steam realms players handbook

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pLAyER’S hANDBOOk Player’s Handbook for the Steam Realms Live Action Roleplaying System © 2014 by Byron Goss. All rights reserved

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Base rules for a Steampunk Style LARP

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Page 1: Steam Realms Players Handbook

pLAyER’S hANDBOOk

Player’s Handbook for the Steam Realms Live Action Roleplaying System © 2014 by Byron Goss. All rights reserved

Page 2: Steam Realms Players Handbook

iNtRODuCtiON gAME EDiCtS gAME pLAy gAME CONCEptS ChARACtER OptiONS ExpERiENCE pOiNt ChARt ChARACtER CREAtiON gADgEtS, gEAR & vEhiCLES gLOSSARy

pAgE 3

pAgE 4 pAgE 5 pAgE 7 pAgE 11 pAgE 18 pAgE 19 pAgE 22 pAgE 24

Page 3: Steam Realms Players Handbook

iNtRODuCtiON tO StEAM REALMS

Steam Realms is a Steampunk Boffer LARP with science fiction attributes. The basis of our game is that players are in a crack between the real world & the spirit world. This in-between place is made up of pocket dimensions inner connected by portals. Some of these pocket worlds are the size of a continent, others the size of a city. It is believed Aether fills the void between the Realms & science has discovered concepts to use this Aether. Many who have wandered into this realm have gathered together & formed Nations. These Nations constantly explore the portals looking for scarce resources. Players can join one of the established nations or form their own alliances. The theme of this genre is the Victoria Era when honor was everything & society had strict moral restraints. People in these Realms either are born as normal or awake as fully grown adults. Those that awake have a vague recollection of Earth circa 1870 but remember nothing else. These Awoken are said to be dreamers or in a catatonic state in the real world. No one knows for sure. Those of the Awoken cannot die in the Realms; instead they dissipate & reform someplace later. While those naturally born die & never come back. It was also discovered that one’s word in the Realms had power. All vows must be followed & promises kept. If you vowed never to kill another, you were similarly protected from those that took the same vow. Those that wished to kill & find glory in combat see this protection as a weakness. These Glory Hounds seek honor & glory above all else. Three Nations arose in the Realms: Crown Haven the beacon of civilization. The Junkers, a nation of transmen bent on improving the human condition. The Volk a nation of clockwork beings called Tickers. These nations fought a bloody war that ended when the Volk came forward & offered Difference Helmets to the other Nations. These Difference Helmets linked the wearer to an enormous Difference Engine the size of a city named “Dee”. The resulting peace caused a technological boom.

Aetherologists discovered the Elan Vital which is believed to be the energy that ties the soul to a body. Devices were created to collect this powerful new energy. It was discovered this Elan Vital, named Vit, could augment a Difference Helmet to do amazing feats called Planck Effects. This Vit could also augment current steam technology & Hydro cells came into being. These Hydro cells used Vit to make a basic type of fusion. The resulting energy fueled locomotion to unheard of speeds. New types of powered armor & weapons were created. The future is wide open.

Not all care just for expansion & progress. There are those that believe this new Realm is an opportunity to discover more about how life came into being & what created us. Rationalists believe in providence & G-d. The Rationalists claim there are great dangers in the Realms, old forgotten evils that seek to control & seduce any who would listen. They adamantly oppose evil & seek to find enlightenment. Many do not take the time to listen & label them zealots. Mankind did discover other races in the Realms, most notably giants! Four other races were found & named the Chimera. The naturalist reptilian Retantis, the curious wolfish Canini, the practical birdlike Avem & the mercantile catlike Felis. These races claimed to exist in the Realms for millennium & taught humanity Intones which are songs of power in the Realms. The Chimera did not care to join the Nations & formed Tribes to support one another when needed. Now the Nations are expanding again & there is talk of trade embargos. Crown Haven & The Junkers are beginning to step on each other’s toes. Rumors of war abound & the peace The Volk helped form is being questioned. A time of Imperialism is at hand & it is hoped the past will not be repeated.

