midnights shadow

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Midnights Shadow A modern day alternative reality LARP system Everything in the world is not quite as it has always seemed to most, reality by its very nature is not fixed but merely a consensus view on how things should be. There comes a time when a new Aeon is beginning and power is shifting those with real influence can place themselves to help determine a new reality a new way of being that when it comes into place will once again seem like the only possible reality that has ever been or will be so the stakes in this game are high. But for now when the old reality begins to break down then some of the wonders and horrors that once have been or could be can be glimpsed or experienced and that is why you are here. A few months ago people started falling into a coma like state of deep sleep, it took days before the medical community realised the scale of this and now the total number of people affected is believed to run into the tens of thousands. There is no confirmed medical diagnosis that can explain this, Doctors and health officials cannot even confirm if the cause is viral, environmental or purely psychological. You know someone who has been affected you are close to them maybe a friend, a family member or a loved one and when you visit them you know that something doesn't feel right. The reasons will vary it may be that you seem to lose time around them, that the shadows in their room seem to move out of sync with the lighting and almost certainly you cannot shake that feeling that they are there with you trying to talk to you or communicate some how even though their body never reacts. I am here today to tell you that they need your help, they are in grave danger and that you in some way can sense this while others around you do not means that you are gifted, attuned enough to help them if you might just dare to. Basic Setting Drawing inspiration from a variety of sources I wanted to create a setting where the mundane hides a place of magic, wonder and horror. Think Pans Labyrinth meets Silent Hill, or SLA industries meets a Neil Gaiman graphic novel and all strongly influenced by a series of video games from Japan called the Shin Megami Tensei series. The above in character ramblings are the basic intro you play a character who knows someone affected by the mysterious sleeping sickness and after months of worry and unease and no explanations from the doctors and old man approaches you telling you that you can help them but with no small risk to yourself. So you need to have a strong enough connection to the person affected to take a chance to help them. Some of the game will take place in the real world for which there will be no rules really required and no combat but with out giving too much away there will be times and places where it will switch to another realm an aetheric realm, an umbral plane, the dreaming, the spirit realm call it what you will really it has many names. In that place there will be a rules

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Page 1: Midnights Shadow

Midnights ShadowA modern day alternative reality LARP system

Everything in the world is not quite as it has always seemed to most, reality by its very nature is not fixed but merely a consensus view on how things should be. There comes a time when a new Aeon is beginning and power is shifting those with real influence can place themselves to help determine a new reality a new way of being that when it comes into place will once again seem like the only possible reality that has ever been or will be so the stakes in this game are high. But for now when the old reality begins to break down then some of the wonders and horrors that once have been or could be can be glimpsed or experienced and that is why you are here.

A few months ago people started falling into a coma like state of deep sleep, it took days before the medical community realised the scale of this and now the total number of people affected is believed to run into the tens of thousands. There is no confirmed medical diagnosis that can explain this, Doctors and health officials cannot even confirm if the cause is viral, environmental or purely psychological. You know someone who has beenaffected you are close to them maybe a friend, a family member or a loved one and when you visit them you know that something doesn't feel right. The reasons will vary it may be that you seem to lose time around them, that the shadows in their room seem to move outof sync with the lighting and almost certainly you cannot shake that feeling that they are there with you trying to talk to you or communicate some how even though their body never reacts.

I am here today to tell you that they need your help, they are in grave danger and that you in some way can sense this while others around you do not means that you are gifted, attuned enough to help them if you might just dare to.

Basic SettingDrawing inspiration from a variety of sources I wanted to create a setting where the mundane hides a place of magic, wonder and horror. Think Pans Labyrinth meets Silent Hill,or SLA industries meets a Neil Gaiman graphic novel and all strongly influenced by a series of video games from Japan called the Shin Megami Tensei series.

The above in character ramblings are the basic intro you play a character who knows someone affected by the mysterious sleeping sickness and after months of worry and unease and no explanations from the doctors and old man approaches you telling you thatyou can help them but with no small risk to yourself. So you need to have a strong enough connection to the person affected to take a chance to help them.

