Complete Rules & Guidelines
Rules Beta Release v1.6.6b
Updated 20 July 2017
In this section
Chapter I: Getting Started / Character Creation
Much of the rules of the Evindale Live LARP System are there for either participant safety or to replicate what can not be done safely, sanely, legally, or realistically in real life. As much of the system is WYSIWYG (What You See Is What You Get), there may seem to be a distinct lack of rules when compared to other LARP systems. In fact, we think of it as don’t ask what you can’t do, ask who’s going to stop you.
Providing you behave in a courteous manner to all participants, stay in-character as much as possible, and see the world through the lens of your character you will discover the possibilities are near limitless.
The Land – Nature itself is seen as alive and uncaring by Mütvians. Personified, the Land is known to some as Bordü Moma, an infinity powerful mythological figure in whose name many sacrifices are made.
Safety and Assistance
- Safety rules supersede game rules.
- HOLD! Emergency during game? Cry out HOLD! Everyone must drop to a knee and all game play in ear shot will halt. Get a marshal or staff member immediately. If someone’s hurt or in danger, stay with them and send someone else. Don’t move them!
- Backing out. Sometimes Mütvia wil get intense. At any time you feel a need to excuse yourself from a scene, you may place a hand atop your head and say to a fellow participant “Backing out”. This will excuse you from the scene and allow you to exit the area unscathed. Just be sure to keep your hand on top of your head as you do so. If a marshal is aware, they may follow up with you to ensure you’re okay.
- Caution! Someone else about to be in danger? Warn them with CAUTION! and quickly tell them what’s up. Ex. “Caution: log on the ground behind you.”
- Clarify. Need a ruling or an explanation? Hold your hand to your head and say “Clarify: [ask your question]“
- Wear an Out of Character (OOC) pouch. Have meds or something else you don’t want seen as in-character? Have an OOC pouch. Unlike your character’s shoulder bags, belt pouches, or satchels, an OOC pouch may not be entered by another player. Logistics will supply each player with one wooden tag to tie on to that pouch to identify it as the OOC pouch.
- Hear movement in the woods? Call out “Are you an animal?” All participants being asked that question must respond with “No” or otherwise inform clearly and distinctly they are a participant in the game. This is NOT open to interpretation to prevent discovery.
- If approached by wild animal, be BIG. Wave arms, scream a LOT, but DO NOT RUN. You will be seen as prey. Do not advance on them, do not corner them, nor otherwise prevent them from leaving the area. Once you are safe, inform staff ASAP.
- Download a character sheet (color | b/w)
- Choose a caste (Noble, Commoner, or Drósti)
- Record your character’s Birthrights listed under the caste title
- Choose three Tier 1 endeavors from that caste. You may not choose “Restricted / Illicit” endeavors to start.
- If you choose a stackable endeavor, you may only start with the first stack.
- Record 5 Threshold to start
- If you are preregistering, submit the character online here
Characters gain experience and power just as you do, through experimentation, discovery, and instruction. As there are no “experience” or “build” points, it is simply a matter of going out there and learning. In fact, much of the detailed dark fantasy setting of Mütvia can only be learned through direct experience or through interaction with others. As such, there are no “knowledge” skills your character may gain. See Chapter 5: Organic Learning for more information. There are two game mechanics that cannot be recreated in reality and these may increase with time: Threshold and Endeavors.
Immersion and Role-playing
- Costume. Spend time on your kit. Age it, antique it, take pride in it. Show it off.
- No anachronisms. Hide electronics and modern conveniences. Cover modern tables with a tablecloth. Disguise coolers. Use period eating utensils and cookware.
- Turn out the lights. Cabins have electric lights. Mütvia doesn’t. Bring LED candles, decorate, and make it home!
- Don’t be a jerk. This is our hobby. Love it or leave it.
- Role-play. No one came here to socialize with you during the event. They want to role-play with your character.
- Be active. You will literally gain nothing by doing nothing. Watch, listen, interact, and learn.
- Be immersed. Game starts at 10 PM on a Friday and ends at 12:00 PM the next Sunday. During that time, it’s game on. Be involved, contribute to the immersion by staying in-character.
- WYSIWYG. You have the right to assume if you see someone doing something, they’re doing it in-character. BE IN-CHARACTER.
- Play to lose. Your character will die. Make their life fantastic so their stories will be discussed around fires for years.
- Tell a story. Everyone is everyone else’s partner in this hobby. Be a good partner and work together, even as mortal enemies as your characters, to tell the best story you can for everyone else involved.
Summary: What to do in Mütvia, and how to do it
- Get up and go. Adventures won’t fall into your lap. Go explore.
- Freeform roleplay: just do it! For the most part, what you can do your character may also do. Experiment!
- Combat. Pick up a weapon, use it. Pick up armour, wear it. No game skills needed. (Though they do need item tags.)
- Lock-picking. Items may be locked. You need to figure out a way in. No game skills needed.
- PIck-Pocketing. Taking part in Mütvia means you consent to being pick-pocketed. Only belt pouches, shoulder bags, vest/waist coat pockets, and thigh pockets may be pick-pocketed, however. You must have an OOC pouch if you have OOC things to store on your person, e.g. meds, flashlight, etc. The OOC pouch is marked by a tied on marker available at Logistics.
- Language. Mütvia has its own alphabet used with in-character notices and writings. Everyone can read, just need practice. No game skills needed.
- Crafting. Find a recipe or work plan? Craft away. The more your character crafts, the better they get. No game skills needed.
- Rituals. A language of weird symbols, sigils, paths, shapes. Try to figure it out, create a ritual, submit it, and perform it. No game skills needed.
- Curses & Hexes. Just like crafting, they have ingredients and things to do. No game skills needed.
- Use Endeavors. Those actions not safe, sane, legal, or possible for you to do but your character can are called Endeavors. These are the game skills needed.
- Character Creation. It’s simple. More info on that, character advancement, endeavors, and Threshold is here.
Service Points are awarded to players or teams who contribute time, energy, or donate goods or services for the betterment and improvement of the Mütvia setting and community.
Donations must be approved in advance and once approved, should be accompanied by a receipt with the item cost highlighted.
|If you spend…||…you receive…||…with a max of|
|Cash||$10||5 SP||10 SP/event|
|Work||60 minutes||10 SP||No max|
|Donation||per $2||1 SP||No max|
How to spend SP
Service Points may only be spent during player registration prior to game at Logistics or online during preregistration. This list is not complete and as Mütvia develops and we understand better the economy of the game, we will add items to it.
- 20 – A single Tier 1 Endeavor, Character Creation only
- 20 – One additional Threshold, Character Creation only
- 20 – Access to acquiring one Common Item*
- 20 – Access to a Teacher for a Tier 1 Endeavor*
- 30 – Increase Threshold by one
- 40 – Access to acquiring one Uncommon Item*
- 40 – Access to a Teacher for a Tier 2 Endeavor*
- 60 – Access to acquiring one Scarce Item*
- 60 – Access to a Teacher for a Tier 3 Endeavor*
- 80 – Access to acquiring one Rare Item*
- 80 – Access to a Teacher for a Tier 4 Endeavor*
- 100 – Access to a Teacher for Tier 5 Endeavor*
- 120 – Access to acquiring one Very Rare item*
- 400 – Access to a teacher for a Legendary Endeavor*
- 500 – 1st tier artifact, guild shrine, or heirloom**
- 655 – 2nd tier artifact, guild shrine, or heirloom**
- 860 – 3rd tier artifact, guild shrine, or heirloom**
- 1120 – 4th tier artifact, guild shrine, or heirloom**
- 1460 – 5th tier artifact, guild shrine, or heirloom**
- 1885 – 6th tier artifact, guild shrine, or heirloom**
- 2425 – 7th tier artifact, guild shrine, or heirloom**
- 3105 – 8th tier artifact, guild shrine, or heirloom**
- 3950 – 9th tier artifact, guild shrine, or heirloom**
- 5000 – 10th tier artifact, guild shrine, or heirloom**
* “Access” does not guarantee receipt of requested item or Endeavor, but rather guarantees existence of the source for such things made available to the requesting character within three events. The source will appear when the character is present at game and available. The player must still go through whatever is required to achieve the item or Endeavor, i.e. success mods, etc. **Noble House artifacts, Commoner Guild Shrines, and Drósti Family Heirlooms are more effective with larger groups due to their nature. Hence they are not meant for a single individual’s purchase but rather for pooled SP if the purchasers wish to go that route.
While SP may be spent toward a character by single cast member, it may also be designated for the character’s “team” such as those in a Drósti Family, a Commoner’s Guild, or a Noble’s House. By default, SP is always awarded to the one who earned it. SP designated as Team SP must by the earner and once designated and entered into the system it may not be reversed. A team is a collection of Mütvia cast members who work together to pool their resources for greater benefit. To form a team, all members of that team must sign off on the team application available at Logistics and appoint one team member who manages the team and has the authority to spend the team’s SP. A second may also be designated. Anyone may remove themselves from a team at any time by notifying Logistics during player registration. Any team-contributed SP by that player is not refunded, however. In the case of an absentee team manager, the team may approach Logistics and unanimously vote to replace the team manager with another who is present.
Arms, Armour, and Combat
- Always play to tell a story, not to win.
- Always reward a fellow combatant’s well-executed strike on your character with awesome role-play.
- Always act out the heaviness of your weapon swings and the severity of your injuries. (If you don’t, you’re cheating.)
- The battlefield is filled with grunts and groans, not numbers. Occasionally you may hear an endeavor.
- All armor and weapons need an item tag. You get them during check-in from a safety marshal if it passes inspection.
- Helmets may be worn but only grant additional protection against Waylay.
- Legal combat target areas are the arms (including wrists and hands), legs (including ankles and feet), and torso (front and back).
- Illegal combat target areas are the head (including face), neck, and groin.
- One hit on an unarmored limb disables that limb.
- Three hits on an unarmored torso, back or front combined, the target then drops into Bleed Out (q.v.)
- The wearer of the armor determines if the hit went through. They may have something else going on you don’t know about.
Arms & Armor Details
- To claim the benefits of armor, you must wear the appropriate armor.
- Armor only protects the area in which it is worn, i.e. a forearm bracer does not protect the entire arm, only the forearm.
- Armor first absorbs blows, then the body under it. Certain game mechanics get around armor and are called at the time of use, e.g. “Bypass”
- All one-handed weapons deal one level of damage.
- All two-handed weapons deal two levels of damage.
- Help your combat partner by making it clear if you’re using a one- or two-handed weapon. If it’s dark, just tell them “one-handed” or two-handed”. By and large, people will know.
- Likewise, if you don’t know what you were hit with, ask. (“Clarify, what was I hit with?“)
- Armor is divided into Light, Medium, and Heavy.
- Light armor absorbs two levels of damage. Light armor includes soft leathers, hide, and other pliable materials.
- Medium armor absorbs three levels of damage. Medium armor includes gambeson/aketon/padded, hard leather, chainmail, ring, etc.
- Heavy armor absorbs four levels of damage. Heavy armor includes plate, lamellar, and other solid, hard, and heavy plates or bands.
- Armor that has taken a number of hits equal to or greater than its damage level is considered Broken.
- Broken armor must be repaired by a blacksmith with the appropriate endeavor before it may be effective again. Makeshift Repairs can also temporarily repair armor.
- Armor may be stacked (a gambeson under chainmail) and derive the benefits of combined levels. Once again, you must wear all you claim.
Character Life and Death
For more details on character death, please see Chapter VI: Character Health & Life
- Characters have one life.
- There is plenty of healing opportunity.
- There is no “Killing Blow” but there are rare instant kills.
- If your torso took three hits, your character begins to die.
- Bleed Out: Conscious (5 min). You can stumble along slowly, scream, or cry for help. You cannot attack, defend, or use Endeavors. Nor can you be damaged further unless otherwise specified.
- Bleed Out: Unconscious (2 min). You must lay still and portray an unconscious body.
- Spirit Song (60 sec). Rise and act out your anguish as your character’s soil separates from their body. Make no sound and do not you see nor hear nothing. You cannot interact with anything or anyone, your character’s spirit is in a state of confusion.
- Spirit’s Journey (up to 10 minutes). Head to Logistics within 10 minutes. On your way, put one arm across your chest. If someone says Sense Spirit, they have detected your presence and you know this. If someone says Spirit Sight and points at you, they can interact with you. If you see someone else with one arm across their chest, you can interact with them freely as they are either a spirit or are in Spirit Form.
- Spirit Revelation (up to 1 hour). At Logistics, undergo a custom death scene and with different possible outcomes. What happens will be described, but you will have a chance to re-enter the world of the living, appear before one other, and deliver some piece of information your character gained during the Revelation.
Three Events or Less, Rewrite Your Character
Sometimes the character you developed didn’t come out as expected. No worries! You may completely rewrite your character from scratch one more time if it’s within the first three events of that character’s first appearance. Different name, gender, caste, … whatever you wish. Any Service Points spent are refunded providing they did not benefit another character.