Page 4: Steam Realms Players Handbook

gAME EDiCtS

We ask all players & staff to act respectfully toward each other. Please do not yell, cheat or make others feel uncomfortable. If a problem occurs, immediately tell Staff & allow us to approach those causing the disruption. If specific players continue to be disruptive, we will ask them not to return to our game. AgE & ADuLt SituAtiONS Steam Realms is 18+ but we do allow teenagers 15+ to play with parental consent. Children 10+ can play our game as long as a parent or guardian always accompanies them. Children must wear an Orange Headband & abide by the restrictions placed on such. Steam Realms is based upon the Victoria Era which was very honorable, ethical & proper. Staff & players are expected to uphold to this genre. We are a PG-13 based game, there is violence & death. Specific things will NOT be portrayed: sex, rape, torture or harm to children. BODy CONtACt Combat utilizes bird seed packets, foam weapons & nerf guns only. Please no hand to hand, shield bashes, charging or excessive force. If someone is hitting you to hard, politely ask them to ease up. If a player doesn’t respect your request, go out of character & find a Staff member to mediate. Some effects require you to touch someone with a birdseed packet. When you make a touch attack, be aware of the force you use & were you hit. DRugS & ALCOhOL During events alcohol is not permitted to be used. At any time if you are caught with an illegal substance, you will asked to leave game immediately & possibly banned. hOLD Staff will call a “Hold” if someone is injured or to describe an important event. Players can call a Hold for physical injuries only. At the end of a hold staff will announce “Game on in 1, 2, 3” & game continues. If you ever hear “Hold” shouted you should:

yell “Hold” too, so everyone knows to stop game stop what you’re doing & take a knee

Players should never call a Hold for any reasons but injuries. If something is happening you do not like, please wait & call for a After Encounter Discussion (AED) with a Staff member. If something is so severe you cannot wait, please go out of character & find a Staff member.

MEtA gAMiNg Meta gaming is when you learning something out of game & then use that knowledge in game. Anyone found using out of game (Meta) information will be asked to leave for that event & possibly banned. If you learn out of game information inadvertently & feel that it will compromise gameplay, please tell Staff so we can sort it out.

SAFEty & LEgAL FORMS Before playing you must sign two forms: Medical Information & Waiver/Covenant Not to Sue. The Medical Information will list anything we need to know for your safety & who we need to contact if something happens. Children 10+ & Teenagers 16+ are required to have a parent or guardian sign a consent form. At the beginning of each game all weapons must be checked by staff before playing with them.

Page 5: Steam Realms Players Handbook

gAME pLAy

When you arrive on site, you will check in with Staff. At check in you pay fees, safety check gear & get your player folder. Your player folder has your character sheet & items owed to you. Then at end of game turn in your player folder. Game will start with Staff announcements; once all announcements have been made “Game On” will be called. At this point everything that happens will do so in character. At end of game everyone will gather & Staff will reward good players with prestige. Players can also call a vote for “Best Sport”. The best sport will be rewarded with prestige as well. Players can earn a total of two prestige per event, one from staff & one from being named best sport. CALLS & COMBAt Players use nerf guns, foam melee weapons & birdseed packets to fight. Other physical such as: hand to hand combat, body checking, charging, etc is NOT allowed. The head, hand, & groin are not legal targets except for Packet delivered attacks. All attacks & effects in the game have a call you must shout out when used. These calls are considered in game & can be responded to as players see fit. When you attack you call what effects or damage you are doing. Example: “2 hits”. If you have a damage type, you replace the “hits” part of the call; example: “2 fire”. If you have a special attack, you add that to before the amount of hits you do; example: “slow 2 hits”. You can of course combine special attacks & damage types. Example: “slow 2 fire”. You never add more than one special attack or damage type to a call. Any other effect besides weapon attacks also need to be called. Intones must be continually recited for 5 seconds to be in effect & their effects stop when you are no longer speaking them. Effects from a Difference Helmet are packet delivered & are like weapon calls. Announce the effect when you throw your packet or use it on someone. Any defenses you have must be called when used. The ability of Parry has the call of “parry”; so if someone strikes you with a sword, you announce “parry” to ignore that one strike. Any defense that stops a damage type or special attack stops all conditions of the attack. Example: you parry a melee

