. During this time, the RPO may cancel the redeployment but suffers a loss of 10% of the military points committed.

Attacking another Force
To attack another force or army an RPO can commit any or all of their military points. These points are then committed to the attack until the outcome of the battle is determined. It takes 1 hour after the points are committed to deploy troops. During this time, the RPO may cancel his action but suffers a loss of 10% of the military points committed.

Aiding a Production Source
An RPO may commit military points to patrol and defend a Production Source. This increased safety decreases the chance of a negative random event happening to the Production Source. For every 50 Military Points spent there is a 5% increased chance of a positive event happening. The maximum bonus that can be achieved is +20%.

Stealing a Production Source
A production source can be stolen with military points. This process takes two events. The first event, Military Points equal to units available times 3 (adjusted by stability) are spent but the RPO does not receive any resources. The current owners will be told of whose army is moving against them. The current owner has the second event to try and stop the military invasion, and if they are not successful then the production source is turned over to the invading army. The RPO must continue to keep a military presence at the production source to keep control of it. These units cannot be used to defend. After the invasion the base number of available resources is reduced by 10% (collateral damage from a hostile take-over) and the stability of the source is reduced to 20% below its base stability.

Raid a Production Source
An army can be sent to raid any production source. To raid a source the RPO will need to spend military points equal to 2 times the units they want to steal adjusted by stability. The owner of the production source will NOT be told they were attacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of Military Points spent and the Stability and modifiers attached to a Production Source.

Ransacking a Production Source
An army can be sent against a production source with the sole purpose of causing damage. The RPO has to spend military points equal to the amount of units they want to damage. The owner of the production source will NOT be told that they were ransacked until their remaining resources are given to them. The GM staff will determine how successful the mission was based on the number of Military Points spent and the Stability and modifiers attached to a Production Source. A maximum of 10% damage can be done to a production source each time it is raided.

Readying Troops to Serve
Troops may be readied to serve an RPO during an event. Military points used to ready troops must be spent by the RPO at check-in. The RPO is then given tags for each troop readied. These troops can be used during the event as the RPO sees fit; however, every troop must be physically represented by a player before it can step on the field. Readied troops that are not currently represented are considered to be out of play.

In order to represent a troop, a player must change from their normal character into a "Troop Character". The RPO should provide a costume to the player that distinguishes them as one of their troops. This change is completed as per the disguise skill on page 60. While a player is physically representing a troop, their character is considered out of play. The player representing a troop is then given the appropriate troop tag by the RPO. If the troop is killed, the tag must be destroyed. The player playing the troop may then remove themselves from the combat area, wait 5 minutes, and then return as another troop providing that the player has another troop tag. In special circumstances, determined by the GM staff, a "respawn" point may be defined for troops. Instead of waiting 5 minutes, the player simply returns to the respawn point and then can return to the battle as long as they have another troop tag available. All readied troops also have an upkeep cost that is paid in resources. Any troops that are readied and not upkept at check out are destroyed. The types of troops available, the skills they possess, and their military point cost are listed in the chart below.

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Basic Warriors swing 1, have 5 life, 6 armor (including combat reflexes) and all the basic warrior skills. Advanced Warriors swing 1, have 5 life, 8 armor (including combat reflexes) and all the basic and advanced warrior skills. Master Warriors swing 1, have 8 life (including fortitude and the 20th level bonus), 10 armor (including combat reflexes) and all warrior skills.

Muster Troops
An RPO may muster troops to their cause. This action will bring NPC troops against the populous of PCs. This is done by submitting a muster request in-between events. The NPC staff will then inform the players at large that troops are being mustered against them and approximately when they will be ready to strike. The plot team will incorporate the RPO‘s troops into the plot for the next event. The RPO receives troops at 2 MP per 1 troop. The troops mustered will have 5 life points and will deal 1 damage per swing.
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Ingredients (91)
An Alchemist is considered to have dried herbs on hand but should role-play collecting them when they have the opportunity. The ingredients list is purely for role-playing purposes unless an ingredient is listed as a Rare herb or a Magical Component. Rare herbs must be found in-game and a tag will be issued for each rare herb found. Magical components are created through the use of the mystic resource. An Alchemist may convert one mystical resource into four magical components. In addition, Alchemists can convert 4 uncut gems or 3 cut gems into 1 magical component. A tag will be issued for each Magical component. An alchemist may only convert mystical resources between events.