Retiring a Character
A point may come when a player feels their character’s story has come to an end and wish to retire their character.
If the character has been around for six events or more, that character can be retired in a manner the player wishes providing it supplies a viable exit for the other characters who continue to exist in the fictional setting.
A retired character remains as is and there is no starting advantage given to a subsequent character, i.e. half of the amount of endeavors earned by the retired character beyond character creation will not be awarded to the next character.
Character suicide is not a viable exit in the eyes of the game and cannot be used to retire a character.
The advantage to retiring a character is you may resume them in the future.
Player Inactivity and Characters
Sometimes a player must leave the game permanently or for prolonged periods of time and without notice.
Unlike a retiring character which feature exit stories, these characters are considered abandoned by the player after one year of inactivity.
In the interest of those participants and characters that remain behind, Mütvia LARP reserves the right to choose to bring closure to a character’s story and create an exit story without the abandoning participant’s prior permission.
To prevent this, you may retire your character within one year of the last date of particpation or portray that character.
Chapter II: Threshold & Endeavors
Each character’s capacity to withstand powerful Land energies coursing through them is called the Threshold and each use of most Endeavors saps energy from the character, reducing the amount of Threshold they have in a given period of time. Starting characters are said to have Threshold: 5 and each use of certain Endeavors cost 1 Threshold. Rituals may cost more.
Gaining and Using Threshold
- Your character’s threshold is increased by repeated exposure to the Land’s energies. With each consecutive game you attend, your character will gain one Threshold automatically. For example, Game 1: Welcome! Game 2, Welcome back, here’s a Threshold!
- Preregistering for events in 2017 will also grant your character one free Threshold as a thank you for supporting this project.
- The Surge is a point in the day when the Land automatically refreshes all living things. This roughly corresponds to sunrise and sunset, standardized at 8:00 AM and 8:00 PM. At each of these times, a character’s Threshold is immediately restored to full. Players may choose to roleplay this renewed energy however they wish and are encouraged to do so, not only to add to the atmosphere of the game but also to signal others the Surge has just taken place.
- Some Endeavors and items also restore Threshold.
- Characters always start with 5 Threshold.
- You may also spend 30 Service Points to gain one Threshold once per event.
“Breaking the Threshold” (or “Doing the impossible”)
The Evindale Live system concentrates on the story being told and sometimes a heroic feat must be performed that is outside of the realm of possibility if we go strictly by the rules.
With full concentration on both the feat at hand and the bond all life shares with the Land, the character may feel a surge of Land-based energy rip through them to accomplish the mighty. Such an action may call forth invisible ancestor spirits, elemental guides, or other beings to assist in accomplishing the goal. In the end, however, it is the character who receives the credit as it is they who made it possible.
Once per event, a character can expend all remaining Threshold (minimum of three) to do the seemingly impossible. A marshal must be present to adjudicate the feat and ensure it falls in the spirit of the story being told. The more Threshold spent, the greater the result but role-play is vastly important. Breaking the Threshold is not an action to be taken lightly and Marshals are well within their right to deny a Break based on poor role-play.
An example of some things one can do by Breaking the Threshold:
- Repair a small object to a whole state
- Heal one limb or torso wound that allows for that one extra chance…
- Gain one use of an Endeavor of the next tier that is crucial to the story (marshal’s determination)
WARNING: Breaking the Threshold does come with its risks. In a marshal bag of five clear beads, there are also five red ones. Upon Breaking the Threshold, the one performing the Break draws from the bag. If a red bead is drawn, the deed is performed with excellent effect (better than normal) but the side effects can be deadly. From gaining a Condition (insanity, leprosy, Threshold Severance, etc.) to instant death.
Those actions not safe, sane, legal, or possible for you to do but your character can are called Endeavors. Magic, for example, is represented by Endeavors.
Check out Appendix I: Endeavors for a complete list.
- Endeavors marked with an asterisk (*) are free to use once learned. Use them as many times as you wish.
- All other Endeavors cost one Threshold to use.
- Stackable endeavors can be learned multiple times. Each time you learn it, it permanently becomes more powerful.
- Boostable endeavors can be temporarily made more powerful by boosting them with Threshold expenditure.
- Endeavors must be learned in-game, aside from those gained via Birthrights or Character Creation.
- If you pre-registered for a game, even if you do not attend the game, you may self-teach one stackable endeavor by one stack.
- You may learn two Endeavors per event.
- Endeavors are generally learned in tier order but you can swap a tier for one lower when learning. For example, you typically first learn a T1, then a T2, then a T3, and so on. But if you’d rather choose a T2 instead of T3 for your third pick, go right ahead. When choosing your fourth endeavor, just be sure you have three endeavors of lesser tiers; for your fifth, four endeavors of lesser tiers, etc.
- Once you’ve learned an endeavor and it’s on your character sheet, you may use it immediately.
- There are four ways to learn endeavors in-game, in order of increasing rarity:
- Teach. From another character with the Teach endeavor. There is no cost and takes one hour per endeavor to learn. Teachers may decrease these learning times by increasing their Teach endeavor.
- Self-Teach. If you have a stackable endeavor, you may self-teach one level in your stackable endeavor per game. While the intent is that your character is constantly learning, players may spend 10 minutes per tier to be learned roleplaying the gaining of knowledge. Hence, a T2 would take 20 minutes, T3 30 minutes, etc. If after that time you feel your character has learned the skill, add it to your character sheet and place “(self-teach)” after the new endeavot’s name.
- Host Items. Noble House Artifacts, Commoner Guild Shrines, Drósti Family Heirlooms, and certain other non-living items may contain ancestral spirits willing to teach. This costs one temporary Threshold per endeavor learned.
- Spirits. Certain incorporeal entities may be willing to teach endeavors at the price of a favor for the spirit, and/or perhaps with the expenditure of one permanent Threshold which is seen as giving the sprit a portion of your character’s essence.
Mütvia is called “The Land of 1,000 Princes” and with good reason. Over the course of the country’s history, principalities dotted every landscape, many of them no larger than a modern city block. In truth, the majority of the so-called princes were nothing more than peasants who gained land whether by luck, fortune, or mishap, only to lose it to another peasant in time.
Yet lineages of nobles do exist and hereditary lands have been passed down through generations, each strengthening the family’s hold on the land. These are the true nobles, those whose ancestors carved the land out of the carcasses of their enemies, claimed what they wished, and had the might to hold it.
From the powerful Ströikas — the princes of the country and who hold all mortal life within it at their whim — to the aristocratic families that served them, the Nobles of Mütvia have a special bond with the land and a will to rule over it.
Famous and Infamous Noble Houses
House Maristev (Active)
Mütvia is a single country, but some rulers would see it divided until they and only they rule over the entirety of it. House Maristev is one such ruthless family.
Under the rule of Patriarch Gergor Maristev, rebel blood bathed the lands in the southern portion of the country until all princes aligned themselves with the House. Of particular note is their desire to eradicate all Drósti and so far they have been successful, driving many of the Travellers to the north out of reach of the eagle’s talons.
House Dracovich (Active)
One of the eldest noble houses in Mütvia, House Dracovich has been one of the few bastions of old Mütvian pride still remaining in the Maristevian south. Headed by Aleksandr Dracovich, the opinion of the “Dragons” differ from person to person: either House Dracovich is on the forward lines against the Maristevian advance or they are being enveloped by the latter and it’s only a matter of time before they, too, are crushed underfoot.
Ruling from Dreg’nsoi at the foot of Mt. Verich, the only volcano in Mütvia (albeit, a dormant one), Ströikas Dracovich claims any Drósti are welcome within the keep’s walls. As proof of his sincerity, the heads and skulls of Maristevian scouts line the battlements.
House Vöhj (Defunct)
One week before Ströikas Ivich Vöhj died, there was massacre in the ströikesoi (prince’s manor house). Every adviser, every general, every military man was brutally butchered, their bodies beheaded and salted. No one was saved but the commoner servants, all of whom were spared but none of whom will speak of what happened.
Without blood heirs and power-hungry officials to lay claim to the land, the Ströikas left Vöhjesti to the People to rule, just as the ancient laws once dictated. Now Vöhjesti is up for grabs.
Other Notable Houses
Küznetsov, Volkovich, Svae, Ratimir, Gergoi, Mikislav
Of the land: Nobles are exceptionally strong-willed and as such are immune to possession by Mütvian spirits… as far as they know.
Assess the Humours* (s)
Consult the Ring* (s)
Lessons of the Task Master
Makeshift Repairs* (s)
Studied Apprentice* (s)
Twist the Knife*
Restricted / Illicit
Wither Limb (s)
The common folk; the blood, sweat, and tears of Mütvia; those who rally under the cry of Mütvia Rejestöi (“Mütvia is in/our heart”). Forming the ranks of every profession and specialization available, the Commoner is not just a “simple peasant” but are represented by the right hand to aristocrats, mighty warriors, wealthy merchants, talented artists, mysterious mystics, and dabblers in the forbidden arts.
The nobles are tied to one another through their houses and the drósti, their families. Commoners often organize according to profession and these guilds have been responsible for a great deal of progress. Retaining trade secrets from the nobles and drósti to secure their place in the world, some guilds have even developed high magics, enough to be decreed illicit by the nobles of the land. Such guilds, such as that which contain the infamous shadow and kirkejoi, are underground and with good reason: they are actively hunted in many principalities.
Commoner Guild Masters
Unlike the nobles and Drósti, Commoners have not found a need to hold a family name dear. With no blood-inherited property to pass to an heir or a bond of blood to unite the ones viewed as outsiders, Commoners have developed a true sense of individuality while simultaneously working as a community.
Instead, Commoners form guilds as their mainstay for social interaction and legacy. Striving to become the best of their trade amongst their peers (and hence afford a decent wage for their family), these are some of the best of the best within the lands of Moldev, a province within Vöhjesti and the setting of the game.
These are some of the more notable Commoners who’ve carved a mark for themselves in and around Vöhjesti:
Madame Mallow: Master Apothecary (Missing)
Though her Ivirial accent reveals her foreigner status, Madame Mallow has for the past 10 years travelled the lands around Vöhjesti offering tutelage where needed.
A Master Apothecary herself, she’s discovered new recipes and rumors of her ability to even cure vampirism abound. Unfortunately, she’s not been seen since Prince Vöhj’s death leading to the suspicion she may have been one of those who disappeared recently.
Captain Aleksi Domarev: Master Soldier (Alive)
A hard-nosed native to Moldev and leader of the Town Militia under General Stradofsky’s command, Captain Domarev was one of the few commoners who rose to ranks above many nobles.
A favorite of Prince Vöhj during his reign, Captain Domarev has been known to follow each command to the letter even if he disagreed with it. He is known to have followed General Stradofsky’s order of leading three pogroms against the local Drósti, slaughtering 27 in the middle of the night. He has also been known to have problems with the deceased General, leading to one incident in which the Captain led troops to a nearby village to rid them of the “pecan infestation” instead of hunting down an alleged Drósti witch. In the court martial trial, the Captain maintained the General’s order “must have been written by one of the General’s drunken scribes for the witch’s name ‘Begen’ looked like ‘pecan’” and that he was “merely following orders.”
Domarev is known to have a liking of pecans and a dislike of the General who admitted to not employing a scribe.
Captain Domarev has been seen recently in Dalov to the near east where he is reported to have hired himself out as a mercenary to locals.
Tunistasia “Tuni” Gaborovich: Master Blacksmith (Missing)
Hailing from Vöhjesti’s northern neighbor, Ranovesti, Tunistasia “Tuni” Gaborovich has travelled as a blacksmith between the two principalities. Though loyal to northern Prince Ranov, Tuni has been seen in Prince Vöhj’s court in the recent years working on custom pieces of armor for the noble.
Upon the announcement of Prince Vöhj’s death, Tuni’s normally strong exterior (figuratively and literally) was said to have quaked with tears, leading some to believe a possible romance had taken place between the prince and the stunningly beautiful blacksmith.
She has not been seen since.
Tomov Babulyvich: Master Vrojiti (Deceased)
Charms, amulets, and talismans were Tomov’s trade and stock and everyone knew it. It was also said he communed with unnatural spirits and that even one of his apprentices was a demon, although no one ever proved it.
When those of Moldev went missing Tomov’s body was found among them, a grouping of talismans and amulets still clutched in his hands, his body in a warded circle and dead nonetheless.
Rumors state Tomov still travels the roads of Moldev looking for his killer.
Not Today: Born and bred in a land that wishes them dead, protected from the elements by nothing more than thin wooden doors and wattle walls, and always at war with denizens of the night, Commoners simply refuse to succumb to death unless it is on their own terms. Twice per event, a Commoner entering Bleed Out may instead call out “Not Today!” and ignore the last effect that would have placed them in that state.
