Saturday, April 28, 2012

More Free Form Thoughts

Free Form Role Playing....

The NOVEL RPG Rules or lack there of.

A horror to most gamers. No attributes, Hit Points, Skills, Feats, and any other trappings of a RPG. Just the descriptions taking place of the attributes and descriptions taking place of all other aspects of the game.

Just a simple D20 roll with a game master deciding what the difficulty is from what you described on your character sheet.

Combat is easy with damage decided on how well you roll considering the weapon combined with attack ability and your described defenses.

Character are so easy to make. For instance...

Angelo the Poet
A fairly average man with dashing good looks and a great skill for poetry. He is always in the wrong pace at the wrong time. He carries his father's sword and his mother's locket. He is a homeless wanderer whose luck is slowly running out.

There will be more detail as time goes by.

Opinions! Could you run or play a nearly free form RPG or is it too hard to wrap your mind around it?

Sunday, April 22, 2012

Veteran Game Designers Rob Heinsoo and Jonathan Tweet Announce 13th Age: A 'Love Letter' to Their Favorite Dungeon-Crawling Fantasy Game

Veteran Game Designers Rob Heinsoo and Jonathan Tweet Announce 13th Age: A 'Love Letter' to Their Favorite Dungeon-Crawling Fantasy Game
13th Age to combine old-school aesthetics with innovations in independent game design

13th Age is a fantasy roleplaying game by Rob Heinsoo and Jonathan Tweet. Currently in playtest, it will be published in August 2012 by Pelgrane Press.
Quote startOur goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details.Quote end

Seattle, WA (PRWEB) April 10, 2012

This past weekend, Jonathan Tweet – lead designer of Dungeons & Dragons® third edition – spoke publicly for the first time about 13th Age, the new fantasy roleplaying game that he is designing with Rob Heinsoo, the lead designer of the fourth edition of D&D®.

“Our goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details,” said Tweet, who spoke alongside other game industry veterans on panels at Norwescon 35, a fantasy, science fiction and gaming convention in Seattle.

Tweet continued, “13th Age makes the play group’s campaign the center of attention, with a toolkit of rules that you can pick and choose from based on the kind of game you want to play. The mechanics of 13th Age draw from classic games as well as newer, story-based games.”

Players of 13th Age take the roles of fortune-seeking adventurers in a world where powerful individuals called Icons pursue goals that may preserve an ancient empire that teeters on the brink of chaos, or destroy it. When players create their characters, they decide which Icons their adventurers ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer’s place in the world of 13th Age and lay the groundwork for epic stories that emerge through play.

An early draft of 13th Age is being playtested by more than 200 gaming groups around the world. The game will be published in August 2012 by Pelgrane Press under an Open Game License that will allow other designers to take advantage of its contents to create their own products.

Although they can’t yet share details about 13th Age with others, playtesters have been enthusiastic about it on online message forums. Playtester Adam Dray said, “Tonight, the one player who comes to the game for mostly social reasons said after a test combat, ‘That was fun!’ and engaged with her character in a deeper way than she ever has.”

Another playester, Eric Provost, said simply, "I want to play this until I can't play anymore."

Rob Heinsoo says that the idea for the game grew out of his and Tweet’s experiences playing together in the same Seattle gaming group. “I realized that together, Jonathan and I could make the version of the classic dungeon-crawling fantasy adventure game that we both really wanted to play now. Also, if we found the right publisher, we could entertain other people in the process. We’re very fortunate to be working with Pelgrane Press, which has a history of publishing high-concept, artistically daring games. They're giving us complete freedom as designers to make the game that we've envisioned."

Simon Rogers of Pelgrane Press says, “I’ve been playing roleplaying games now for more than 30 years, and publishing them for nearly a dozen, so it’s an honor and pleasure to be working with these two games design powerhouses and publishing the results of their collaboration.”