Components (95)
Many spells need certain components that must be utilized during the ritual. This part of the scroll describes what if any components are necessary. In most instances and unless otherwise stated, the component will be destroyed at the end of any ritual and any magical component that is involved in the ritual will always be destroyed. An Arcane may create four magical components from one mystical resource. In addition, an Arcane can convert 4 uncut gems or 3 cut gems into 1 magical component. This must be done between events.[/i]


Maintaining Items (101-102)
In addition to creating wonderful objects, the Craftsman is responsible for upkeeping all non-magical items. To do this, Craftsmen of at least second level can purchase upkeep tags that fall into one of two categories: normal or exotic. Basic upkeep tags are required for all basic items and exotic tags for all exotic items. Four basic tags cost 1 hide or 1 steel and exotic tags are item specific.

Each player is then responsible for purchasing upkeep tags from the Craftsman at a cost the Craftsman sets and will include these tags when checking out. Items that go an entire year without upkeep are unusable and new ones will have to be made.

In addition, a third type of upkeep tag is available for magical items. While the Craftsman cannot upkeep the magical part of the item (Empaths are the only ones who can upkeep magical items), objects that fall into multiple categories will need upkeep tags that represent each category. For example, a balanced suit of armor is both a normal item (armor) and an exotic item (quality) and thus would need both a normal and an exotic upkeep tag. A magical suit of balanced armor would require all three tags.

Any item whether basic, exotic, or magical that is not upkept is rendered useless until the appropriate upkeep cost is paid. Any item that has not been upkept for four events is destroyed or rendered inactive.


Killing Blows (105)
A killing blow is an attack against a target that causes them to die instantly rather than slowly bleeding to death. If a target is unconscious (due to a negative LPs or being forced unconscious in some manner), forced unable to fight back (tied up, unable to move limbs for some reason), or chooses not to fight back (Feigning sleep or death) a player may touch them with a weapon or fist phys-rep and declare "I am killing you/ slitting your throat/ choking you/ etc." They then make a 5 count and say "You are dead.”. The target is then considered dead.

At some point, it may be necessary to remove a limb from another character or creature. If a target is unconscious (due to a negative LPs or being forced unconscious in some manner), forced unable to fight back (tied up, unable to move limbs for some reason), or chooses not to fight back (Feigning sleep or death) a player may touch them with a weapon phys-rep and declare "I am removing your (insert name of body part)." They then wait one minute and say "I have removed your (insert name of body part)." Heads and internal organs can be removed in the same manor. An uninterrupted one minute must be spent per limb or organ removed. The removal of the head or an internal organ constitutes a “Killing blow” and the character is considered dead at the end of the one minute.



Charging (106)
At any given time during combat there must be at least 2 feet of distance between you and your opponent’s bodies AND at least one of your weapons/shield must be between your body and theirs. Any violation of this rule is considered charging. If someone is coming at you and you continuously back away, they are not considered to be charging. It will become charging if at any point you stop backing away and the other person continues to move towards you and breaks the two feet rule. Any instances of charging should be reported to a safety marshal. A player who is reported as charging excessively may be asked to become a non-combatant or be suspended from play.



Safe Swings (107)
When fighting, your weapon must be gripped properly so that you have full and safe control of your weapon, and only the safely padded area may be used for attacking and blocking (as even blocking can lead to accidents). Also, no pommel attacks are allowed in combat.

When using a staff or spear, if there is an area for gripping that isn’t fully padded it must be within the middle area of the staff with adequate padded area on both ends of the staff an
Wayne O
The Game Master Lite
Frag the weak, Hurdle the dead!
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