Assess the Humours* (s)
Makeshift Repairs* (s)
Studied Apprentice* (s)
Restricted / Illicit
Poison Use (s)
Sense Spirit (s)
Break Limb* (s)
Knockback (b) (s)
Strength of the Ancients (s)
Known as “Travelers” amongst themselves, the itinerant Drósti are those said to have a foot in the world of the dead and the other in the land of the living. According to some they act as messengers of the departed, dabble in dark magics, are responsible for missing children which they use for slave labor, have knowledge of poisons and curses, speak in eldritch tongues, and dine with the demons of the night. To them, they are the oppressed and villainized people of a land forced to beg, borrow, and steal just to survive. Whichever it is, the Drósti are a reviled part of Mütvian society and yet Mütvia would not be itself without them.
Famous and Infamous Drósti Families
If it is not nailed down, it is mine.
If I can pry it off, it is mine.
If I see it? It is mine.
The Tzyganesti are the largest of the Drósti families and are seemingly happy go-lucky for Drósti. They mix most freely with the commoners, seeing them as easy marks. They travel from town to town, selling their wares and skills often setting up their camps outside of villages to provide all manner of services: fortune telling, potions (mostly fake), repairing of common items, ironwork, carpentry, and trade goods.
The Tzyganesti dress is rather colorful, their clothes clashing with everything else they wear. A quite loud people, their camp seems to be always bustling with music and dancing, offering a smile to any who happen by. They are also charlatans. Tzyganesti will only keep their word to a commoner or a noble if it suits their interest.
There are several Tzyganesti families, loosely tied, roaming separately. but meet every five years to discuss business. The largest families are: the Kasso, the Hunoi, the Randaq, and the Fusani.
The current barjis (leader) of the Tzyganesti is Ciro Ilya Kasso.
Shh. Don’t say it. Their name is riddled with poisons.
The Drósti have a bad reputation and the Vodankaya are the main reason for it.
A small but infamous family whose name is rarely spoken by commoners and nobles alike. Indeed, even other Drósti are loathe to invoke the family’s name for fear of being cursed.
They are said to be masters of curses and hexes, necromancers and demon-summoners, kidnappers and murders. When a child goes missing, especially young females, the Vodankaya are the first to blame. Whether these captives are used as slaves, sacrifices to some forest demon, or to raise them as their own is not known. But during cloudy nights of the new moon, children are kept close and inside hearth and hovel for it is said this is when the Vodankaya usually strike.
There are no subfamilies within the Vodankaya. Furthermore, no male Vodankaya has been seen for over a century, and their leader’s name is unknown.
The wolf is fed by his feet.
The Lupescoi Family is an ancient group hailing from the northern forests of Mütvia. While not a secretive as the Vodankaya, they are not as gregarious as the Tzyganesti either. They are, however, the most warlike of the Drósti: men and women of the Lupescoi are taught weapons from a young age. It is said the Path of the Midnight Blade originated with them.
Lupescoi literally means “Children of Wolves” and indeed they have an odd relationship with their namesakes. This leads to many rumors among the commoners of them being fell creatures in human guise and certainly nothing prevents the rumors from spreading owing to their guarded nature. Their own legends say that their ancestor, Piotr, was half-human/half-wolf.
They are known for fortune telling, weapon smithing, and for the right price as guides through the forest. They are crafty hagglers, but once a deal has been struck and gold has been exchanged, they will follow it to the letter.
The family has three distinct subfamilies: the Tarascoi, the Vladescoi, and the Marekoi. These families are named after the sons of Piotr: Taras, Vlad, and Marek.
Currently the leader of the Lupescoi is of the Vladescoi line.
Resist the Grave: It is said the Drósti live their lives with one foot in the world of spirits and the other in the mortal realm. In so doing, it is said, they have gained a kind of immunity to the diseases and enchantments of the world of the dead. Drósti are unaffected by Paralysis or the Infections spread by undead creatures of Tier 3 or lower.
Makeshift Repairs* (s)
Peer into the Depths
Something’s in your Eye (b) (s)
Studied Apprentice* (s)
Twist the Knife*
Waters of the Eddei (b) (s)
Reveal Creature (s)
Watch Your Step (b) (s)
Evil Limb (b) (s)
Knockback (b) (s)
Calamity (b) (s)
Chapter IV: Organic Crafting, Rituals, and more
Learning the organic way
There are no Endeavors that cover crafting; making talismans, charms, and amulets; hexes, curses, or rituals. Instead, they are gained through practice, experimentation, and being taught by another who understands the intricacies associated with these skills. The more you do it, the more your character becomes proficient in it.
Recipes and Work Plans
- All starting characters are automatically considered to be of Apprentice level in each of the LARP’s crafting types: Apothecary, Blacksmith, Curses, Hexes, Jeweler, Vrojiti (charms, amulets, talismans), and General Crafts.
- Recipes or work plans state the level (Apprentice, Journeyman, Master Journeyman, Master, or Grand Master); any ingredients, components, or tools needed; instructions, time to spend on it, and any costs associated with it.
- Once the ingredients or components have been gathered and any prerequisites met, spend the requisite time with the needed tools and role-play the creation of the item. Mütvia encourages its players to lay out work tables, laboratories, forge areas, and other work spaces to enhance the environment and to tell a better story. Even if you don’t, however, be sure to have the equipment and tools on hand and act it out.
- When the requisite time has been spent, you’re done.
- Write down on the back of your character sheet what you created, come to Logistics, turn in your used resources, and you’ll be given an item tag for your new creation. While you can come to Logistics at any time, your items will not be official until they have a tag. Some marshals can also create item tags on the spot.
- For every 30 recipes or work plans created, your character qualifies for advancement to the next crafter level.
- Apprentice: < 30
- Journeyman: 31+
- Master Journeyman: 61+
- Master: 91+
- Grand Master: 121+
A start in crafting can be had in experimentation. By roleplaying experimentation of a resource for at least 15 minutes, you can expend one dose of the resource, spend a threshold to gain information from the Land, and discover a property of that resource. Check in with Logistics to receive that property.
Crafting & Guilds
Guilds offer a way for a character to meet others of like minds, to find teachers, and to spread the wealth of knowledge among its members. Yet they are political organizations and advancement is as much dependent on politics as it is the skill level of the member. In fact, while many guild titles mirror the skill levels listed above, (Apprentice, Journeyman, etc.), one may have the skill of a Master Journeyman but still only be considered an apprentice within the guild’s hierarchy. Guilds are part of the upcoming supplement, “House, Guilds, and Families” due in July 2017. This should not deter you in creating a crafter’s guild, however, as the supplement will go over how guilds are commonly organized. Perhaps your guild is different!
Rituals are an organic system in Mütvia that represent the summoning of magical effects beyond the capability of mere mortals, plain and simple. Yet the Land sometimes allow their energies to flow directly through a mortal, granting a ritualist the ability to do impressive things despite their fragile mortal frame. Even when properly cast their exact outcome may contain some unpredictable results. Yet to those who have taken the time and care to experiment, learn, and observe any in practice, rituals can be a potent source of feats of unspeakable and imposing power after years of study.
Rituals are not tied to any Caste or Endeavor and as such any may learn this dangerous practice. There is no cost to learn outside of what another character may charge if you’re lucky enough to find a tutor. All it requires is patience, a willingness to learn, and the expenditure of Threshold to empower what has been created.
With terms of art such as sigils, planes, paths, vectors, intersections, and who knows what else, rituals themselves also require learning a new language comprised of these very things. One glance at a successfully cast ritual and you will understand they are no small matter.
Why learn it?
Because you want your character to. The lore of the World of Evindale, and of Mütvia specifically, in buried within the language of rituals. So much so that to learn rituals is to also uncover much of what this fantasy setting of over 30 years of development might contain. It can even be said that a character who truly understands ritual magic is one that has awoken the gods of old and learned their language.
How to get started
Patience is a virtue. Should a ritual make it into game, take every change to observe it or its after effects, what motions, pattern, symbols and more were used to cast it. When your character thinks they’re on to something, have your character plan out the ritual using whatever knowledge they’ve gleaned from their studies. Between games you will first illustrate and send your ritual to us via email, and when your character is ready to cast it at game, notify a marshal, and begin.
By sending it to us between games, we will have the chance to determine the outcome. The observing marshal will watch your character perform the ritual and while they have the adjudicated outcome, they will make the ultimate determination if it succeeds.
Expenditure of Threshold can be expected and in some instances, perhaps even permanent expenditures.
Pick Pocketing, Searching, and the Out-of-Character Pouch
While LARPing is generally understood by hobbyists, Mütvia takes it one step further by allowing personal contact in a safe and responsible manner.
Searching a fallen character’s pockets is permitted with consent from the one to be searched, as is genuine pick-pocketing. Each player must have a specially designated pouch on their person to store out-of-character items if they have OOC items to store. This pouch may never be searched or pick-pocketed, nor may any in-character items ever be stored in this location.
At no time may in-character items be stored in sexually-orientated, uncomfortable, or unsafe locations (breast pockets, groin, shoes), and likewise no contact is ever permitted in these areas without consent from each involved player.
Chapter V: Combat
Mütvia utilizes lightweight latex weapons in its combat system, though players must roleplay the weight of these weapons in their swings. Some weapons are faster, some are slower. This is where the artistry of roleplay enters. Proper roleplay is required during combat. If you are hit by a massive two-handed heavy weapon in the chest, you must act out your chest being hit by a massive two-handed heavy weapon. There are very few in-game mechanics that would allow a character to withstand such punishment unscathed. Tell the story!
There are no dice, no such external random modifiers per se. Combat consists of you and your weapon in a live environment facing off against others also armed. You’ll swing your weapon, learn to block theirs, advance and retreat, run, limp (acting), and get involved. You’ll be hit many times but the rules are there to provide a safe environment. If you face off against someone wearing a full suit of armor, better get good at aiming for those weak spots — they’re honor-bound to acknowledge such skillful hits!
Valid Target Areas
There are six valid targets in melee combat:
- front torso
- rear torso
- right arm
- left arm
- right leg
- left leg
With the exception of the torso targets, a single hit by a weapon can render an unarmored target limb useless. The torso, front and/or rear, may receive a total of three hits before the character drops in to Bleed Out.
Invalid targets are head, neck, and groin. Though helmets may be worn, they only count towards the Waylay Endeavor as one additional level of protection. Even then, such strikes are made to the upper back, not the head or neck.
Certain items within Mütvia, notably weapons and armor, require Item Tags. These business card-sized tags clearly indicate the type of item, any powers that may be attributed to it, the authorized signature of the one who created the tag, and any other important information.
Safety Marshals at Logistics can inspect weapons and armor and create an item tag to authorize its use in the game. Item tags may be pick-pocketed, but not if they are worn armor.
- Armor is classified as Light (e.g. easily flexible hides and cloths), Medium (e.g. gambeson, chainmail), and Heavy armor (e.g. metal or other hard plates).
- A helmet may be worn to grant one level armor of protection against the Waylay Endeavor but this does not turn the head into a viable target nor does it provide additional protection to the torso.
- Light armor can absorb 2 levels of damage, Medium 3, and Heavy 4.
- A well-placed weapon strike in a weak area of your armor should be rewarded! If the inside of your elbow is unarmored and is hit by a weapon despite the rest of your arm being covered in full plate armor, reward your fellow cast member and have your arm go dead! Make each wound you receive tell a story for someone else.
- Any armor worn must be of the representative material; leather armor should be leather armor; metal plate armor should be metal.
- Weapons are either one-handed or two-handed.
- One-handed does one level of damage to an opponent, two-handed does two.
- By default, opponents may assume they were hit with a one-handed weapon if they don’t see it. If you surprise an opponent with a two-handed attack or it’s too dark out to see, just tell them “2-handed” on the first swing so they calculate damage correctly.
- A single hit by any weapon will render an unarmored limb unusable, three hits to an unarmored torso will send the target into Bleed Out (q.v.).
- “Unarmored” refers to any body part that does not have armor or other protections on it such as those derived by wards, or has armor that had been damaged to the point of being ineffective.
- Unless you call out a keyword or phrase from an Endeavor, the battlefield is other filled with grunts and groans. No number calling.
- When swinging weapons, sufficient force should be applied to have the recipient feel the weapon. A glancing blow can be seen as a close call and must be roleplayed as such—perhaps even noting a little bit of “blood” that may appear in those cases or the sting of a slight stab—but it wouldn’t maim an unarmored limb or count as a torso hit. As always, honor must prevail and rewarding your fellow cast member with a well-scored hit is the point of combat in Mütvia. (Pun intended. Point? Get it? Point? Stabby stabby… poi…. sigh.)
- In the case of armor, a heavier swing may be necessary for your fellow cast member to feel it. Heavy weapons will always do more damage to the torso and a recipient of such a hit should act out the devastating effect such weapons can have, specifically heavy weapons.