About Rob Heinsoo
Rob Heinsoo has created dozens of role-playing games, card games, miniatures games and board games. He led the design of the fourth edition of Dungeons & Dragons® and wrote or led the design of many 4e sourcebooks. Rob has just released the critically acclaimed card game Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre. Other recent game designs include THREE-DRAGON ANTE, THREE-DRAGON ANTE: Emperor's Gambit, Inn-Fighting, Dreamblade, FORGOTTEN REALMS® Campaign Setting, and the first nine sets of D&D Miniatures®. Games he worked on in the 90’s that have aged well include Shadowfist, Feng Shui, and King of Dragon Pass.

About Jonathan Tweet
Jonathan Tweet has been creating games professionally for 25 years. He created or co-created the roleplaying games Ars Magica (1987), Over the Edge (1992), and Everway (1995). He started writing for Dungeons & Dragons in 1992, and in 2000 he became the lead designer of the game's third edition. In addition to roleplaying games, Jonathan has created and contributed to card games, miniatures games, computer games, and fiction. His games have won three Origins Awards, and he is in the Origins Award Hall of Fame.

About Pelgrane Press
Pelgrane Press publishes award-winning tabletop roleplaying games, including Trail of Cthulhu and Night’s Black Agents by Kenneth Hite, The Dying Earth and Ashen Stars by Robin D. Laws. Pelgrane Press is also the home of the webzine Page XX, the Stone Skin Press fiction imprint, The Birds comic and music for RPGs by James Semple and fellow composers.

DUNGEONS & DRAGONS®, D&D®, THREE-DRAGON ANTE, THREE-DRAGON ANTE: Emperor's Gambit, Inn-Fighting, Dreamblade, FORGOTTEN REALMS Campaign Setting, and D&D Miniatures are registered trademarks of Wizards of the Coast LLC in the United States and other countries and are used without permission.

Wednesday, April 18, 2012

One Page Dungeon Contest 2012 Judges Arrested in Attempted Bizarre Cult Sacrifice!

It appears that the One Page Dungeon Contest 2012 was a front for a drug frenzied bloody bizarre cult of cannibals. Over 200 people had been imprisoned near a remote island in Borneo last Thursday when.....

But I got you to read this!
Only a few weeks left so enter this thing!
Some really kickass prizes!

One Page Dungeon Contest 2012

Track 1PDC Changes

This page collects all information regarding the One Page Dungeon Contest 2012. The results of previous contests are also available (2011, 2010, 2009).

Help spread the word!

Check out the Google+ Page, the Facebook Page, or Twitter posts tagged #1pdc.

Dates: Submission deadline is April 30, 0:00 UTC (Monday evening). If you live West of Greenwich, you will have to send in your submission a few hours before the end of the month! Winners will be announced June 1.


Paul Go, also on Google+
Robert Ogłodziński of Ancient Scroll
Gianmatteo of the Chimerae Hobby Group
Jason Morningstar of Bully Pulpit Games
Adrian Shieh of Occam’s Samurai Sword
Shane Mangus of Swords Against the Outer Dark
Clay Wendt aka Sean FitzSimon on deviantART
Jeffrey Runokivi of There's a Bugbear in My Kitchen!
JB of B/X Blackrazor
Alex Schroeder, organizer and blogger

Prizes & Sponsors: Do you have prizes to donate? Let me know →!

Current sponsors, in alphabetical order:

an anonymous sponsor with $300 via Paypal
Bully Pulpit Games with a copy of Fiasco and the Fiasco Companion
Calithena with a PDF copy of the complete run of Fight On! and a PDF copy of Roll the Bones
DD Art Studio with a 8½ x 11 pen & ink personalized, character drawing on bristol board
Engine Publishing with three PDF copies of Eureka: 501 Adventure Plots to Inspire Game Masters and Masks and three PDF copies of 1,000 Memorable NPCs for Any Roleplaying Game
Eric Harshbarger with a set of four Go First dice
Goblinoid Games with a perfect bound copy of TIMEMASTER core rules, ROTWORLD core rules, Labyrinth Lord, Advanced Edition Companion and Realms of Crawling Chaos
Hex Games with two QAGS PDFs and two copies of their 2011 Bundle (everything they released last year)
Jason Morningstar with Love in the Time of Seið and METAL SHOWCASE 11PM (one package)
John Stater with PDF copies of the complete run of NOD
Lamentations of the Flame Princess with a copy each of LotFP Grindhouse Edition, Vornheim, Carcosa, Isle of the Unknown, The Monolith from beyond Space and Time, and The God that Crawls (both adventures on indiegogo)
Obsidian Portal with a year of free Ascendant Membership including an OP T-shirt and some custom OP d6 dice (one package)
Peter Regan with PDF copies of two complete runs of Oubliette Magazine (issues #1 to #8) plus—if the prize winner is interested—their entry printed in the following issue of Oubliette (#9) with a copy of that issue in print and as a PDF
Porky’s Polycosm Publishing with a PDF copy of Triffles: Abandoned Space for every winner
Precis Intermedia with Ancient Odysseys: Treasure Awaits! Pocket Softcover, The genreDiversion 3E Manual and Story Engine Plus Edition
RPG Character Illustrations with a custom black and white character illustration by the artist of the winner’s choice
RPGOrbit with a free store for life (transferable to a friend)
Scratch Factory with a PDF copy of Dino-Pirates of Ninja Island

Submissions: Here’s how to submit your entry.

Create a One Page Dungeon.
Submitting a dungeon to the contest releases it under the Creative Common Attribution-Share Alike 3.0 license with credit to the contest participant (see FAQ).
The submission must have a name, an author, and a link to the license (
The judges and readers play a variety of systems. Don’t waste valuable space with a lot of system-specific stats.
A link to extra material on your blog such as wandering monsters, random events, adventure background, introduction, descriptions of tricks or traps are welcome for readers but will not be considered part of your submission.
One entry per participant. Participants may revise/replace their entries up until the end of contest, with the last revision counting as their official entry.
If your font size is too small to read, you will most probably not win.
Many people will print your submission as a black and white document. Adding colors is no problem as long as the black and white printed copy is still good enough.
Help us keep file size in check. A single page should not take more than an image with 3000x2000 pixels (1-2MB is cool, 5MB still works, 10MB is too much).
Submission must be mailed in PDF format to Alex Schröder → Usually we can help you convert your Open Office and Microsoft Word documents to PDF.
If you have a blog article talking about your submission, send us the link. We’d love to link to it from this page.

Current Submissions, in chronological order:

Tom Denton – The Mage’s Prison
Aaron Bianco – Relaxx Spa
Eric Harshbarger – In The Dying Light…
Nick Wedig – Project Phaeton
Chris Engle – The Plague Years
Vivian Smith – Evil Experimentation Lab
John Geoffrey – Mourning Wight Of Brakhill (blog post)
Yves Geens – The Biosphere
Felbrigg Napoleon Harriot – One Page Dungeon
John Bailey – The Wanderers Tomb
Gene Sollows – Holy Sword (blog post)
Kevin Heuer and Michael Jones – Tomb Of The Sea Dwarves (blog post)
Scott Slomiany – Twilight House
Jens Thuresson – Close the Gates
David Thiel – The Ovens of Ar-Gar (blog post)
Ramsey Hong – The Cave of Kull Cove
Dylan Hartwell – The Dutch Oven (blog post)
Clay Thomas McGrew – The Giant Ant Nest
Warren Abox – Will No One Rid Me of The Troublesome Goblins (blog post)
Diogo Nogueira – The Hidden Shrine (Portuguese blog post)
Lester Ward – Seven Spindles and a McGuffin (blog post)
Fco. Javier Barrera – The River of Stars
Aaron Kavli – The Return of the Hecate Rose
Kabuki Kaiser – Shrine and Shield (blog post)
Chris Olson – Tomb of the Vampire Pricess Sword (blog post)
Jeff R. – Baron Fel’s Vault (blog post)
Jeff McKelley – Lair of the Minotaur
Jan Pralle – The Lost Temple of Moradin (blog post)
L. Forrest – Fungal Infection
Ian Johnson – The Necromancer In The Three Lobed Brain (blog post)
David Van Slyke – Hermit Alchemist Tower (blog post)
Mark Morrison – Turtle Shell Bandits
Sersa Victory – The Tears of Mother Pestilence (blog post)
Berin Kinsman – The Shimmering Portals (blog post)
Edward Green – Goblinville (blog post)
Wayne Snyder – MakMurdo’s Infinite Sewer
Kelvin Green – A Rough Night at the Dog & Bastard (blog post)
Gerardo Tasistro – The Graveyard (blog post)
Benoit – The Moriah Museum of Dwarven Artistry (blog post)
Roger Carbol – The Tomb of Oddli Stone-Squarer
Mark Garringer – Shrine of the Demon-Monkey God (from the author)
C.M. Lebrun – The Ichor of Vercingetorix (blog post)
Mike Monaco – The Panopticon of Peril (blog post)
A. A. Bunkerclub55 – Here We Stand, Again (blog post)
Rodney Sloan – Paranoia Pyramid
Alan Brodie – Splashdown in Fiend’s Fen
Ricky Anderson – Fine Art