Some of the game will take place in the real world for which there will be no rules really required and no combat but with out giving too much away there will be times and places where it will switch to another realm an aetheric realm, an umbral plane, the dreaming, the spirit realm call it what you will really it has many names. In that place there will be a rules

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system for character development and combat that I have endeavoured to keep as simple and easy to understand as possible. My aim is by and large to introduce as much of this as possible in game so as your character struggles to come to terms with this strange place and the rules that govern it you pick up the rules as you go along. A few basics relating to health and safety will obviously be covered off first but the rest can be picked up in game.

My aim is not to have purely combat driven scenarios but a nice mix with the choice of how to deal with issues being largely down to the players and their preferred style. Combatwill be a mix of larp style melee weapons, nerf guns and magic with a balance between it all, with a strong emphasis on healing, enhancing and crafting skills it would also be possible to be invaluable in combat with out ever hitting anything.

That is basically the pitch so if interested then let me know and I will keep you in touch, I am more than happy to involve anyone regardless of how much experience they have had with role-playing or live action role-playing a good imagination and interest in story tellingis all that is required. However as I am effectively play testing this system if you have lots ofexperience or are just curious then please read on the rules as laid out below and feel free to make suggestions and point out holes and errors with in (except grammar).

RulesLife and Essence are the only stats as such you need to worry about effectively they represent hit points and magic or special ability points. The numbers for each are generallyquite low and easy to keep track of for instance at level 0 you have 3 life and 0 essence andthen when you reach level 1 you have the choice of 6 life / 3 essence, 8 life / 2 essence or 4life / 4 essence. Damage will follow the format of single, double, triple, etc so if you get hit by a single you lose 1 life, double 2 life and so on. Every time you level up you have the choice of gaining either 2 life or 1 essence (3/2 post level 10) and certain levels of certain skills will also give you boosts to these.

At 1 life you feel noticeably unwell at 0 you are unconscious and at -1 you have 5 minutes to be revived before you suffer death back in the real world. Should it be found at the end of a combat that someone should have reached 0 or minus health during a battle then they collapse at the end and if revived have a life penalty for the rest of the scenario. Also ifessence drops below 0 then a penalty to maximum essence is applied for the rest of the scenario.

There are no locations to damage as such, harking back to this being a symbolic and spiritual realm where injury is tearing your soul apart rather than chopping arms off.

There are 10 basic skills to chose from all of which can be purchased up to level 10 :Attack (Melee) DefenceShot Destruction MagickHex Magick HealingSupport Magick Magic ControlAether Knowledge Crafting

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You gain a number of skills points every time you level up and can only take a specific skill up by one level each time you level up. There are a number of advanced paths that open up then once you reach at least level 10 which require you to have certain levels in certain skills. This then allows you to purchase skills from lists which do represent the more powerful abilities available in game. There are however no restrictions on which skills you choose to level up and at higher levels it will be possible to have skills high enough to thenpurchase abilities from 2 or more paths. This means there are many different combinations that can be put together and no 2 characters should be the same.

The advanced paths are : and skill requirements areBlade Master : Attack 10 / Defence 6 / Craft 5Gun Fu : Shot 10 / Defence 6 / Craft 5Bastion : Defence 10 / Support 6 / Heal 5Spell Sword : Destruction 8 / Attack 8 / Magick Control 5Magic Bullet : Shot 8 / Destruction 4 / Hex 4 / Magick Control 5Enhancer/Hexer : Support 8 / Heal 8 / Hex 5Shot Mage : Destruction 10 / Magick Control 6 / Hex 5Synther : Aether Knowledge 10 / Craft 10

Characters will start with no armour and only basic weapons, there is a quality coding on weapons that determines the maximum level of damage they are capable of doing a Bronze weapon can only do up to double damage, silver up to triple, gold up to quad and legendary has no limit. If someone capable of doing higher damage does so with a weapon that cannot then it is destroyed at the end of the encounter. Armour will have one of two effects it will either block the first certain number of hits taken in any encounter or itwill reduce the damage taken by a certain damage type by a level so triple down to double, etc with a single hit always being taken as a minimum.