- In all cases, safety must be observed to ensure your combat partner is always at ease. There is zero tolerance for wild swings, purposeful swings at one’s head (even if they’re wearing a helmet), ignoring well-placed hits, or even refusing to react to even small hits that may not even maim or otherwise damage the character. Act and react honorably.
Armor can be stacked. This means chainmail (medium) can be worn under plate (heavy) with protective padded armor (also medium) under it all. You must wear actual representations to declare such protection. In this example, you would have 10 points of armor protection in these layered areas (3 + 4 + 3).
While combat in Mütvia is infrequent, it happens often enough that you’ll need to repair your armor to gain its protection once again. Armor pieces that sustained damage equal to their protection (or were broken via other means) must be repaired before they can be used again.
Crafters can repair the same armor type they can create through plans or discovery. It costs no resource, only time to role-play repairing the item.
Shields may be of any core material providing the following rules are obeyed:
- All edges are protected by securely fastened thick pipe foam
- Any surface to make contact with a fellow participant must be padded with at least 1/2″ of closed cell foam if flat, 1.5″ of open cell foam if an edge
- No single dimension greater than 39″
- No exposed metal of any kind on front face; handle may be secured by bolts, but bolt heads on front face must be concealed
Bows & Arrows
- Bows may not be greater than 30# @ 28″ draw
- Bows may never be used as a weapon other than its intended use, nor may they be used to block attacks
- Arrow shaft must terminate in “shield” design (see illustration)
- Arrow head must have at least 2″ open cell foam and have a head diameter no less than 2″
- Sample approved arrow: http://www.darkknightarmoury.com/p-5419-larp-arrows-round-tip.aspx
Chapter VI: Character Health & Life
Each character has one life, though certain rare forms of ritual magic may allow them to return from the dead or extend their life. As there are no “body points” or other numerical statistic representing character vitality, there is no need for point-based healing types of magic. Disease, blindness, confusion, deafness, broken bones, poisoning, weakness, and other effects do exist, however, and there is a game mechanic to counter it.
Killing Blows – Mütvia doesn’t have them
Many LARPs use a “Killing Blow” to end the life of something; Mütvia does not. All characters, except spirits and the ilk which bypass the following Character Death section and immediately cease to exist upon entering any phase of Bleed Out, undergo a death of a story telling nature as follows.
Bleed Out: Conscious & Unconscious
Some combat or magical effects may result in a character being reduced to a dying state called the Bleed Out, a two-part seven minute period of time.
Bleed Out: Conscious
Five minutes. You are conscious and may call out and/or stumble along painfully, albeit at a dramatically slow and VERY painful pace. You may not attack, defend, nor use anyendeavors. Others may use endeavors or items on your character to bring you out.
When within Bleed Out: Conscious, the character may ingest elixirs or poisons themselves.
Tip: Role-play this LOUDLY if you find your character without immediate assistance.
Bleed Out: Unconscious
Two minutes. You are unconscious.
Characters in Bleed Out: Unconscious or Spirit Song may be force fed an elixir or poison by another. The exact nature of the elixir or poison determines the effect it may have, if any, on an unconscious or dead character.
Character Death, Part I: The Spirit’s Song
60 seconds. Should help not come during Bleed Out, the character dies but the game is not over for your character. The character’s body is reclaimed by the Land one minute after death and disappears in any manner described by the cast member providing it meets this simple criteria:
- The narrative takes less than 60 seconds during which time the character’s body is said to be slowly reclaimed or absorbed by the Elements
- The dead character may not make a vocal sound or communicate anything beyond basic emotional expressions, but can mouth words as if to scream unheard in some nether realm, or to call out for a companion silently.
- The dead character is NOT aware of their surroundings during the Spirit’s Song, i.e. they will NOT see anyone around them. This is part of their tragedy and any silent calling out may never be in response to a living’s action or word; they simply no longer experience the living world.
The Spirit’s Song is visible by ANY who can see it regardless of distance. Imagine a deadly battlefield wherein the recently slain scream out silently; it should haunt any who witness it.
Character Death, Part II: The Spirit’s Journey
Up to 10 minutes. After the Spirit’s Song, the dead character’s body disappears and all physical items (item tags, etc.) remain behind. The player must immediately leave the area of their character’s death and walk (or run) to Logistics in Spirit Form, one arm crossed on their front torso. This journey may not take any more than 10 minutes during which time the character’s spirit may interact with any who have the power to do so, i.e. Spirit Sight. The character’s spirit does not recall anything that transpired or was witnessed by the player during the Spirit’s Song (e.g. their assassin leaving the scene).
Character Death, Part III, The Spirit’s Revelation
Up to one hour. The character’s chapter may be over, but their story lives on. Once at Logistics, a Storyteller or Director will create a final chapter for the character called “The Revelation”. The story may include more roleplay for the cast member as they journey through the spirit realm and encounter new things, or perhaps they receive a vision that imparts some rare piece of information about the world, maybe even the location of some rare item. Sometimes, even life itself may be restored. Armed with this information, the cast member becomes a storyteller in their own right and has ten minutes to convey this information to ANY OTHER CHARACTER in the game, or to retain the information for their next character if they cannot find their would-be recipient. The Revelation is one of the ways Mütvia rewards players for their contribution to the stories told in Mütvia, and will always be something that benefits the overall story being told, and (hopefully) increase the player’s experience.
What happens if your character dies
Mütvia is a deadly place and we may not like to think about it, but characters do and will die. This section covers what happens next.
Your Next Character
Hop right in. The best cure for the loss of a character is to embrace the creation and possibililties surrounding a new one. Find ways to repurpose your costuming
- All knowledge you gained about the setting carries over to your next character.
- Specific information about other characters does not carry over, but if there’s something you’re curious about ask a Director or Story Teller.
- You retain 50% of your SP! You retain 50% of any unspent Service Points you earned and can spend them again immediately on your new character or towards a team pool.
- Every two games you attend earns you the ability to add one endeavor or one threshold to your next character. You may not add above a Tier 2 and it may not be an illicit endeavor without Storyteller approval.
Living on in memory
You’ve invested time, costuming, weaponry, and probably so much more into your character that to see them go can be heartbreaking for some. There’s a good chance your character died in an impressive manner, something that leaves a good story behind. If so, they’ll be written about by a character known as the Chronicler. As an insular people, Mütvia’s Chronicler is their story teller and keeps permanent accounts of the deeds of those who strive to be remembered. These Chronicles of the Mütvia , the term we use to describe an individual’s journey through life, are also made permanent on our website. The nature of your character’s death might grant you access to some uncommon or rare items for your next character as well!
Appendix I: List of Endeavors
Skilled Hits are endeavors with effects delivered via a melee or ranged attack, whichever is specified. The keyword of the Skilled Hit must be pronounced and any Threshold spent, if applicable, prior to the attack.
Key & Definitions
(*) Free to use. This endeavor does not require Threshold to use.
(b) Boost. With each additional Threshold spent, the endeavor’s power can be boosted temporarily for greater effect. See endeavor’s description for more information.
(s) Stackable. You may learn this endeavor multiple times, each time increasing the potency of that endeavor. Stackable endeavors may be self-taught once the first tier has been learned.
Mock. Certain endeavors call for in-game actions on behalf of the characters that are not safe, sane, or legal in real life. These actions, called “mock” actions, are meant to be roleplayed as if the characters did it but not actually performed in real life by the players.
Rarified, protected, and obscure endeavors driven out of common use by tradition, superstition, or danger, these practices belong to secretive schools of training. Finding teachers for these endeavors can be difficult and therefore are not available for starting characters. To learn illicit endeavors in-game, you must seek out teachers… or wait until they find you.
Armour of the Ancients
By conducting a preparatory ritual for 10 seconds, the kirkejoi is wrapped in a spiritual armor for one minute that steps up their existing armor by one, i.e. none to light, light to medium, medium to heavy, heavy to master crafted. Each limb and the torso is considered its own piece of armor for purposes of this endeavor, i.e. one hit to the limb or torso expends the Armor is that location.
Aura of Might (b)
By summoning a powerful wave of might from the Land itself the user may create an aura about them that keeps all at bay momentarily, even allies. By outstretching their arms in a commanding fashion and loudly pronouncing the keyword, all are compelled to stay three paces away from the user for the 15 second duration of the endeavor or until the user drops their hands, whichever comes first.
Boost: For each Threshold spent beyond the first, the duration is extended by 5 seconds.
Keyword: “Aura of Might, 3 paces”
Assess the Humors* (s)
After a brief mock examination (or touch with target’s consent) of the target, you may say the keyword. The patient must provide truthful details according to the level of Assess attained. While describing, the target’s timer is paused for up to 30 seconds. Each level confers all information up to and including information gained from previous tiers.
- T1: Nature and location of wounds caused by physical means, e.g. melee, ranged, claw, bite, etc. Side effects such as a ghoul’s paralysis may be accurately diagnosed in higher tiers.
- T2: Determine phase and time remaining in that phase, e.g. Bleed Out: Unconscious, 30 seconds remaining
- T3: Identify diseases (leprosy, paralysis, dropsy, etc.)
- T4: Identify poison and venom
- T5: Identify spectral afflictions (including insanity)
Note: Some poisons and venom may replicate diseases and result in false diagnoses at T3.
Keyword: “Assess the Humours: wounds / wounds and status / wounds, status, and diseases / wounds, status, diseases, poisons and venoms / all”
By studying a non-human target’s movements and basic structure, the user may exploit perceived weak spots. For the length of one battle or one minute, whichever comes first, the user’s weapons will do one more level of damage against the creature’s hit locations.
Stack: For each stack beyond the first, may grant this ability to one drósti partner providing they stay within three paces of the user.
Keyword: (point) “Bane”
Target is forced into Spirit Form and banished to the Veiled Gate. Target must place one hand across their chest and journey to Spirit Camp. There is a risk they will be attacked while there, but may immediately leave.
Keyword: (point) “Banish”
After a delivery of non-stop stinging insults and with a pointed finger at the target, the Herald may cause the target to experience agony. While in agony, the target may only defend or walk away painfully.
Keyword: (point) “Agony: 15 seconds”
With a sweep of the hand before the target and a loud pronouncement of the keyword, the user causes the Land to temporarily assail the target’s eyes and blinds them for 30 seconds.
Boost: For each Threshold spent beyond the first, duration is extended by 10 seconds.
Keyword: “Blind, 30 seconds”
Break Limb (s)
Skilled Hit. May only be used with a two-handed weapon. With a melee strike empowered with the power of the Land to the target’s unarmored limb, the target’s limb is shattered in gruesome pain and requires Heal Break to return to normal.
Stack: For each stack beyond the first, the target’s limb may be affected if wearing armor of the next class, i.e. T1: unarmored, T2: Light, T3: Medium, T4: Heavy, T5: Master Crafted
Keyword: “Break Limb / Break Limb, light, etc.” (Call out the highest you have as higher stacks always affect lower armor classes.)
Breath of Life
By whispering, humming, or singing the Song of the Eddei softly to one target in Bleed Out: Conscious, Bleed Out: Unconscious, or Spirit’s Song and washing their wounds with clean water, the target’s body is fully healed and revived entirely in ten seconds.
Keyword: “Heal All and Revive”
Character Creation only. The noble’s wealth is demonstrated through their ownership of medium armor. This endeavor allows the starting character to enter game with up to a full suit of medium armor tags. The participant must furnish actual medium armor as normal and show it to the safety marshal. Upon passing inspection, the marshal will create item tags for the participant.
Normal: characters may enter game with two pieces of light armor.
Cage the Spirit
Among one of the most feared powers of those who master the mysteries of the Veil is the ability to capture a spirit’s energy and store it for later use. After 30 seconds of incant loud enough for the spirit to hear, the drósti is able to place into a specially prepared vial called a “Spirit Cage” the essence of the target spirit. One use of this power charges the Spirit’s Cage with three Threshold that must be used prior to the next Surge or the Cage will automatically empty. Any Threshold removed is taken from the spirit.
Keyword: “Steal Threshold: 3”
Calamity (b) (s)
With but a pointed finger and a word, the target is filled with a growing sense of dread and realization that all their worst fears are now coming to life, mere moments away. Every twig snapped in the distance is an assassin, every ally a possible traitor, every enemy their worst nightmare. Lasts for 30 seconds.
Stack: Per stack beyond the first, one additional hand is affected. User must signify which on each enemy if affecting multiple enemies.
Boost: Per Threshold spent beyond the first, duration is extended by 30 seconds.
Keyword: (point) “Calamity (time)”
Call the Nether Spirit
The spy rings of the noble courts are a secretive bunch and these Intelligencers, as they’re called, can wield enormous unseen powers. Call the Nether Spirit is one such power.