attack & someone calls: “slow 2 fire” you also stop the slow effect & fire damage. At the end of an encounter Staff will collect any Vit, Hydro cells, Heroic Focus cards used. This is an honor system but if Staff feels you are not being honest, they will require you to expend your Heroic Focus for that encounter. CAptuRiNg, DEAth & REvivAL If you take damage equal to or more than your total hits, you are “Down”. Down status means you are unconscious & slowly bleeding to death at 0 hits (you never go below 0). If no one heals you within 5 minutes, you die. All healing restores Downed players to the amount healed. You can capture Downed opponents. Call “Binding” x5 & wrap them loosely with a rope but do not actually tie up someone (see Glossary for details). If you ever leave a captive alone, they can immediately untie themselves, unless manacled. You may kill a “Down” or “Captured” person if you choose. Touch them with a weapon & call “Killing Blow” five times. If anyone engages you in combat while you are performing a “Killing Blow” you must begin your count anew. When you die your body dissipates into the Aether. You are now out of game & must leave all in game items not bound to you on the ground. Place your hands over your head & immediately go to the nearest Soul Forge. At a Soul Forge someone may bring you back to life. You remember everything that happened up to the point of death. Native Born characters cannot be brought back & will need to make a new character. While you are dead you are out of game except for the fact a Soul Forge operator can see you to know they need to bring a soul back. ChARACtERS Players are only allowed one character at a time. If a player wishes to retire a character or their character dies, any XP gained by Prestige carries over to a new character. Full time Staff members cannot have active characters in play. They are allowed a character on the books & can assign it prestige or XP for when they wish to step down & play.

Page 6: Steam Realms Players Handbook

MONthLy ACtiONS Each month between games players can take one action listed below. The High Ability of Networking allows you to take one action for all categories & the Masterwork Ability allows you to manufacture more items.

Ability Use: use Abilities like Union. You can also collect from Wealth or Enlightenment at x3 normal amounts.

Estate Actions allow you to build structures, levy military units, tax population, attack enemies, collect resources & more.

Manufacturing allows you to make in game items from components.

Working allows you to pick one Trade & you get a shilling per Trade rank. If you have no Trade ranks, you get 6 Pence as unskilled labor. The Career Trade automatically allows you to gather coin without working for the month. You can double up by working a Trade & collecting from the Career Trade.

pLAyER CERtiFiCAtiON We do hold game training from time to time & players are welcome to attend to learn more about the game. For advanced players we offer several tests & if passed players are rewarded with 5 prestige. Here is a list of our certifications:

Crafting: knowledge about Manufacturing items & fixing broken items

Estate Master: you know about how our estate system works

Game Knowledge: reviews basic calls for abilities; general rules & the like

Gadgeteering: covers making armor, gadgets, weapons & vehicles props

Weapon Safety: this covers weapon construction & safe use; nerf guns always have orange tip

If a player gains all certifications, we offer them the title of Player Lead. Player Leads can be approached by other players to be mentored, resolve disputes or confirm rules. We reward Player Leads by offering them in game benefits: Titles of Nobility, Leadership of a Faction or specific plot aimed at furthering their character. RuLE hANDBOOkS We have several packets which outline the rules.

Estate: details building, raising armies &

fighting large scale battles Gadgeteering: details prop requirements for

each gadget & vehicle Manufacturing: details costs to create gadgets &

vehicles Player's Handbook: general rulebook Weapon Safety: details how to construct

weapons & which are allowed at game Each handbook has a player certification associated with it. tRADE ChECkS Trades are handled by game mechanics; players flip a coin with heads being a success. Static challenges represent: lore, etiquette & such. Active challenges represent: athletics, tracking, naturalism or the Strength/Nimble Ability. With Trade checks Staff determines a challenge difficulty: Novice, Journeyman, Tradesman, Master or Grand Master. A player then compares their Trade level to the difficult level. If your Trade is above the difficulty level, you automatically succeed. For every level of difference, the player must win a coin toss. Partial success often reveals some information. One player who has ranks in the Trade you are attempting can assist you. Assistants allows you to re-toss one failed attempt. Note: the Teacher Ability allows for unlimited assistants. In effect you get an additional re- toss for each person with the Trade that helps you out. Example: detecting a forgery of an excellent document is assigned a grand master difficulty; you have the journeyman level Cryptology Trade. You would have to win three coin tosses to decipher the text. An assistant with any level of the Cryptology Trade would give you a free re-toss.

Players may this system between themselves comparing levels of Trades if they wish to role play lore or physical contests between themselves. When players capture each other the person captured can make a Trade check to escape the person that tied them up. Each area tied up requires a trade check to free themselves.

Page 7: Steam Realms Players Handbook

gAME CONCEptS

ABBREviAtiONS Here is a list of the abbreviations we use in game.