Under normal circumstances quad is the highest damage call available even if the combination of weapon bonuses, skill bonuses and enhancer boosts would take you higherthan this. However several paths include limit break skills which remove this cap. It also does not change damage taken by creatures with weaknesses so a creature taking double effect from fire would take 8 hits from a fire quad call.

Damage Types :Slash (Melee) Shot (Gun)Fire IceElectric ForceMagic ExpelEntropy AlmightyNerve Mind

Some NPC's (monsters) may be immune to, absorb, reflect or be weak to certain attack types. Making knowledge of the enemy a key factor.

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Mind and Nerve may on rare occasions be damage types but more often refer to status effects which are :

MIND : effect Enrage : unless resisted must attack casterCharm : unless resisted may not attack caster unless they attack firstSleep : unless resisted unconscious until attacked or for 10 secsAmnesia : unless resisted all skills forgotten except for basic attacks

NERVE : effect Bind : unless resisted cannot move from spot for 10 secsPoison : unless resisted you take damage after 10 secsBlind : unless resisted blinded for 10 secsParalysis : unless resisted unable to move at all for 10 secs even if hit

The effects will be called with single, double, etc. after them this refers to damage with the poison and with the rest it does not change the effect but simply makes it harder to resist. Certain skills and armour will allow you to resist lower level status effects and some enhancer abilities allow you to resist one status effect regardless of its level. A healer with the right abilities can also instantly undo status effects.

Guide to XP and levelling up :XP is gained in large from killing creatures and is in effect your character absorbing their life to become stronger, as a rough guide 1 lvl x creature will give x xp to all the party. The cost is cumulative so it takes 8 xp to reach level 2 then another 12 (20 in total) to reach 3 etc.

Level Skill points0 SPCL 21 8 22 12 23 16 24 20 25 28 26 40 37 52 38 75 39 100 3

10 128 311 140 312 156 313 176 414 208 415 236 416 262 417 304 418 344 419 400 420

XP to Lvl Up

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Skill and Abilities :Ok down to the nitty gritty of skills, many spells and abilities will need some kind of activation but I am hoping not to need to get to prescriptive on what this is, it may be special words spoken, gestures made, stance held, etc. The important factor is for game balance it should take a certain length of time to complete that needs to be stuck to.

As listed above you gain 2 skill points when you level up to level 2 and then more at each level they do not have to be spent straight away but the limit on only one level in a skill each time you level up still remains so you cannot save up 5 points then put all 5 in the same skill even if you have levelled up 5 times with out spending on it. Up to level 10 it is going to be fairly easy to wipe yourself clean and respend points which will be the one exception to the above rule and is purely designed for if some one is really not enjoying the play style that their skills have pushed them towards.

General Skills :Basic attack : anyone can hit something with a weapon they have. This will be for a single slash damage. To keep combat more paced and dramatic there is a 3 hit flurry limit so afterswinging at someone 3 times you need to pause and reset before launching another attack. In general it will not be possible to take weapons from fallen enemies or even from another player as the weapon is an extension of your soul and a way of chanelling your inner strength to cause harm.

Basic shot : As above but with a gun is the short version. Mess with gun to reload after 3 shots even if you do not need to actually reload and damage is single shot.

Certain first learnt skills for mages and healers while not available to everyone will count asbasic in as far as they cannot be removed by amnesia.

Skill Trees :ATTACK

Skill Cost / Time EffectCritical Strike 0 / 2 secs +1 damage grade on next strike

Counter 1 Ess / none+ 3 Life Permanent Passive +3 maximum life

Shocking blow 1 Ess / 1 sec Stuns opponent for a few secs or until struck+1 Damage Permanent Passive +1 Damage with melee weapon

Counter Critical 2 Ess / none+ 3 Life Permanent Passive +3 maximum life

Counter shock 2 Ess / noneCritical Triple strike 1 Ess / 2 sec +1 damage grade on next 3 hit flurry

+1 Damage Permanent Passive +1 Damage with melee weapon

Upon being struck free return strike, can be combined with guard.