It has now come full circle since the Intelligencer first started on this path. Once per event, in secretive ritual in which they write down that which they wish to happen, and with the expenditure of one permanent Threshold, the Intelligencer will summon a Nether Spirit to perform the deed written on the paper. It must be written in Mütvian and must be turned into Logistics, though it can be turned in at the end of the game with their character sheet. The deed may be anything including the assassination of another character or creature. The Intelligencer has no control over the shape, identity, or manner of the entity being summoned, nor the exact time or date when the endeavor will be carried out (however such specifics may be included nonetheless to assist Logistics in the coordination of the event). The Nether Spirit being contracted and paid for in Threshold will be highly intelligent and act to the intent of the deed. But like any hired thug, the Nether Spirit may demand more information of the Intelligencer and will visit them specifically to request such. If the deed to be performed is especially difficult, the Nether Spirit may negotiate for a higher price, the exact nature of which will be determined when the Nether Spirit visits the Intelligencer. Once the deed and payment (if any additional was required) is agreed upon, the Nether Spirit will perform the deed to the best of its ability and there is no cancelling it. If the Nether Spirit is slain during the deed’s execution or the deed is executed successfully, the contract is over, and any payment (including the original Threshold) is concluded.
Call the Pack (b) (s)
The user and one additional may begin a ferocious advance on the enemy, calling Fear once upon one other they choose that dares to approach within five paces. At the Pack’s formation, members of the Pack must be gathered around the user, but may spread out thereafter providing they remain within line of sight of the issuing user.
Boost: For each Threshold spend beyond the first, one more Fear may be called by members of the Pack.
Stack: For each stack beyond the first, one more pack member may be added.
Keyword: (point) “Fear!”
The heat of red hot steel can sear closed even the most grievous of wounds. With 20 seconds of mock heating a metal object large enough to cover the intended wound, Cauterize will cease Bleed Out timers (once all wounds have been cauterized). Only one wound per use of Cauterize is stabilized. Additionally, if a limb or torso wound is diseased via specific creature attacks and the patient is attended to with Cauterize within two minutes of the wound, the wound will be stabilized and the disease will be cured. Cauterize may stir to brief consciousness those in Bleed Out: Unconscious, but will not change the Bleed Out status of the target.
Prerequisite: Must have a mock source of fire and metal object large enough to cover wound (swords and axes will do). Keyword: “Cauterize”
Command (b) (s)
The noble becomes infused with the majesty of the Land and may temporarily use it to force their will upon others. With a finger pointed at the target and the expenditure of one Threshold, the noble may issue a one word command the target must immediately and quickly obey. If the command is performed under protest by the target, the target is expected to roleplay the duress of following such a command so it becomes evident to all witnessing this is a supernatural effect. The command may not be destructive to the target or others. The command may not be woven into a sentence, it must be as the Keyword is described. (Intent is to prevent further description of what the command is supposed to entail. This also allows the target some room for interpretation, even though the command must be immediately obeyed. The target should go with the first thing that comes to mind as per point of honor.) Commands that force a single action expire once the action has been performed or after five seconds has passed, whichever comes first. If the player of the target cannot physically perform the command due to a physical limitation (medical reason, obstacle, etc.), the command expires without result. This endeavor has no effect on a noble of equal or higher station. Targets of this endeavor may not have Command used on them again for five minutes. Historically, nobles that abuse this power have been seen as too reliant upon the Land for their rule.
- “Kneel” will force the target to kneel on either knee (providing the target’s player is actually able to kneel) but they may stand back up immediately if they choose.
- “Leave” is generally understood to leave the area. The target will quickly turn and attempt to leave the area but the command is over once five seconds has passed or until out of sight of the noble, whichever comes first.
- “Kill” will not work as it is a) self-destructive, and b) the noble cannot further describe who or what must be killed. Hence the command would fail and the noble’s Threshold would still be spent.
Stack: For each additional stack, one more target may be Commanded.
Boost: For each additional Threshold, extend duration by 5 seconds.
Keyword: (point) “Command: [one word command]”
With the expenditure of a Threshold and a commanding tone, the drósti may temporarily control a minor spirit. This endeavor expands on Command, but allows for a three to five word command the spirit will seek to fulfill to the best of its abilities. This includes attacking another.
To use this endeavor, the user must know the type of the spirit to be commanded: Cauled, Shattered, or Deceiver.
Keyword: (point) “Command [Cauled, Shattered, or Deceiver]: [three to five word instructions]”
Command Undead (s)
With the expenditure of a Threshold and a commanding tone, the noble may temporarily control a minor undead creature. This endeavor expands on Command, but allows for a three to five word command the undead will seek to fulfill to the best of its abilities. This includes attacking another. To use this endeavor, the user must know the type of the undead to be commanded: Ghoul, Ghast, or Unmade.
Stack: For each stack beyond the first, one more of the same type of target may be Commanded
Keyword: (point) “Command [Ghoul, Ghast, or Unmade]: [three to five word instructions]”
Commune with Spirit (s)
By pointing a finger at Sensed and Sighted spirit and saying the keyword, the Mystic may ask the spirit three Yes or No questions which the spirit must answer truthfully, however it may be as direct or indirect as befitting the spirit. Shattered Spirits, for example, cannot speak in direct sentences.
Keyword: (point) “Spirit, I seek answers three…”
The crafter may reduce the quantity of one needed resource in a recipe or work plan by one, to a minimum of one. Stack: For each stack, the rarity of the resource to be conserved is increased by one. I.e. 1=Common, 2=Uncommon, … 5=Very Rare
Illicit. Bringing the full power of the Dark Land to bear upon a victim, the noble may deliver a powerful stroke of death in the form of a rampaging disease to one living creature with a touch attack via weapon or hand. Unlike most Dark Land endeavors, the hand does not need to be ungloved. Consumption will cause the target to experience increasing sickness for five minutes (nausea, coughing, aches & pains), unconsciousness for five minutes, and then death.
Cure Disease will cure Consumption if administered in the first five minutes. Revive buys five minutes of time after which Cure Disease will heal the victim. if the target is not healed in five minutes, however, the Bleed Out countdown resumes although another application of Revive may be used to further delay the effects.
Users of Consumption should let the victim know secretly that a Cure Disease effect will halt progress.
Keyword: (touch) “Consumption — Sickness, 5 minutes; Unconsciousness, 5 minutes; then Death”
Consult the Ring* (s)
During check-in at Logistics, the Intelligencer may state they wish to use Consult the Ring. discover a tidbit of information from their “spy ring” about one plot point, a character, or a creature. This Endeavor may be taken multiple times, and each time the Intelligencer has no choice in the information they receive until Tier 5. The information gained becomes increasingly useful with each Tier:
- T1: Random tidbit about a plot, character, or creature. No names will be mentioned.
- T2: A small secret revealed about a plot, character, or creature. No names will be mentioned.
- T3: A medium secret revealed about a plot, character, or creature. Specifics may be given.
- T4: Detailed and specific information about a plot, character, or creature.
- T5: The Intelligencer may now ask one question of a Yes/No/Maybe variety about a plot, character, or creature.
Skilled hit. With a successful melee strike to the upper back, the target is dazed for 5 seconds. They are able to defend themselves but are otherwise disoriented and unable to do much else.
Keyword: (melee hit) “Daze”
Skilled Hit. By striking the target in the upper arm and calling the keyword, the target is deafened for one minute. This endeavor can protect the target against sound attacks such “By My Voice”.
Keyword: (melee hit) “Deafen”
When in the presence of their noble, the Herald may declare that fighting shall cease by the sound of their voice. Such a command is fueled by the power of the Land and all within earshot are compelled to follow this command. This power lasts for 30 seconds. Does not affect attitudes or vocalizations.
Keyword: “By my voice, Disarming Presence! Stop fighting, 30 seconds!”
Don’t Kill the Messenger
I come on behalf of… ::thwak:: OW! Don’t kill the messenger! As I was saying, I come on a diplomatic mission on behalf of…
The Land embraces the noble with protective energies as they go out on diplomatic missions. Once per encounter with a creature or group of creatures, the user may attempt to start a conversation and use this endeavor in response to any single attack from an opponent either via melee or ranged weaponry. If the melee strike or ranged attack only hit armor and not unarmored limb or torso, this endeavor may not be used as the endeavor calls upon the Land’s energy to heal one wound; a wound must be suffered first. The wound is healed providing this endeavor is called upon immediately after the injury.
Keyword: (after melee hit) “Don’t kill the messenger”
Caster points at intended limb, clarifying if need be, and says the keyword. Target’s fingers become splayed in a spasmodic motion so as to cause them to let go of whatever was held in that hand. Shield straps and weapon lanyards will cause shield and weapons to remain on arm, but not on hand. The target may pick the item back up immediately.
Stack: Per stack beyond the first, one additional hand is affected. User must signify which on each enemy if affecting multiple enemies.
Boost: Per Threshold spent beyond the first, target may not pick up dropped items for 5 seconds.
Keyword: “Drop that! (5, 10, 15 seconds, etc. if applicable)”
While Consult… and Inquiry… garner their information from unknown sources — some say it’s the Land itself — the real power of the Intelligencer lies in the creation of their own spy ring. By extending their own power of the Land to another, the Intelligencer may slowly build up thralls — those willingly enslaved to the Intelligencer.
- T1: By ritualistically burning one drop of blood willingly and mockingly given to the Intelligencer by the would-be thrall (and thus sealing the deal), the Intelligencer may pass some of their own power to the thrall in the form of one Threshold. This Threshold is removed from the Intelligencer’s sheet and placed on the Thrall’s sheet. This arrangement lasts until the Intelligencer cancels it which may be done at will providing the thrall is alive, in game, and not in Bleed Out. If so cancelled, the Intelligencer regains the Threshold and the thrall loses it. If the arrangement is permitted to persist beyond the end of the event, Logistics must be notified so both character sheets may be altered. If the thrall dies before the Intelligencer can cancel the bond, the Intelligencer’s Threshold is permanently lost.
- T2: By now the thrall has become a true slave. Thrice per Surge the Intelligencer may deliver Command to the thrall, but the Command may be couched in a sentence for further clarification. Thralls created prior to gaining this tier are not affected by this tier. Instead, another drop of of the thrall’s blood — given willingly and mockingly to the Intelligencer — is to be ritualistically burned to seal this deal.
- T3: The thrall and the Intelligencer now share the ability to tap into shadowy messengers that will deliver a hand-written note from one to the other. The sender must hand-write a message on a piece of paper in Mütvian and deliver it to Logistics. Within the same event, a shadowy messenger will deliver the message to the recipient and await a reply, if any. The shadow is not obliged to stay any longer than one minute. These shadows cannot be detected by Sense Spirit or Spirit Sight. For all intents and purposes, a note appeared in front of the Intelligencer. If a reply is sent, it, too, must be hand-written on paper and the note simply “disappears” into thin air as the shadow takes it. If this power is abused, the shadow servants may not deliver the note at all.
- T4: Once per event, the Intelligencer may now provide knowledge of one of their own endeavors to the thrall to be used as if the thrall has learned the endeavor themselves. The Intelligencer does not lose the endeavor’s use. Unlike T1’s Threshold exchange, this endeavor loan does not last beyond the end of the event, but it may be reestablished at the next game and with a new endeavor. This power does not require any new blood from the thrall and may be done with any thrall established prior to gaining this tier.
- T5: The intelligencer now owns the life of the thrall. At will, the Intelligencer may call upon a thrall to heal the Intelligencer using their own life’s force, up to and including three torso wounds thus placing the thrall into a state of Bleed Out. The Intelligencer may not take any more than is needed to heal themselves. Conversely, the Intelligencer may heal the thrall with the Intelligencer’s own life force. This power may only be initiated by the Intelligencer. The Intelligencer may create as many thralls as they have Threshold, but may not ever leave themselves without any Threshold through the use of this endeavor.
NOTE: No actual blood is to be shared or spilled in the execution of this endeavor. All such actions must be mock role-played. Both players are encouraged to discuss how this may affect the role-play of their characters as there is a power exchange governed by game mechanic.
A single yes/no question may be asked of a spirit who must answer within 30 seconds. Spirit to be questioned must be able to interact with questioner, i.e. via Spirit Sight, the spirit made corporeal, or the questioner is in Spirit Form.
Keyword: Spirit, I entreat you…. (ask question)
Can only be used by Journeyman level crafters and above, this endeavor doubles the expiration date of one item providing it was originally made by a crafter of one degree or lower. Furthermore, Expert’s Touch allows for one more repair of an item that underwent Makeshift Repair before it is taken to a crafter for full repair. Crafter needs to spend 10 minutes with the item in question, with proper tools, and must roleplay the improvement.
The caster points at a target limb, clarifying if need be, and says the keyword. The targets limb flails about wildly but if a weapon is in their hand, they may strike allies accidently. Caution must be shown; the flailing limb must not cause OOC damage to any.
Keyword: (point) “Evil limb!”
Fate Rests in the Cards
To gain this Endeavor, the drósti must have a Fate Deck, a 30-card deck of fortunes and prophecies. The target must cut or shuffle the deck first. By spending at least five minutes with the target in a reading, the drósti will then lay out four cards face down. The fifth card is turned up with the drósti interpreting the card’s meaning as a fortune. At that point, the effects of the card are placed on the target. The drósti may never use this Endeavor on themselves. Not today! may be used on the applicable effects. This Endeavor cannot be used if the deck does not have the following 30 cards in it.