[AT] Active Trade [AV] Armor Value [CH] effect can be kept ready to be used by saying “Charge” every 30 seconds until used [DT] Damage Type; the type of damage your attack does [Def] this effect can be used upon a Defender player [EE] Emotional Effect; this effect attacks some ones emotions & the Willpower Ability resists it [HC] needs a Hydro cell to use [MV] Military Value, is the strength of a unit when it fights in the estate system [MO] this effect can only be used by melee weapons [R] Restricted item; may be illegal [RO] this effect can only be used by ranged weapon [SA] Special Attack; each attack may only have one [ST] Static Trade [SU] Single use; useable once then turning into Staff (D) Duration lasts a game day; noon to midnight (or until used) (E) Duration lasts one minute or the entire length of a combat (or until used) (I) Duration is instant & has no lingering effect (P) Duration last one year

BROkEN & DEStROyED itEMS In game items can be broken by various effects & cannot be used until repaired. Armor is considered broken once it has absorbed its Armor Value [AV]. At the end of an encounter find a Staff member & they will place a sticker on any broken items. You may break chests, door and locks by using an attack that has one of these: Acid [DT], Massive [SA] or Piercing [SA]. You can also attempt a Strength Trade check to force the item open. Attempting to open an item in this way automatically breaks anything contained within. You can use the Tinkering Trade to open things & not break what is inside.

You can repair an item by: using a mender, anyone who can make the item can spend 30 minutes in their workshop fixing it (no cost), a Transmuter can Repair the item or someone with the Jury Rig Ability can temporarily fix broken items & restore armor to 1/4 hits for an encounter. Anyone can hold a broken item call x5 “Destroy” & that item is then destroyed. Destroyed items have no value & cannot be fixed by normal means. CARRyiNg You can carry people or heavy objects in game. Placing the person or object in front of you and put both hands on it walking with arms extended. Heavy items will be labeled as such on their item card. ChARACtER ShEEtS Each character will be given a character sheet which needs to be kept on you at all times. It lists all the effects you have acquired. This sheet is private & should only be shown to a Staff member if needed. Any major changes that happen to you during game will be recorded on this sheet by Staff. If you ever do not have your character sheet, go out of character & get it. COLORED ARMBANDS OR hEADBANDS We ask players not to wear generic armbands or head bands at game. Armbands & head bands are reserved for the special states listed below & need to be at least 2” wide. Ribbon can be used as well as long as it stands out.

Blue means “Exhausted” & those players cannot run, attack or defend themselves

Orange means noncombatant and must never physically be struck. Announce to a noncombatant to “Take a hit”. That player must drop to “Downed” status. Anyone nearby can call “I intervene” & engage that foe in combat, leaving the orange player OK

Red represents Player vs Player Yellow is worn by Staff members or Player

Leads who both have authority to mediate rules or disputes

White is used when a players are out of game EStAtE SyStEM Please review the Estate Handbook for details on our system were players can build various structures, form armies & gather resources. Estate actions are done each month between games & do effect game days.

Page 8: Steam Realms Players Handbook

One important value I will discuss is Military Value [MV]. Units compare their MV when they fight it out. Higher the rating the more powerful the unit is. Players have a MV equal to their level. Note: soldiers or armies you wish to have at game day must have people to play them; else they will have limited impact on game days.

ExhAuStED Exhausted players must wear a blue armband or headband & cannot attack, run, use gadgets or defend themselves for thirty minutes. The only thing an exhausted player can do is use Static Trades & walk very slowly.

hEROiC FOCuS ABiLity At sign in, players will be given a heroic focus card. Call “Heroic Focus” at any point during an encounter to negate Vit and Hydro cells costs of anything you use for that encounter. Once the encounter ends in which you spend you heroic focus, you become “Exhausted”.

Example: if you have the ability “Parry” you don’t spend Vit to use it & can stop all melee attacks against you!

Certain powerful creatures are so dreadful they require a player to expend their Heroic Focus to face them. Heroic Focus cards are only good for the event given & cannot be stock piled between events. Note there are some High Abilities & Intones that allow you to take or trade someone’s Heroic Focus & players can possibly have more than one an event. If any effect requires you to expend your Heroic Focus, you become exhausted at the end of that Encounter. Multiple expenditures of your Heroic Focus in an encounter stack and extend exhaustion’s duration. hitS Hits represent how much physical damage you can take before dropping into a “Down” status. You get 1 hit per level & some Abilities improve this.