Process: This section explains the process used by the judges.

Every judge nominates their favorite entries and proposes a category for each.
We try to make sure that every judge has at least three of their nominations in the final list. The idea is to not only reflect popular opinion but to also capture some of the more eclectic entries out there. We’ll make sure that every judge is well represented with three entries each.
Based on the categories proposed in the first step, we try to assign a category to each entry on the list.
Judges gets to check whether their favorites are still on the list.
We fix omissions and rename categories until we’re happy.
We publish our list of winners!
We will ask each winner for three items they’d prefer to win and any items they prefer not to win. Then we try to do a best match, giving precedence to those winners that got more nominations in the first step.
All the entries and a special PDF with all the winners will be available for download at no cost.

Thursday, April 12, 2012

Hero's Mag Graphic NOVEL RPG PArt II

Here is Das Link.

Wednesday, April 11, 2012

D&D Next Hooplah


Alright stop talking about D&D Next and put out some play test material. None of your articles out there will really show what you got until you show what you got.

Your feedback and surveys are fairly worthless to you from a site that has mostly angry 4th edition hangers on.

Notice how Pazio did theirs? Release some material and get feedback!

Not talk about it and talk about theories.

Hope you are going to listen to the feedback.

Sunday, April 8, 2012

[Novel RPG] A even more simplified concept.

I am trying for a Nearly Free Form Game concept. I have discussed this concept before in the past and have tweaked it a bit. In play testing this game really flowed. Many of the rules lawyers I know would not touch it for some reason.

When you want to do something you roll a D20. The higher you roll the better the outcome. How high you need to roll is determined by your described skill and the amount of difficulty assigned by the game master. A natural “1” is a complete failure and a natural “20” is a complete success. I did have a clunky chart that I have since gotten rid of.

When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exist “outside” the game itself. The players write up Characters and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is.

First chose a power level of your character.
Depends on the setting...
For example...
Is your character the most badass swordsman of the realm? Is he a weary smugger on the lost galaxy? Is he a powerful super hero that can fly, lift trains, and is bulletproof?

Third elaborate on the character's concept.

Here are a few guidelines called the 8 Ms. Discuss the 8 Ms of the character concept if they are above or below average. If they are average then don't waste your time describing them.
-Might or how resistant to damage and harm.
-Muscle or how strong you are compared to an average human.
-Moves or your agility and speed.
-Mind as is how strong mind is and will power.
-Manipulation as in your personality and manipulative ability.
-Martial as in your raw brawling ability.
-Missile as in your accuracy at ranged combat.
-Mystical is your intuition and ability to manipulate arcane forces.
What is his physical description? What is his personality?

Forth discuss your Powers, Abilities, Devices, and Skills.

How powerful they are and what they do. It's fine to add an array of powers, devices, and abilities just don't go overboard. What do you have equipment wise?

Fifth is background.