- The Sun – Target’s armor value is doubled for the next hour.
- The Anvil – All armor or all weapons are instantly repaired
- The Icicle – Target believes their primary arm is frozen solid; cannot use primary arm.
- The Storm – One piece of armor or one weapon is destroyed (drósti chooses)
- The Star – Allows the target to avoid one Skilled Hit in the next 24 hours by calling “Not today!”
- The Sky – Target may use Identify Plant, Identify Animal, or Identify Mineral thrice within 24 hours
- The Waters – All of the target’s wounds are healed
- The Dagger – The target immediately enters Bleed Out: Unconscious for two minutes, then Spirit Song, etc,. if not revived
- The Grave – Target may call “Not today!” twice until end of event
- The Ghoul – Target gains Condition: Leprosy until cured.
- The Darkness– Target gains Curse: Blind for the next ten minutes.
- The Moon – Target gains Condition: Paranoia until cured.
- The Spear – Target’s nearest ally immediately enters Bleed Out: Unconscious for two minutes, then Spirit Song if not revived. if no ally is near, next ally the target sees.
- The Shield – The target cannot die this event. If brought to Bleed Out: Unconscious, they remain there for two minutes, then heal to Bleed Out: Conscious, then heal to full after five minutes; or until healed.
- The Night – Target possesses all “Know” Endeavors until sunrise.
- The Land – Draw again, effects are doubled, i.e. Two pieces of armor, twice in 24 hours, etc.
- The Inferno – All of target’s equipment is immediately destroyed.
- The Fates – Target may use one of the following on any other target within the next hour: Blind, Heal Limb, or Spirit Sight, target’s choice.
- The Spirit – Target may enter or come out of Spirit Form for a total 30 minutes until end of event. With this comes Spirit Sight. Spirit Form: Your physical body and everything on it disappears as you enter the spirit world. While in Spirit Form, you cannot engage with anything physical, i.e. combat, communication, etc. During this time, spirits will ignore you.
- The Flower – Must call “No effect” against any Endeavor used against them for the next hour.
- The Scythe – The target believes they are undead for the next 30 minutes, starting five minutes after the reading ends. This includes trying to eat fellow humans, inflicting damage on limbs with Bite 1, Bite 2, Bite 3 (one damage)
- The Coin – Drósti must give the target their player number. Target may go to Logistics and request three resources of potentially multiple kinds and rarities.
- The Scorned – The target gains Curse: Jealous and will steadily grow insane in their jealousy of someone else’s possession, friends, etc.
- The Warlord – Target’s current weapons swing for Bypass, Medium for the next five minutes.
- The Nightmare – Target will attack any non-drósti allies as if they were enemies they see for the next hour, or until brought to Bleed Out: Conscious.
- The Mystic – Target’s Threshold is doubled and refilled until the next Surge.
- The Lover – Target falls in love with the next non-drósti they see.
- The Urchin – Drósti telling this fortune suddenly gains five resources of the target’s. Neither party is aware of this transaction. Target must allow drósti to pick five randomly.
- The Void – Target immediately loses all Threshold.
- The Ring – Drósti must give the target their player number. Target may go to Logistics and request Consult the Ring III. Target should provide Logistics marshal with the drósti’s player number.
May only be chosen at character creation.
Start play with three Apprentice-level recipes, three basic/simple tool item cards, or a combination thereof. Each of the three picks may apply to of any of the following crafts of the player’s choice: Apothecary, Blacksmith, Curses, Hexes, Jeweler, Vrojiti (charms, amulets, talismans), and General Crafts.
Feast of Labors
Gathered around a hearth, campfire, or feast table, commoners have long found solice in the company of others of their ilk. Providing only Commoners are present when the specially prepared Feast starts, after ten minutes all Threshold is regained and all wounds healed for five of those who took part in the Feast. Each additional ten minutes spent in such revelry will do the same for another five Commoners. If the festivities are interrupted by any of another caste, the powers of the Feast ends with the results of the last complete ten minute span. Items are unaffected. May be used once per 24 hour period.
Keyword: “Those Commoners gathered, Restore All”
Feast of the Blood
When sharing in food and drink and merriment for at least ten minutes with others of the same Drósti Family, the Eddei practitioner may deliver a quick speech about the healing powers of water and, if they so choose, may sing or hum a part of the Song of the Eddei. When the speech ends, all Threshold is regained and all wounds healed for those who took part in the Feast. Items are unaffected. May be used once per 24 hour period.
Keyword: “Those Family gathered, Restore All”
Feast of the Wolf
Those who follow the Teachings of the Wolf, a more community and service-orientated way of leading, know this very well and prefer to keep their allies and supporters strong. When sharing in food and drink for at least ten minutes with others who have sworn Fealty to the noble or are of the same House, all Threshold is regained and all wounds healed for those who took part in the Feast. Items are unaffected. May be used once per 24 hour period.
Keyword: “Those of my House, Restore All”
Through some investigation on the part of the Mystic to discover the fetter of a particular spirit, or that which binds them to this world, the Mystic may at once free the spirit and in exchange earn a favor from the spirit. The favor may come in the form of valuable information, a deed, or anything else the spirit may agree to via role-play with the Mystic. Both parties are encouraged to role-play this heavily as the freeing of a spirit by destroying or returning a fetter is literally a life-changing experience for the spirit. If the Mystic continues freeing spirits, those in the spirit world may hold the Mystic in high regard, seeking them outas an ally. Unfortunately, this kind of attention also draws in unsavory and malevolent spirits who may also benefit from being freed, but at the cost of peril to the Mystic’s own safety.
Keyword: “Free Spirit”
Commoners have become rather resourceful as a whole and their Caste Endeavor demonstrates that. Upon checking in at Logistics, the Commoner can request a “Gather Food” card that is good only for that event. When the food item is eaten, one wound is healed within ten minutes. First torso wounds are healed, then limbs. While they are not solutions for emergencies, multiple can be eaten for a greater effect.
Hand of the Ancestor
When crafting, ancestor spirits can prove extremely useful when tools have gone missing or are otherwise not available. Once per recipe or workplan, the crafter may call upon the aid of an ancestor spirit who will provide the missing tool and even prepare the ingredient. Forges, workshops, work tables, or other large tools cannot be substituted with this Endeavor.
Hasten Rot (b)
Illicit. With a pointed finger at a target in Bleed Out, the target’s condition is advanced by one minute to the next deadly phase.
Boost: For each Threshold spent beyond the first, Hasten Rot worsens the target’s condition by one more minute.
Keyword: (point) “Hasten Rot: 1 minute / 2 minutes, etc.”
Hasten Work (s)
The crafter has become so efficient in their time management that they can reduce the crafting time of a recipe by five minutes per stack.
By using a splint, bandages to affix the split, and some folk medicine of the user’s choice, the user may heal a broken limb in five minute’s time without the use of balms.
Keyword: “Heal Break”
The user is proficient in the art of stabilizing and healing limb wounds. User may heal a maimed limb (typical melee hit against a limb) after one minute. Use of this endeavor requires the use of physical bandage props (no item card needed).
Keyword: “Heal Limb”
While more akin to plants than humans, the sanji can suffer wounds that are just as debilitating. With 30 seconds of time spent reweaving vines, replacing leaves, and wiping away plant juices, the commoner may heal one wound level on a sanji.
Keyword: “Heal Sanji”
Heal the Soul
After five minutes of incantation, chanting, incense burning, or anything else the mystic wishes (within the bounds of the rules of the game), this Endeavor will negates any non-Curse or Ritual effect from target except Juggernaut.
Keyword: “Heal the Soul”
As per Heal Limb, but heals one torso wound in one minute. If target was in Bleed Out, this endeavor does not stop the timer, i.e. Stablize must still be used to pause the timer. Use of this endeavor requires the use of physical bandage props (no item card needed).
Keyword: “Heal Torso”
Allows the user to identify and properly collect items dropped by animals, or the harvestable remains of an animal. If a character with this skill sees an Item Tag on the ground, they may read it. If it is an Animal tag, the character may spend 30 seconds collecting it from the ground.
Allows the user to identify and properly collect minerals. If a character with this skill sees an Item Tag on the ground, they may read it. If it is an Mineral tag, the character may spend 30 seconds collecting it from the ground.
Allows the user to identify and properly harvest plants including herbs. If a character with this skill sees an Item Tag on the ground, they may read it. If it is a plant tag, the character may spend 30 seconds harvesting it from the ground.
With careful study using specific equipment, patience, and experimentation, the user may identify one property of one animal, mineral, or plant resource per use.
Roleplay for about 30 minutes with various pieces of lab equipment in experimentation. Each tool being used may provide a different result! When you come to Logistics, you’ll be asked what tools you used and how you did it.
For the initial cost of one Threshold, you may determine one property of a single resource for which you have the appropriate Identify (Animal, Mineral, Plant) and that corresponds to your crafting skill or lower.
Apprentice — Can use Basic Tools with Common resources
Journeyman — Can use Standard Tools with Common or Uncommon resources
Master Journeyman — Can Advanced Tools with Common, Uncommon, or Scarce resources
Master – Can use Master Tools with Common, Uncommon, Scarce, or Rare resources
Grand Master – Can use Advanced Master Tools with Common, Uncommon, Scarce, Rare, or Very Rare resources
For example, an Apprentice has only enough skill to work with Basic Tools and Common resources. A Master Journeyman, however, may use their Advanced Tools and discover properities of Scarce, Uncommon, or Common resources for the same one Threshold.
At this time, only increasing in crafting rank will allow you to experiment on resources of greater rarity than your crafting skill allows.
By combining the hard lessons learned while on the road with those of ancient Mütvian magic, the drósti has learned how to share the benefits of one with the rest of their family. Once per battle, the user may share the special material property of their own weapon with their allies in hopes of taking down a powerful adversary. Upon the call of this endeavor, all willing allies who heard the call will have the properties of the weapons active in their hand temporarily transformed into that of the caller’s cry. This endeavor lasts for one minute.
Keyword: “By my voice, Imbue weapon: (silver, cold iron, etc.)”
Skilled Hit. With a two-handed pole weapon such as a spear or polearm, a target may be impaled against a solid object with a successful melee thrust. The thrust must only touch the target enough to know they’ve taken damage and must not cause the target . The strike does one level of damage as usual to the unarmored torso. Can be stacked with the Bypass property of certain weapons.
If the called thrust is successful, Impale takes place and the target may not move from that position so long as the user continues to hold the “impaled” in place.
Keyword: (thrust attack) “Impale”
Inquiry of Shadows
Whereas Consult the Ring may yield useful information that may have been previously unknown to the Intelligencer, Inquiry of Shadows now allows the noble to reveal specific information. The Intelligencer may now follow up their Consult the Ring use with one Yes, No, or Maybe question of a Director or Storyteller. This power may only be used immediately after Consult.
Is That All You Got?
Through intense training, the kirkejoi may cloak their body in invisible ancestral spirit energies, causing the first two melee or ranged strikes against their person to become fruitless. This use of this endeavor must be declared loudly prior to the strikes to be affected. Once called, the next two strikes, no matter the source, are affected. Unlike Armor of the Ancients, this affects the first two strikes and not the entire body’s armor.
Keyword: “No Effect” (up to two times, when struck)
The Juggernaut (s)
For 30 seconds, all melee attacks, ranged attacks, and Endeavors (including Skilled Hits) against the user are ignored, although armor is affected as normal. Certain rituals may still affect the Juggernaut. During this time, the user must roleplay an unstoppable force, fierce in temperment, an absolute machine. Once expired, all wounds catch up to the Kirkejoi and user enters Bleed Out: Conscious for five minutes.
Stack: Each stack beyond the first extends this endeavor by 30 seconds.
Keyword: “No effect” (when struck)
Knockback (b) (s)
By summoning a minute bit of the Land’s power, you may send a number of targets flying backwards by three paces with one wound against their torso. Number of targets is determined by boost. Can only be done with melee weapon in hand; swipe blade horizontally in front of targets at chest height without actually making contact with any.
Boost: Each additional Threshold spent allows for one more pace of knockback. Damage does not increase.
Stack: Each additional stack allows for one additional target
Keyword: (point or indicate targets, swipe weapon) “Knockback 3 paces (4 paces, 5 paces, etc.)”
Knowledge of the Ancients (s)
By conducting a brief ritual that envokes ancestral spirits, the kirkejoi is guided to the weaknesses in an opponent’s armor and call “Bypass Armor” once on the next melee swing.
Stack: For each stack beyond the first, the kirkejoi may call Bypass Armor for one more consecutive melee attack.