Upon being struck free return +1 damage strike can combine with guard

Upon being struck free return shocking strike can combine with guard

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SHOT

GUARD

HEAL

Skill Cost / Time EffectCritical Strike +1 damage grade on next strike

Counter+ 3 Life Permanent Passive +3 maximum life

Shocking blow+1 Damage Permanent Passive

Counter Critical+ 2 Essence Permanent Passive +2 maximum essence

Counter shockCritical Triple strike +1 damage grade on next 3 hit flurry

+1 Damage Permanent Passive

0 / 2 secs

1 Ess / noneUpon being struck free return strike, can be

combined with guard.

1 Ess / 1 sec Stuns opponent for a few secs or until struck+1 Damage with melee weapon

2 Ess / noneUpon being struck free return +1 damage

strike can combine with guard

2 Ess / noneUpon being struck free return shocking strike

can combine with guard1 Ess / 2 sec

+1 Damage with melee weapon

Skill Cost / Time EffectGuard 1 1 Ess / none Block dmg from a single effect melee atkDodge 1 1 Ess / none avoid dmg from single effect spell or shot+ 3 Life Permanent Passive +3 maximum lifeGuard 2 1 Ess / none Block dmg from a double effect melee atkDodge 2 1 Ess / none avoid dmg from double effect spell or shot

+ 2 Essence Permanent Passive + 2 maximum essenceGuard 3 1 Ess / none Block dmg from a triple effect melee atkDodge 3 1 Ess / none avoid dmg from triple effect spell or shotGuard 4 1 Ess / none Block dmg from a quad effect melee atkDodge 4 1 Ess / none avoid dmg from quad effect spell or shot

Skill Cost / Time EffectDia 1 Ess / 2 sec 5 life back to individual target

Media 2 Ess / 2 secs 5 life back to group max 5 metre rangePurge Mind 1 Ess / 1 sec Cure mind effects individual target

Diarama 1 Ess / 3 sec 10 life back to individual targetMediarama 2 Ess / 3 secs 10 life back to group max 5 metre range

Recarm 2 Ess / 5 secs Return target from zero/ minus life to 5 lifePurge Nerve 1 Ess / 1 sec Cure nerve effects individual target

Diarhenia 2 Ess / 3 secs 20 life back to individual targetMediarhernia 4 Ess / 3 secs 20 life back to group max 5 metre range

Samecarm 4 Ess / 5 secs

Return party from zero/minus life to 5 life + ability to lock off 4 ess and automatically revive self on 0 hp,to be logged with ref.

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SUPPORT

HEX

Magick Control

Ok the whole element 1,2,3 and 4 thing needs an explanation, you get to chose your primary element that you are closest to in affinity, this then determines your element orderas follows :Fire : Electric : Force : IceIce : Force : Electric : FireForce : Ice : Fire : ElectricElectric : Fire : Ice : Force

Skill Cost / Time EffectShield 1 Ess / 1 sec +1 Physical Armour (encounter) max stk 2Barrier 1 Ess / 1 sec

+ 2 Essence Permanent Passive + 2 maximum essenceRage 1 Ess / 1 sec +1 phys dam next blow (encounter) no stkFocus 1 Ess / 1 sec +1 mag dam next blow (encounter) no stk

Resist Mind 1 Ess / 1 sec +1 lvl resist mind effects (enc) max stk 2Resist Nerve 1 Ess / 1 sec +1 lvl resist nerve effects (enc) max stk 2+ 3 Essence Permanent Passive + 3 maximum essence+ 2 Max life 1 Ess / 1 sec (encounter) max stk 2

+2 Max essence 2 Ess / 1 sec (encounter) max stk 2

+1 Magical Armour (encounter) max stk 2

Skill Cost / Time EffectBind 1 Ess / 2 secs Nerve

Enrage 1 Ess / 2 secs MindPoison 1 Ess / 2 secs NerveCharm 1 Ess / 2 secs Mind

+1 Hex effect level Permanent PassiveBlind 2 Ess / 2 secs NerveSleep 2 Ess / 2 secs Mind