Does your character have a life other than super heroics? What does he do for a living? What hobbies does he have? What is his social status and wealth? Many of these backgrounds will provide skills and abilities that may provide useful in some game events.

Sixth is Mental and Physical Condition

Does your character have a bad back? Is he afraid of the dark? Has he an addiction to drugs? Is he completely healthy? All these are noted on the sheet. This is also the area where you note damage from combat. With no hard numbers there are no hit points just descriptions.

Seventh is Possessions and Wealth

You and the game master get together and discuss your hero's possessions and wealth and then your income as well as personal items such as a home and vehicles.

Eighth guideline is all these “rules” are just guidelines! The point is to have fun!

Game Master Section

If a character tries to do something and is able to do with ease the charter succeeds. If there is a pivotal time in the adventure the Character rolls on the chart. The roll is not modified in any way. The result is read from the vantage of the skill of the character. For example if a skilled person and an unskilled person both roll an 8 it would mean different things for each Character. A skilled person may have his result described far better while an unskilled would not have done as well. A bad roll is not always a failed attempt to do something. It also can be a change of plot against the positive flow of the Story. This is actually a good thing as it makes very exciting stories.


Each player declares what they are doing based on their descriptions and power levels. Each player rolls and attack and defense plus any other rolls they are doing. The higher result usually wins unless the other player pulls a cool stunt or is just far more superior.

Damage is judged from the weapon used, the protection offered from cover, armor, and stamina and the result of the Plot Roll. Make it dramatic!

The effects of combat can be very detailed from a detailed description of each body area to a simple Uninjured, Scratch/Beat Up, Injured, Severely Injured, Incapacitated, and Dying. It all depends on how you want to run the game.

It is up to the players and the game master as well as the dice to figure out where your character stands. Mental states can be done this way as well.

You have to decide how much damage or effect was done according to the power and skill level described in the characters text minus any relevant defenses.

Saturday, April 7, 2012

Hero's Mag Redo.

Well I have been working on my Hero's Mag RPG for over the years and have rewritten it many times. I decided to go back to the simple roots of the original game as it stared looking like all the other super hero games out there. Here are a few fully made characters. Not very much info but that never got in the way of the fun and the game always was a blast.

Instead of having different "levels" of power most powers are in a package. For instance all people with the Gravity Power have +3 Graviton Ray that does 1-12 damage and Control Gravity at +5. Now if one wants to do trick with Gravity Control the +5 sky is the limit. Through play and GM Fiat the powers can be modified but there are no set rules for it.

Here are a few characters.
Gonion: Brute 16PP
AC16 HD12d6 (43)
Super Strength +8 1d12, Armor +6 AC16, Endurance +2d6.
I am strong and bad-ass and people better not piss me off!

Gravitas: Controller 19PP
AC14/19 MAC10 HP10d6 (32)
Elemental Power Gravity: +3 Graviton Ray 1-12, Control Gravity +5, Fly 100MPH +5AC in Flight, Accuracy +2, Acrobatics +4 AC.
Feel my powers you weak ones! I control Gravity itself. Fear Me!

Silver Fist: Cybernetic Ninja 19PP
AC17 MAC10 HD10d6 (37)
Martial Arts: +4 1d8, +4 to block/parry, Acrobatics +4AC, Cybernetic +3 AC, +3 Super Strength 1d6, Super Senses +2 Cybernetic Martial Attack +7 1d10 (One dice up due to Cybernetic Strength)
The ancient art of stealth made me a dangerous man. The futuristic technology of cybernetics made me perfect!

Overcast: Teleporter 12PP
AC12/22 MAC10 HD10d6 (45) Move10mph/1000ft 1sec.
Teleport 1000ft., Agility +2. Punch +0 1d4
I can get in and out of anywhere!

I am thinking about a cool setting that is an alternate Super Earth that connects to various other realities.

For instance in the south Houston is called Astra City, New Orleans is Saint Orleans, Baton Rouge is Crimson City, and whatever. I also am going to add another fictional city called Saint City.

Tuesday, April 3, 2012

Living Fantasy Realm LARP Rules Part I of III

Here are the Living Fantasy Realm LARP rules.