Keyword: “Bypass armor”
Lair of the Dragon (s)
By designating a single rally point with a banner, pennant, colours, guidons, standard, or other such highly visible noble device, a Lair may be established for five minutes with a five pace radius (roughly 20′ diameter). All allies within are healed one wound per minute starting with torso and ending with limbs and any enemy entering the radius experiences excrutiating Agony for the duration of their entry. While in agony, the target may only defend or walk away painfully. For healing, the target being healed must remain still for the duration and silently count to 60 seconds per wound level. Those in Bleed Out do not have their timers stopped if placed in the radius, but once every 60 seconds one torso wound will be healed. Obviously the Lair will not work for those in Bleed Out: Unconscious but it will provide a sanctuary for healers. The Lair continues to operate until the noble who called it into being leaves the radius of the standard, the standard falls, or the noble is placed into Bleed Out. The Lair does not provide any defense against ranged weapons.
Stack: For each stack beyond the first, the duration is increased by five minutes.
Keyword: “Lair of the Dragon!”
Lessons of the Task Master
Through the demonstration of absolute tyranny the Noble reminds the common person who is really in charge: the Commoner may not die without the noble’s permission. The noble must maim at least one limb of the commoner to restore the Commoner’s Boon allowing them to call “Not today!” twice more that event. The Commoner must have already used their Boon up for this power to be effective.
This endeavor allows the user to read and write any in-character document or writing, but only those written in English.
This endeavor is NOT needed to read Ancient Mütvian, the fictional alphabet used to write eldritch and ancient tomes, journals, etc. Anyone with an interest in deciphering the alphabet may do so without this endeavor.
Makeshift Repairs* (s)
By spending one minute jury-rigging broken armor, the user may restore one piece of armor to a useful condition. “Piece of armor” is defined as a single unit when taken off. For example, a sleeve of full plate vs a single vambrace. Should the same armor gain the broken condition again, it cannot benefit from this endeavor again and must be professionally repaired or has had Expert’s Touch used on it.
Stack: Each pick of Makeshift Repairs allows for a makeshift repair of the next level of armor, i.e. T1: Light Armor, T2: Medium Armor, T3: Heavy Armor, T4: Master Crafted, T5: Special
Master of Fate (b)
A drósti with this endeavor is one to be feared as Fate itself is now under their control, though at great personal cost. With the permanent expenditure of Threshold, the user may inform a Marshal or Logistics they are using this endeavor to alter the course of one event or being.
The drósti does not have control over the exact outcome of their request, but they must put it into writing as part of the preparation.
The request must contain these instructions:
- Who or what is to be affected
- In what way should they be affected
- Ultimate desired outcome or goal
Master of Protocol
With firm knowledge of the proper protocol for any given scenario, the Herald may force any of lower station than their Lady or Lord within earshot to obey etiquette. For example, they can make all of lesser station kneel before the prince, for other nobles to bow, for all to be quiet as the noble speaks, etc. Heralds who abuse these powers for their own selfish needs are often found at the end of the blade, however.
Keyword: “By my voice, Master of Protocol! [kneel, bow, etc.]”
The crafter has begun to channel the power of the Land—ordinarily reserved for the selfish nobles—and achieved a high level of perfection in their craft that with the permanent sacrifice of one Threshold they may permanently alter the item of their craft so it may be more powerful in some form, the exact nature of which is dependent on the craft:
- Arms – May now hold one more endeavor
- Armor – Adds two to the protection level of the armor
- Balms, Incense, or Elixir – Doubles the dose
- Vrojiti Jewelry – Piece may hold one more talismanic power
- Charms – Doubles the effect (specify duration or quantity)
- Amulets – Doubles expiration date
- Hexes – Doubles duration
- Curses – See Storyteller
Match the Foe
By specifying one non-Human creature type within sight, the user may increase their armor by one against any creatures of that type for the duration of the battle or five minutes, whichever comes first.
Keyword: (point) “I match the foe”
Mountain of Fear
A favored tactic among the bodyguards of barjis is to block entry by rooting themselves to the ground and be an unmoving force of spiritual energy. For one minute, the drósti may stand in grim defiance of anything that comes, their body cauled in ever-raging spirits that absorb any melee or ranged attack, however, the drósti may not move nor attack nor even speak during this time. Endeavors do not affect the drósti during this time. At the end of the endeavor’s duration and for each melee or ranged attack (but not attempted endeavors) endured during Mountain’s duration, the drósti may point at and call Fear against one opponent. The drósti cannot repeat the Fear call against the same target and all Fear calls must be used in 30 seconds or be lost.
Keyword: “No effect (when hit); (point) Fear!”
Creature Endeavor. Drawing power from the Dark Land, the creature may cause all within earshot to abruptly awaken and experience terrible Agony and confusion.
Keyword: By my voice: Agony, 5 seconds; Confusion, 30 seconds
Not on my Watch
Should any commoner within five paces of the user fall in combat, the user may give one use of their “Not Today!” Boon to the fallen to get them back up. The user must have at least one of their boons left to use this endeavor, and it is used up when this endeavor is used.
Keyword: (point) “Not Today!”
Peer into the Depths
The target must answer one Yes/No question of the user.
Keyword: “Peer into the Depths: answer me this with yes or no”
Poison Use (s)
Crafting poisons and using them is dangerous business as the risk of exposure or contamination is near guaranteed. Yet with practice, careful handling, and precision tools the user can negate the risk.
Stack: Each stack allows the user to craft poisons of the respective level, and to apply poisons of the corresponding rarity level without risk. T1: Apprentice / Common T2: Journeyman / Uncommon T3: Master Journeyman / Scarce T4: Master / Rare T5: Grand Master / Very Rare
Normal: User cannot safely create poisons
Illicit. The powers of the Dark Land may be harnessed so as to prevent the recently deceased from being consumed by the Land. Once the target has passed from Bleed Out: Unconscious, is in Spirit Song, or is otherwise dead (such as creatures other than humans) the user may utter a quick five second incant of their design over the dead body and cause it to rise with the keyword. The player of the targeted reanimated corpse must be told their character is under the command of the user for five minutes and the particulars of this.
The target is nothing more than a slow-moving animated husk, but will follow all commands of the user to the best of its ability.
The user may release the dead, i.e. “I release you” or wait for five minutes to expire. At the end of the endeavor, the corpse immediately passes back into Spirit Song or is absorbed by the Land if not human.
Use of thie endeavor does effectively stall Spirit Song for five minutes.
Keyword: “I reanimate you. Command, five minutes.”
Remove Fear for self and/or one other ally. Targets must be under the effects of Fear for this to be effective; it may not be used as a preventative.
Keyword: (touch self, point) “Remove Fear”
To reflect the commoner’s knowledge of the land and their finds between games, the player may request at check-in one random Resource card per pick in Resourceful. Each draw can result in Common to Very Rare resources. If the user doees not have the appropriate Identify endeavor, they simply found something they think is useful to someone else but has no idea what it is.
Self-sacrifice is a warden’s last resort, but when necessary it can boost the morale and strength of others. While the warden’s Threshold is two or greater, the user may empty his remaining Threshold, cry out “Resurgence: #” (# being the amount of Threshold emptied) and grant up to five allies that amount. The user will immediately drop into Bleed Out: Unconscious but may be healed as if they had three torso wounds. Those who use and benefit from this Endeavor may not use nor benefit from it again until after the next Surge.
Keyword: “Sacrifice! (indicate targets) Restore Threshold: [number of Threshold dumped]”
The spirits may now be called upon to provide information about one creature to the user. By calling out to the creature with a pointed finger, the creature must respond honestly with its current form only, i.e. if a werewolf is as human, the answer will still be “human”.
Keyword: (point) “Reveal Creature”
The user may call upon the the surrounding spirits to reveal the weakness of any one creature in their sight. Unless their identity is obscured through other means, the target must respond with one key weakness. “None” is an acceptable response for many creatures. Use of this power does not reveal disguises or if the creature has shapeshifted into a human. In the case of the latter, “none” is still an acceptable answer even though the creature’s true form may have a true weakness.
Keyword: (point) “Reveal weakness”
The user has approached near mastery of healing, now able to immediately bring back those from the brink of death. Those in Bleed Out: Conscious, Bleed Out: Unconscious, or Spirit’s Song will have their timers stopped upon initial application of this Endeavor and become conscious. If the target wishes to conduct any actions at this point, their unarmored torso can withstand one level of damage before they re-enter Bleed Out: Conscious. If they stay put for ten minutes, their body will begin to heal completely but not before a full ten minute rest. Certain apothecary recipes may speed this time up.
Should an opponent attempt a skilled hit and you actually parry that blow with your own weapon and successfully hit them in return, you may return that skilled hit back on to the user. You do not require the endeavor they attempted to use.
Keyword: (after parry and strike) “Riposte”
Road of Dranathas
Illicit. Herein lies the secret of the Shadow as they take their first step into the realm of the Umbra. By standing in front of an obstacle with at least an opening large enough for air to pass through, the Shadow may cross their arms in front of their chest, say the keyword, and appear on the other side of the obstacle. Out of game, the player must obviously open doors, walk around obstacles, et cetera but does so with arms crossed. This will allow passage through typical cabin floor boards, screen doors, even through drafty walls.
Keyword: “Road of Dranathas”
The user may draw upon the connection of the Land and cause it to bind the target’s feet to the earth for the 20 second duration. Victims may defend and attack as normal though rooted to the ground.
Boost: For each Threshold spent beyond the first, duration is increased by five seconds.
Keyword: (point) “Root: 20 seconds (or appropriate duration)”
Illicit. Very few powers granted by the Dark Land can match the disgust Sadistic Transference has earned. By maintaining a pointed finger at the target for a mere ten seconds, the Occlusionist drains the target of any remaining Threshold they may have and shares it with others they indicate. This endeavor is also unusual as it has multiple effects starting immediately. Upon pointing the finger (which must remain pointed the entire time), the user proclaims “Slow!” which causes the target to move as if in slow motion. Thereafter the Occlusionist begins a normal count to ten. At ten, the keyword changes to “Sadistic Transference: Steal all Threshold!” The user must ask the target how much Threshold they had and then may disperse that same amount to themselves and up to three others. If the user drops the pointed finger, is struck blind, or disabled; or if the target manages to get out of sight in the ten seconds, the endeavor fails.
Keyword: Point finger at target, “Slow!”, ten second count, “Sadistic Transference: Steal all Threshold”
Illicit. The next step from Wither Limb toward powers granted by the Dark Land, the user may now touch another’s unarmored torso with an ungloved hand and sap their life as if hit in the torso by one weapon strike. The wound may be healed normally.
Keyword: “Sap Life: 1 wound”
More than normal, the drósti has truly placed one foot inside the Veil and can gather information about it without use of a ritual. The drósti may request of Logistics some small bit of information pertaining to the Veil, spirits, or something else related to the world beyond this. The returned answer may be cryptic and seemingly random, but it will pertain to a current story.
I am sensing a spirit here. No, I am sensing many spirits here.
When a character holds one arm across their chest, they are said to be in Spirit Form and may not engage in conversation nor any physical activity with the living. Those with Sense Sight, however, can automatically sense the presence of a spirit. To interact with them will require the use of other Endeavors such as Spirit Sight. Please note that Sense Spirit only allows the user to know a spirit is present, not what kind nor its appearance. The player must roleplay this ignorance. As part of their birthright, drósti do not spend threshold to use this endeavor; it is always active.
Keyword: “Sense Spirit”
Set the Bone
(Takes broken limb in hand) Let the waters of the Eddei mend you. Keep still as they straighten your broken… ::CRACK!:: …bone… Good. Now let the waters soothe your screaming…
It’s unusual the powers of the blessed washing waters cannot heal broken bones, but drósti practitioners of the Eddei have learned of a way nonetheless. By holding the limb still for one minute and humming or singing the Song of the Eddei, the bone may be set. Some drósti witnessing this miraculous act swear they can hear the distant whispers of female spirits around them during the one minute count.
Keyword: Heal Break
Nobles are feared throughout Mütvia and with good reason: their ability to control the connection of their lessers to the Land has been used as punishment more than once, especially on commoners whose “Not Today” birthright can be pesky when issuing justice upon them. By merely pointing their finger at their target and uttering the Keyword, the target may not call upon their Birthright for the next five minutes. Any effects that occur during that time (a noble possessed, a commoner put into Bleed Out, a drósti affected by certain undead abilities) take effect as if the Birthright did not exist and its effects continue after the five minute duration has expired.
Keyword: (point) “Sever Birthright”
Worse than Sever Birthright, Sever Threshold removes the ability for the target to utilize their Threshold for five minutes. Once the duration is expired, the target regains use of whatever Threshold they had prior to this endeavor’s use.