Hits also quantify the amount of damage you do with an attack, which you will hear in a weapon call like “3 hits”.

hONOR & DiShONOR New players are seen as Honorable if desired. Players become Dishonored when refusing challenges of Duels, caught stealing or publically convicted of a crimes. Normally a leader or noble will announce when someone becomes Dishonored. People with the Etiquette Trade can ask someone out of character if they are Dishonored. Dishonored players cannot make “Vows” and will be shunned by most NPC’s and players. If an honorable player is often seen with a dishonorable one, that honorable player runs the risk of becoming dishonorable themselves. Honor can be regained by completing unselfish tasks or quests.

iN gAME pROpERty All in game items must be represented in game. In game items will have a tag attached or a number engraved upon it. Items with special abilities also have an Out of Game card kept privately by the owner of the item. This Out of Game card will list all the special abilities of the item. Anytime a player steals something from someone, notify Staff to retrieve the Out of Game card for the new owner. Items must be identified before the Out of Game card will be given out on it. Anyone who can build the item automatically can identify it. Coins, weapons & props provided by game are the game owners property. These items can be taken home by players but must be returned if staff asks for them. Items can be bound to a player. Bound items are only willingly given away (never coerced or stolen) & when you die you can take the item with your Soul. In Game items without a tag or engraving are considered props (IE: glasses, clothing) & are not taken without permission. LOOt tAgS Most Villains or NPC’s you fight will usually not have physical loot on them; instead they will have “Loot Tags”. Loot tags expire after two months & can be

Page 9: Steam Realms Players Handbook

redeem by going to the Staff Area or placed in your player folder to redeem next game. They are a commodity & can be traded to others if you wish. MANuFACtuRiNg Between games players can tell Staff what they wish to make by submitting a manufacture list. You place your list in your character folder or email Staff one week before game. Each player can make one item or one single use item per trade level (including bonus ranks) per month unless they have the Masterwork Ability. Buildings & Vehicles often take more than one month to make. The Manufacturing Handbook will have these details. Like with Trade Checks, you can have one assistant to help. Assistants must have half the trade ranks need to make the item & they speed up the time needed by one month. If an item takes less than one month to make, you can get a bonus item as if you had the Masterwork Ability. Note: the Teacher Ability allows for unlimited assistants to help out. To make an item you need to have the Trade ranks required for the item, a workshop & the base components listed for each item (in the manufacturing packet). Workshops are a building made or purchased in the estate system. Components are found on foes, purchased from venders or harvested through the estate system. Items wear out after one year once made. Once they expire, a craftsman can rework it for ½ the cost needed to make it. All items you craft need a physical representation before brought into game. Please work out a deal if you are making something for someone on who will provide the actual item. The Machinist Trade allows special materials to be added to items (effects stack):

Composite: Armor half effective vs Piercing attacks

Diamond: call x10 “Sharp” weapon gains Piercing [SA] for your next attack [CH]

Rubber: item can only be temporarily broken, after the encounter the item is restored to normal unless it was destroyed

Steel: item cannot be destroyed expires as normal

Someone with the Masterwork Ability can add one augment/10 levels to an item.

Enforced Armor: +1 hits per location Caustic: [DT] Acid; call x10 “Caustic” & next

attack can be a “Sunder” [SA][CH] Dragons Breath: [DT] Fire; weapon gains +2

extra hits Iced: [DT] Cold; call x10“Iced” & next attack

can “Slow” [CH] [SA] Layered: armor takes 5 less hits from one of

these damage types: normal, fire, acid, cold or electricity. If you take no damage call “Resist”

Tazer: [DT] Electric; x10 “Tazer” & next attack can “Daze” [CH] [SA]

MONEy Each nation has its own currency. Local merchants may or may not accept all currencies. Players may need to find a money changer & be charged a small fee to switch out currencies. The standard currency of most pocket dimensions is the Crown Haven Shilling. The Base Currency values by Country

Crown Haven: Pound = 20 Shillings = 240 Pence (uses coins)

Proteus: GVU = 7 SVU = 70 LVU (uses bank notes)

Volk: Steel Bar = 10 Bolts = 100 Washers (uses parts)

Tribes: Gold Bar = 1200 Vit (barter) IOU’s written by nobles or established banks are used for large transactions. IOU’s are redeemed by finding the named person or institute & collecting the debt. pLOt CARD Often Staff will leave colored cards on the ground or taped to items. Each card will have a brief description & require a Trade or Ability need to take it. If you have what is required, take the card to the Staff Area to receive treasure, a mini quest or information. pREStigE Prestige is how we reward donations, NPC volunteers, quality roleplaying & costuming. Prestige points can be spent to get extra XP (one a week) & purchase things in our estate system. Any Prestige spent on XP carries over to any new characters you make.