What is a L.A.R.P.?

It stands for Live Action Role Play.

Taking the OSR (and Nordic) approach that simple is better and that most LARPs have huge hundreds of pages rulebooks that chase away players.

Here is my simple answer to LARPing.
These rules are designed for a LARGE LARP fest.
They have been tested for many years and are tried and true!

Try them out and let me know.

The Living Fantasy Realm
The Brotherhood of Steel and
Version 1.6
The Brotherhood of Steel and Sorcery is a live action fantasy role-playing community and society
based on medieval society, fantasy literature, games and movies and is part of the Living Fantasy
Realm. The Living Fantasy Realm is a community and movement.
A person wishing to join BoSS must create a persona, or a character to become while at an official
BoSS meetings or fighter practices. The persona may be from any time and place from the medieval
era, fantasy literature, games and movies. The persona must have a name and a brief written history
registered with the seneschal one week after joining. A persona must also declare a class and may join
a house.
A house is a group of personae who wish to join together under a common name. Houses must register
a name and a member list with the Seneschal. A representative must be elected to send to the Council
and to correspond with the Seneschal on subjects such as house rules and current members.
One member from each house is sent to Council. The Council is the body of decision makers. The
Council meeting will be held on the first Sunday of every month. After the meeting it is the job of the
representatives to return to the house and inform all the members of the decisions made by the Council.
There are only two actual officers in BoSS: The Head of Council and the Seneschal. The job of the
Head of Council is to mediate the council meetings and to cast the deciding vote in the event of a tie.
The Seneschal is the secretary-treasurer for the group. It is his job to keep records of the attendance,
dues, houses, etc.
A class is the field which a persona decides to devote his time and effort. There are four basic classes in
BoSS: Fighters, Wizards, Priest, and Rogues. Other classes may be allowed, but a persona must gain
specific permission to be allowed another character class. Class must be registered on the persona’s
character card. Once class is declared and Novice level is reached a persona may decide to join a guild
for his specific class. No one will be allowed to declare another class while continuing his current
persona. If a persona is killed, a person may choose to create a new persona in a new class, but it is not
advised to kill off a perfectly good persona.
Fighters – Anyone may fight, but a persona may choose to declare that as his personal
field of study and growth.
Wizards – One of the classes that can use Magic. This group studies the fine arts behind
true magic use.
Priest – The healers and holy men of BoSS. Their magic is a gift from their deity.
Rouges – Thieves, assassins, and generally sneaky personae.
There are three initial levels in BoSS: Guest, Novice, Veteran. A persona is a guest for his or her first
period. Guest Level 1 after 4 weeks he is a Novice level 2 after 8 more weeks he gets Veteran Level 3
and so on every four weeks. One may join another class(s) and split experience equally between them.
If a persona is absent one week, it does not count as a week of his or her period. During the guest phase
a persona may not join a house, vote, or hold office. At the end of the guest phase, the person must
choose whether to keep his current persona, or kill it and create a new one. Either way he continues
into the Novice phase. As a Novice, he is a full fledged member. He must pay his membership dues of
$5.00 per month, and he may join a house, vote, hold office, etc. Two periods into the Novice phase a
person should show his knowledge as a true and honest Marshal, and must have garb. These titles are
meant to show that a persona has been a member for a specific amount of time, and not to lord over a
person of lower level.
In order to use a certain weapon or skill, a person must prove that he knows how to handle the weapon
or use a skill correctly without injuring himself or another person. Then and only then, will he be
allowed to use that weapon or skill. The exception to this rule is magic. Magic may only be learned by
Wizards and Priest, and must be learned from someone suitable for teaching. Other non-class skills are
acceptable if approved.
There are two different level systems for magic, one for Wizards and one for Priest. The levels are as
follows. The magic presented here is a broad category of spells in one word. One must throw a pack of