Keyword: (point) “Sever Threshold”
Won’t stay back, eh? FINE! ::SLAM!:: Told ya to stay back…
Shields are useful for more than defense; a good warrior knows the shield is also a weapon and can daze opponents with a proper slam. With the shield held in front of the body as normal, the user may take a single step forward toward the target and roleplay placing all their weight behind the shield. The shield’s front may make contact with the target’s torso (do NOT lift up to bring padded edge in contact with target’s chin) and in so doing, activate the keyword. If the shield does not make full flat contact with the target’s torso, the slam is ineffective.
Shiv of the Shadow (b) (s)
Illicit. The Shadow has now mastered traversing the Umbra and has further learned how to phase only certain parts of their Shadow Form and one piece of equipment or weapon into physical reality for a flash of a second. For the duration of one strike, the Shadow’s weapon has the Bypass property (ignore armor). Immediately thereafter, the Shadow is forced out of Shadow Form.
Stack: For each stack beyond the first, the shiv remains for one more strike before forcing the Shadow out of Shadow Form. Threshold must still be used to form the shiv, however.
Boost: While each stack allows the duration of Shiv to be extended for one more strike, each boost beyond the first allows the actual attack.
With an ever-vigilant eye, the commoner has grown accustomed to seeing patterns and subtle differences in her environs and is able to interpret them with some degree of accuracy. During check-in, the commoner may ask for their sign from a Director. Signs will yield small to large tidbits of information about the Land, its general status and if anything ails it what that might be. It is for this reason nobles have begrudgingly called upon commoners with this endeavor in the past to provide advice. Each pick of this Endeavor yields more detailed information, not another tidbit.
- T1: Minor portents that allows the user to start noticing patterns, possible hints as to their meaning.
- T2: Minor portents with greater accuracy and more detailed information about the Land.
- T3: The user begins to notice more details in the portent, better understanding of the Land’s expectations.
- T4: The user is seen as figure worthy of the Land; greater secrets are revealed about its inner workings.
- T5: The user may gain a powerful ally in the Land, or a group of smaller allies who see the user as a confidante.
Something’s In Your Eye (b) (s)
One of the target’s eye gets something in it, usually disrupting thought or intended action. Must be roleplayed for 5 seconds.
Stack: can affect one additional target per stack
Boost: each additional Threshold spent adds 5 seconds to the duration
Keyword: Something in your eye! (5 seconds, 10 seconds, etc.)
Songs of the Eddei
“What’s he singing?” “It’s that weird drósti healing song.” “That? I heard it once before, that’s not it.” “Yeah, you go tell him that.”
Songs of the Eddei is not an endeavor. It is an ancient traditional drósti melody sung, hummed, or played by drósti to enact their mystical healing. No one knows the origins and it would seem no one knows the original tune as all drósti perform it differently. Some drósti claim the original song still exists and if found, true miracles can happen.
Can restore life to those in Spirit Song, Spirit’s Journey, or Spirit’s Revelation. User need merely point at the individual and say the Keyword.
Keyword: (point) “Soul Reformation”
Character creation only. While others start their journey with some general knowledge, you decided to specialize in one topic which yielded you more advanced understanding. Instead of taking three endeavors at character creation, you take Specialist and two stacks (T1, T2) of a single stackable endeavor. Stackable endeavors are marked with “(s)”.
Allows the user to enter the spirit world for five minutes by placing one arm across their chest. During this period, they may only be affected by Soul Forged weaponry as per normal spirits, may interact with any spirit as if they were physical, and may not interact with the physical world save those that use Spirit Sight.
Keyword: “Spirit Form”
Spirit Sight (b)
If a spirit is detected via other Endeavors such as Sense Spirit or through the spirit’s interaction with the land of the living, the user of this Endeavor may interact with that particular spirit for five minutes. Once the Endeavor has expired, the user may evoke it immediately by spending another Threshold. This power allows the user to interact with one spirit per Threshold spent.
Keyword: (point) “Spirit Sight”
Strength of the Ancients
Illicit. By spending one minute in preparatory ritual, the kirkejoi becomes a truly terrifying sight to behold on the battlefield. For one melee swing, the kirkejoi may deliver a single mighty blow against one target. The target immediately receives one torso wounds that bypasses normal armor. The swing must not make contact with the target but must be wide enough to (in theory) make contact.
Be advised many non-human targets have more than three torso wound levels.
Stack: For each stack beyond the first, the user may inflict one more point of damage to the torso.
Keyword: “Bypass Armor: Heavy”
Studied Apprentice* (s)
Character creation only. Either before you set your hand at your craft or you’re a fast learner, you have already discovered many of the properties of certain Common and Uncommon resources, five in total. When taking, specify which resource type you like to have studied: Animal, Mineral, or Plant. You will receive a list of five resources and at least one property of each, starting with Common and moving on to Uncommon and so on.
Stack: For each stack beyond the first at character creation only, you will be given another five properties of the resource type you specify. If you already have Studied Apprentice of a resource type and wish to learn more, the next stack will continue upon the last.
Subsume the Shadow (s)
Illicit. The Shadow has by now learned the secrets of the Umbra, allowing them and their belongings to traverse distances by disappearing into one Shadow and appearing in another within range. Each stack in this endeavor allows the Shadow to travel five paces with both arms crossed in front of their chest (Shadow Form). Both originating and destination points must be in shadow. If performed at night in the full moon, the user is still constrained to shadows cast by the moon’s reflected sunlight. If performed during a new moon or on an overcast evening, the Shadow may traverse from and to nearly any point within range. The user must make best honorable effort to stick to the intent of the rule. Shadows in Shadow Form may not interact with any physical object other than the ground/floor. While in Shadow Form, the user is only vulnerable to Soul Forged weapons.
To teach, the teacher must have the Teach endeavor and already have knowledge of the endeavor to be taught. Also, the student must meet all of the prerequisites listed in the new endeavor’s description. Teaching an endeavor takes one hour regardless of the tier to be taught, but each stack of Teach beyond the first reduces that time by ten minutes to a minimum of twenty minutes.
- T1: 60 minutes
- T2: 50 minutes
- T3: 40 minutes
- T4: 30 minutes
- T5: 20 minutes
Once the tutelage time has passed and the student has learned the endeavor, the endeavor may be used immediately. In the endeavor section of the student’s character sheet, the teacher must write down the new endeavor’s name, the teacher’s player #, and the teacher’s signature or initials. Teachers are permitted to charge any fee they wish for this service, providing it is always in-game, i.e. real world money may not exchange hands.
In the darkest hours, the Land allows us to illuminate our way. It also tells the denizens where we are. Damn the Land. Free for all characters. Allows the character to summon red or white light for illumination. In-character translation of using a flashlight for safety purposes.
The drósti predicts something will happen to one particular target and writes it down on a piece of paper: Boon or Curse along with the target’s name. This paper is turned in to Logistics or a marshal who takes it from there. The effect will transpire either the current event or the next.
Twist the Knife*
Oh, come now. 15″ of steel inside your rib cage can’t hurt that much. Just tell us where it is and I promise I won’t twist the knife again.
With a piercing strike that does normal damage and a twisting of the blade, the target can be sent into blind agony. After a successful melee hit with a small weapon against the target’s unarmored torso, the user may keep the tip of the blade against the target’s body and twist the knife. For as long as the blade remains in contact with the body, the target is in sheer agony. While in agony, the target may only defend or walk away painfully. They can, of course, try to get away from the attacker thus making this endeavor more useful as a torturing device. Once the blade is removed, the effect ends but the target should continue to roleplay the wound in their side until healed as normal. The user can keep the tip of the blade against the target’s body and only periodically twist the blade for roleplaying purposes. Should the target move away or contact is otherwise broken, this endeavor ends.
Twist the Knife also does one level of damage to the torso.
Keyword: “Twist the Knife; Agony”
Watch Your Step (b) (s)
Ooopsey! Looks like you fell again. Oh! Look at that: again! Wow, your feet need practice, eh? (serious) Now you know: don’t come around here no more. Go.
The target’s next step will miss. If on flat land, they trip (safely) prone to the ground. If climbing something, they lose footing with one foot. Roleplaying this Endeavor must never place the target in actual danger and all effects must be roleplayed responsibly.
The target can get bcak up immediately unless Watch Your Step has been boosted.
Stack: can affect one target per stack
Boost: For each Threshold spent beyond the first, the target must stay prone for 5 seconds.
Waters of the Eddei (b) (s)
Waters of the Eddei is ancient drósti water magic, an ancient tradition passed down through the generations and is prized knowledge.
While everyone practices it in slightly different ways, all practitioners have one thing in common: they “bless” the water with the powers of the Eddei which are believed to be ancient water spirits capable of purifying water and then somehow apply that water to the target.
Some soak bandages, some pour the blessed water directly over the target area, some literally wash the wounds carefully, and some sprinkle it on. The effect is always the same, however: the target is healed of what ails it as per the below.
Each stack yields greater results, and only ever requires that the practitioner hum the Song of the Eddei and apply the blessed water to the affected area for ten seconds. The washing may be with a damp cloth, a literal pouring of water (always ask the target first), a water-soaked bandage, or anything else the practitioner wishes as befitting their personal style.
Boost: With each Threshold spent beyond the first, the practitioner may also heal multiple wounds in the same ten second span, e.g. spend three Threshold, three wounds of the proper type will be healed at once.
- T1: One limb at a time. Keyword: Heal Limb
- T2: One torso wound at a time. Keyword: Heal Torso
- T3: Cure one disease. Keyword: Cure Disease
- T4: Cure one poisonous effect. Keyword: Cure Poison
- T5: Remove spiritual influence. Keyword: Cure Possession
Note: Some poisons and venoms may replicate diseases and result in false diagnoses at T3. If the incorrect keyword is called, however, the target must say “No effect” in response.
With a successful melee attack with a blunt weapon against the upper back of the target, the target may be knocked into unconsciousness for two minutes. They are not in Bleed Out. After two minutes, the target may awaken, though damage or vigorous shaking will also awaken the character. Merely moving the character will not.
For Waylay to be successful the user must be fully behind the target and not be seen by the target, though they may know they user is somewhere back there.
The level of waylay called must match or beat the existing level of torso armor worn. Helmets elevate the level of armor by one regardless of the helmet type. If the level of waylay called does not match or beat the armor of the target, target may call “No effect”. As masterwork armor may be light, medium, or heavy, targets with masterwork armor may respond with “No effect” if “Waylay: Masterwork” was not called. In such failed cases, the target need not reveal what kind of armor they have on.
Stack: For each stack, the weight of armor to be affected increases. T1: Unarmored, T2: Light, T3: Medium, T4: Heavy, T5: Masterwork
Keyword: (melee hit) Waylay / Waylay, light / Waylay, Medium, etc.
Wither Limb (s)
Illicit. With but a touch of the target’s limb through the use of this power granted by the Dark Land, the noble can cause it to begin withering to the point of uselessness as if it were struck by a weapon. The limb may be healed as normal. The touch will pass through the target’s clothing (but not armor) and the noble’s hand must be ungloved for this endeavor to work.
Stack: The second stack affects more than the muscles, it now also affects the limb’s bone. Keyword: Break Limb (cured by Heal Break). Max stack: 2.
Keyword: “Wither Limb” or “Break Limb”
Appendix II: Change Log
v.1.6.6 – 20 July 2017
Added Specialist and Studied Apprentice
Clarified combat rules, rephrasing as “sufficient force” to illicit proper responses to melee
v.1.6.5 – 7 June 2017
Added Reveal Weakness to Commoner Tier 1
Revised Breaking the Threshold
Added endeavor or threshold carryover from character death (every two games you attend, you may add one endeavor or threshold to your next character)
v.1.6.4 – 1 May 2017
(Tested) Identify Property now costs one Threshold to use and does use up one unit of the item. RP-only caused a rapid advancement of knowledge that quickly risked unbalance. Added costs to description.
v1.6.3 – 28 April 2017
Updated Favored Apprentice
v.1.6.2 – 27 April 2017
Expanded and clarified Waters of the Eddei
v1.6.1b – 21 April 2017
Removed free cost of Daze; incorrectly listed as free under drósti
Added missing Entreat Spirit
v1.6b – 20 April 2017
Combined all rules on one page
Corrected Waters of the Eddei cost (not free to use), added (B)
v1.5.5b – 29 March 2017
Added missing “Backing out” safety rule.
Revised stacking armor section to provide examples
v1.5.4b – 22 March 2017
Updated Favored Apprentice to include “…of the player’s choice…”
Updated mentions of Agony to include “While in agony, the target may only defend or walk away painfully.”
Generalized “Imbue Weapon” to allow for non-drósti use in the case of Vrojiti charms.
Added Nightmare, beginning entry of creature endeavors
v1.5.3b – 13 March 2017
Updated Literacy to allow for English. Mutvian alphabet remains and is completely organic (just learn it)
v1.5.2b – 6 March 2017
Added missing “General Crafts” to list of craft types
v1.5.1b – 3 March 2017
Added missing favored apprentice, removed defunct ancestor’s guidance
Clarified Identify Property, that it does not use up resource in process of identification.
v1.5.0b – 1 March 2017
Release of new system