Paralysis 2 Ess / 2 secs NerveAmnesia 2 Ess / 2 secs Mind

+ 1 Hex effect level Permanent Passive

Skill Cost / Time EffectElement 1 Boost Permanent Passive +1 damage with Elemt 1 damage typeElement 2 Boost Permanent Passive +1 damage with Elemt 2 damage typeElement 3 Boost Permanent Passive +1 damage with Elemt 3 damage typeElement 4 Boost Permanent Passive +1 damage with Elemt 4 damage typeLife to Essence X life / 2 secs once per encounter / max 5

Chain Element 1 +1 essence on top of cost chain up to 3 of effectChain Element 2 +1 essence on top of cost chain up to 3 of effectChain Element 3 +1 essence on top of cost chain up to 3 of effectChain Element 4 +1 essence on top of cost chain up to 3 of effect

+ 5 Essence Permanent Passive + 5 maximum essence

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DESTRUCTION MAGICK

The choice of Magick / Expel / Entropy damage is based on alignment Law (Expel), Neutral (Magick) or Chaos (Entropy) this is a joint storyteller / player call.

CRAFTThis is not as prescriptive per level as the other skills for each level you purchase you gain ahigher ability of :

– Identify artifact– Repair artifact– deconstruct artifact– craft artifact

And you also gain 1 recipe per level 1-5 and 2 per level 6-10. These could be for potions, stones, armour, weapons, bullets or much more. Resources will have to be gathered in game also to then use for crafting as well as a lab or a forge obtained or borrowed.

AETHERTECHBlatantly a bit of a blag skill but as your level increases you will be able to recognise different daemons and shades and have an idea about their:

– Weaknesses– Resistances / Nulls / Reflects– Damage Types used / Special Skills– Alignment / Family group– Uses for their essence in crafting– Likelihood for them attacking you on sight if you....

ADVANCED PATHSSo once you have reached level 10 and have certain skills at the required levels you can start purchasing abilities from the advanced paths. Unlike the normal skill trees you do not need to purchase these in order you can pick and choose the ones you want first. Many of them are somewhat reliant on you having decent enough gear to support them too, ie. Legendary sword or gun, a stave or potions to restore essence, etc.

Skill Cost / Time EffectElement 1 Single 1 Ess / 2 sec Single target / range 3 metresElement 2 Single 1 Ess / 2 sec Single target / range 3 metresElement 3 single 1 Ess / 2 sec Single target / range 3 metresElement 4 single 1 Ess / 2 sec Single target / range 3 metresElement 1 double 2 Ess / 2 secs Single target / range 3 metresElement 2 double 2 Ess / 2 secs Single target / range 3 metresElement 3 double 2 Ess / 2 secs Single target / range 3 metresElement 4 double 2 Ess / 2 secs Single target / range 3 metres

2 Ess / 2 secs Single target / range 3 metresAlmighty Double 2 Ess / 2 secs Single target / range 3 metres

Magick / Expel / Entropy double

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Some of the effects are based on a time freeze to avoid slowing down play too much there will be a limit to how many times these may be used per encounter which will usually be 1 or 2 per player per encounter. The storyteller will make this call and it may well be relaxed for suitably epic boss battles.

BLADEMASTER

GUN FU

Ability Cost / Time EffectArmour Break 2 Ess / 2 Secs Destroy physical armour

MultiGuard 2 Ess / instant

Tail of the Dragon 3 Ess / 1 sec

Heavens Gate 3 Ess / 1 sec

Force of the Dragon 5 Ess / 1 sec Spin attack as above with added Bind effect.

Hells Gate 5 Ess / 1 sec

Weapon Break 2 Ess / 2 Secs+1 melee damage Permanent Passive + 1 maximum melee damage

Limit Break 5 Ess / 3 secs

Guard/ Counter Spin 5 Ess / instant

Block damage from up to 3 strikes landed in a flurry / multiple opponents up to the

maximum level you can block.Spin attack max melee dmg to all targets in

range / time freeze effectstraight line rush attack up to 3 metres max

melee damage to all targets enroute

Rush attack as above with added shock effect.