birdseed or tennis ball, hit the opponent and call the effect of the spell to work. You get one spell per
level. Magic resets itself after each battle. You can cast any spell you have as long as you have a
birdseed pack or tennis ball. Magic ignores armor. This is a very WYSIWYG system as we cannot cast
actual flashy spells. Guest gets Level 1, Novice gets Level 2, Veteran gets Level 3, Apprentice/Acolyte
gets Level 4, Wizard/Priest gets Level 5, Master/High Priest gets Level 6
1. Pain – The person hits is paralyzed with pain for 5 seconds and can do nothing but scream and
writhe. Other sensations (tickle, itch, sneeze, etc.) can be substituted but Pain is the easiest to do.
2. Compulsion – This cause the victim to follow a simple command for up to 30 seconds such as drop
your weapon, look over there, you cannot move, you don’t see me, and anything else you can think of.
3. Harm – This kills or wounds the victim depending on where it hits.
4. Domination – This completely takes over the mind of the victim and is at the Wizard’s every whim..
This last until the Wizard cancels the spell or another more powerful wizard cast a more powerful
5. Death- This kills another no matter where it hits.
6. Rite – This is the most powerful ability to cast powerful rituals. More to come in a future Magic
1. Turn – A priest may turn an undead causing it to run away in fear.
2. Heal –With the touch of the priest and a small sermon of 30-50 words a persona’s wounds are
healed. Each wound must be healed separately.
3. Pure – This spell ends all poisons or diseases
4. Banish – A priest may banish most undead or demons hit with this spell.
5. Resurrect - A persona that has died may be raised with a ritual.
6. Ritual – This is the level of the divine ritual. Here is an example ritual: The Wrath of the Gods - This
spell calls the wrath of the gods down. It is at least a five minute long ritual that if completed will kill
or wound all opponents or some other desired effect. If disturbed the spell must be completely
restarted. More to come in a future Divine pamphlet.
Fighting Rules
-The fighting rules are meant to provide safety to all fighters.
-The marshal is the over-all law of the field.
-There must be a marshal on the field at all times unless otherwise noted.
-Every member (Novice or above) must have their own weapon(s) which are approved to be SAFE by
at least one member of a council. Once a person has his own weapons, he may borrow those of other
people with specific permission. If a borrowed weapon is broken or damaged, the person borrowing the
weapon must repay the owner.
-If a shot is made to the arm the fighter may not use that arm anymore. If a shot is made to the leg, the
fighter must go down onto his knees and cannot move anymore. A foot counts as a leg shot.
-Chest shots are automatic kills and the persona begins dying. He may scream for effect.
-A persona completely dies in five minutes unless a Heal spell is cast , a bandage (see pamphlet 2) is
applied, he uses a Healing Surge, or he is brought to a healing circle. After five minutes the persona is
fully dead and must be raised by a Resurrection spell or a (see pamphlet 2) Rez.
-A Healing Surge is a burst of heroic energy that allows one to stave off death. Healing surges only
heal the worst wound first. You must wait your full five minutes before using.
-You get one Healing Surge per level. You regain a Healing Surge every six hours.
-A dead persona may be HACKED by hitting the ground next to him 200 times to represent hacking up
of the body. This permanently kills a persona unless some great ritual or rite is performed to bring this
persona back.
-Head shots are only allowed on the back of the head if all agree. A persona can be blackjacked by a
sock within a sock knocking the persona out. A helmet completely protects the individual.
-Light Armor such as leather, absorbs one hit to an area.
-Medium armor such as chain mail, and banded armor absorb two hits.
-Heavy armor such as plate mail absorbs three hits.
-Any other rules instated within a certain fight must be agreed to by ALL combatants, and must be
stated to the marshal of that fight.
-There are some special effects that are to be noted. Magic weapons ignore nonmagical armor.
Poisoned weapons will poison a persona and he will suffer the effect unless first given an antidote or
Pure spell if they get through armor.
The breaking of these rules will result in the loss of privileges. If a fighting rule is broken a persona
may be pulled from the field for a day. If the dues are not paid by the end of the month, then the
persona loses all privileges as a member (i.e. voting, fighting, attendance credit, etc.) until the dues are