Only works versus melee weapons of lower quality than wielders.

Removes quad maximum damage limit for rest of encounter

Guard versus up to 3 blows followed by spin effect as above in counter.

Ability Cost / Time EffectArmour Break 2 Ess / 2 Secs Destroy physical armour

Multi Dodge 2 Ess / instant

Rapid Shot 3 Ess / 1 sec

Pierce shot 3 Ess / 1 secRapid Bind Shot 5 Ess / 1 sec As above rapid shot with added bind effect.

Pierce knockback shot 5 Ess / 1 sec

ARM Snipe 3 Ess / 1 sec+ 1 Shot damage Permanent Passive + 1 maximum gun damage.

Limit Break 5 Ess / 3 secs

Dodge / Counter Rapid 5 Ess / instant

Dodge up to 3 shots or damage spells from a flurry or multiple opponents up to the

maximum level you can dodge.4 shot burst fired off quickly / time freeze

effectPick target if shot hits them then every other

target between you and them also takes damage / time freeze effect.

As above pierce shot with added knock back to all targets.

-1 physical damage effect to target, counts as physical attack for resists.

Removes quad maximum damage limit for rest of encounter

Dodge followed by rapid effect as above in counter.

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BASTION

SPELLSWORD

While base damage is double (triple if boosted) magic control bonuses do apply so this willusually be a grade higher. This does not apply to affinity damage but the rarity of this damage makes it very valuable even at lower damage grades.

Ability Cost / Time EffectResist Armour Break 1 Ess / instant Null armour break ability

Multiguard 2 Ess / instant

Taunt Crowd 4 Ess / 3 secsWake up Soldier 2 Ess / 2 secs / X life Revive target with x life.

Fight the good fight X essence / 2 secsImmoveable object 1 Ess / instant Null knockback / shock / armsnipe

Craft Shield Permanent Passive Craft a shield useable only by selfIron Mind 3 Ess / 1 sec Null Mind abilities

Nerves of Steel 3 Ess / 1 sec Null Nerve abilities

Lord of Armour 5 Ess / 3 secs

Block damage from up to 3 strikes landed in a flurry / multiple opponents up to the

maximum level you can block.Enrage affect on all enemies in clear ear shot / 5 metres if easier to determine.

Once per encounter up to 5 essence turned into life.

All incoming damage except almighty is reduced to a single damage effect, the

maximum damage done by the character is also capped at single damage.

Ability Cost / Time Effect

Flame Blade 3 Ess / 3 secs

Icicle Blade 3 Ess / 3 secs

Thunder Blade 3 Ess / 3 secs

Force Blade 3 Ess / 3 secs

5 Ess / 3 secsMagic Blade Boost 3 Ess / 1 sec Blade ability raised to base triple damage

Limit Break 5 Ess / 3 secs

Magic Armour 3 Ess / 3 secs

Magic Blade Vortex 4 Ess / 1 sec

Magic Blade Rush

Sword summoned for encounter doing double Fire damage.

Sword summoned for encounter doing double Ice damage.

Sword summoned for encounter doing double Electric damage.

Sword summoned for encounter doing double Force damage.

Magick / Expel / Entropy Blade

Sword summoned for encounter doing double alignment damage.

Removes quad maximum damage limit for rest of encounter

5 armour versus magical attacks, lasts till end of encounter.

Spin attack usable only with summoned blade weapon.

Rush attack usable only with summoned blade weapon.

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MAGIC BULLET

ENHANCER/HEXER

Ok some explanation needed here, the party boosts have to have a range limit so it is set at 5 metres if you are further away than that from the enhancer when they cast you do not gain the benefit. The +1 damage grade cannot take you above Quad damage unless you have limit break engaged, it does however boost a Bastion with Lord of Armour in effect up to double damage. The shields, barriers and null effects are all individual everyone in range gains one, it cannot be transferred to someone else. It also does not stack so if the enhancer casts it again and you have not used the first you still only have the one block. Almighty damage is the one exception it cannot be blocked in any way.

Mass effect hexes target a group of enemies a maximum of 5 metres across.

Ability Cost / Time EffectFlame Shot 1 Ess / 1 sec 3 bullets fire double damage.

Ice Shot 1 Ess / 1 sec 3 bullets Ice double damage.Thundershot 1 Ess / 1 sec 3 bullets Electric double damage.Force Shot 1 Ess / 1 sec 3 bullets Force double damage.

Magick / Expel / Entropy Shot 2 Ess / 1 sec 3 bullets alignment double damage.

Magic Shot damage up 3 Ess / 3 secs

Limit Break 5 Ess / 3 secsBlind Shot 4 Ess / 1 sec Add Blind effect to any magic shot

Paralysis Shot 4 Ess / 1 sec Add paralysis effect to any magic shotAmnesia Shot 4 Ess / 1 sec Add Amnesia effect to any magic shot.

Magic Shot damage increased by 1 garde for rest of encounter.

Removes quad maximum damage limit for rest of encounter

Ability Cost / Time Effect

Hells Fury 6 Ess / 3 Secs

Heavens Wrath 6 Ess / 3 Secs

Devils Shield 4 Ess / 3 secs

Divine Barrier 4 Ess / 3 secs

Natures Boon 5 Ess / 3 secsMass Sleep 5 Ess / 3 secs Mass sleep effect (Mind)

Mass Paralysis 5 Ess / 3 secs Mass Paralysis effect (Nerve)Mass Amnesia 5 Ess / 3 secs Mass Amnesia effect (Mind)

Mass Bind 5 Ess / 3 secs Mass Bind effect (physical)Mass Blind 5 Ess / 3 secs Mass Blind effect (Nerve)

+1 Phys damage to whole party for rest of encounter, max range 5 metres.

+1 Mag damage to whole party for the rest of encounter, max range 5 metres.

Totally block next physical attack for all party members. Max range 5 metres, does not

stack.Totally block next magical attack for all party

members. Max range 5 metres, does not stack.

Null next status effect for all party members. Max range 5 metres, does not stack.

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SHOT MAGE

SYNTHERThis is the art of forging legendary or artefact items that can be made for yourself or someone else you have a good connection with. Each skill pick gives you one artefact recipe that with the right components (usually hard to gather) can be crafted more than once if required.

A few examples are needed really to give you an idea of the possibilities :SORROWFUL THUNDERLegendary Sword (no damage limit) – Electric Damage (3 essence put into sword adds +1 damage for an encounter)(1 essence allows shock effect to be added to next blow)

BLESSED STAVELegendary Stave (no damage limit) Can store up to 6 Essence in it to draw on at any timeAll healing effects add +5 health to the recovered amount

RED RAINLegendary Gun (no damage limit) – Fire Damage(3 essence put into gun adds +1 damage for an encounter)(3 more essence allows another +1 damage for an encounter but each shot drains 1 life from the wielder)

ROBE OF SHADOWSLegendary armour – Reduce all gun / destruction magic attacks by one damage grade(Add 5 essence to reduce all gun / destruction magic attacks by another damage grade for one encounter) minimum single damage still taken.

Ability Cost / Time EffectField of Flames 4 Ess / 3 secs Area effect Double Fire DamageGlacier of Ice 4 Ess / 3 secs Area effect double Ice Damage

Storm of Thunder 4 Ess / 3 secs Area effect Double Electric damageWall of Force 4 Ess / 3 secs Area Effect double Force Damage

6 Ess / 3 Secs Area effect alignment double damage.Vortex of Almighty 8 Ess / 3 secs Area effect double almighty damage.+ 1 Magic damage Permanent Passive +1 maximum magic damage

Limit Break 5 Ess / 3 secs

Element 1 Focus attack As base spell + 2 Ess

Alignment Focus attack As base spell + 2 Ess

Sheet of Magick / Expel / Entropy

Removes quad maximum damage limit for rest of encounter

Unlimited chain attack of single target element 1 spell, essence cost each time used.

Unlimited chain attack of single target alignment spell, essence cost each time used.