Page 10: Steam Realms Players Handbook

ROuNDiNg We use the “Round to your favor” rule. Any fractions can be rounded up or down to your favor. vEhiCLES Vehicles are used in-game if you have the prop to represent it. Vehicles have their own hits which are recorded on their item card by their owners or pilots. Vehicles can be broken by: Big Bertha Trap & players with the Demolition Ability. Broken & damaged vehicles are repaired by anyone with the Trade to build them after spending 30 minutes in a workshop. The cost to fix them is detailed in the Gadgeteering Handbook. vit It was discovered all life has energy within it & this energy was named Vit. This energy became the basis of society & was even adapted to augment people. Vit is represented in game by a card that is either black or white. Vit never expires & can be sold, traded or transmuted. Every other year Vit switches between white & black. During a black year, white Vit is inert & cannot fuel abilities or gadgets. Next year, white Vit comes back & then black Vit is inert. vOwS Honorable Players can take vows that help them in tight situations. Once per encounter if something tries to make a player break his vow, he can call “Resist” & ignore that effect. To take a vow, notify Staff & have it recorded on your Character sheet. Players may have one vow per ten levels.

Page 11: Steam Realms Players Handbook

ChARACtER OptiONS

Each game day you attend, you get one experience point. These experience points can be used to acquire Abilities, Intones, Planck Effects & Trades. When you have ten experience points, you gain a level. Once you are tenth level you can acquire High Abilities & Grand Master Trades.

Each effect will have abbreviations after it if certain factors apply: [MO] Melee Only; [Def] can be used upon a Defender PC; (E) duration is for encounter, etc ABiLitiES Abilities cover a wide range of things from extraordinary effects to specialized training you have learned. Some Abilities are given free by Occupation, Race or Trade, others cost XP to acquire; how an Ability is acquired is in parentheses before its name. (Trade) Affluent: connected with high society & can ask for favors: loan of coin, weapons or vehicles; minor charges being dropped, etc (Occupation) Analyze: spend 1 Vit to remove EE effect by hitting target with packet & calling “Analyze”. Also after three months of roleplaying & spending 10 Vit you can allow a player to re-spend all their XP. [Def] (5XP) Armor Expertise: pick an armor type & each level adds +1 hit per location of that armor when worn (stacks x3) (10XP) Artiste: can learn & use Intones (Free) Attunement: you may pick one suit of armor & weapon that are bound to you (15XP) Backstab: when behind a target (or captured target) next attack is multiplied by level/2; expend 1 Vit & call “Backstab” [MO] [SA] (10XP) Connected: NPC costs are 25% less (10XP) Containment: you can use Difference Helmets & items with Hydro cells (Trade) CPR: you can try to revive dead people, make a Medicine Trade check starting at novice rank & increased a level by each minute they are dead (max 5 minutes); x10 call of “CPR” (15XP) Critical Strike: next attack is multiplied by level/3; expend 1 Vit & call “Critical” [SA] (15XP) Daze- target cannot attack or run for 10

count; expend 1 Vit & call “Daze” [EE] [SA]

(Trade) Demolitions: can use Mills Bomb to break vehicles & buildings (15XP) Deflect: you negate a ranged strike; expend 1 Vit & call “Deflect” (Occupation) Enforcer: can use these effects vs defenders: Daze; Knockback; Befriend. [Def] (10XP) Enlightened: each game day gain Vit equal to three times your level (10XP) Erudite: can learn & use Planck Effects through a Difference Helmet (Trade) Evade: 1xE vehicle you are piloting takes no damage for x5 count; call “Resist” (Trade) Expertise: call “Aim” x5 then add your level to hits for next attack [CH] (5XP) Explosives Training: you can use Death Hand, Mills Bomb & Stovepipe (2XP) Florentine: you can fight with two weapons at once (Free) Heroic Focus: 1xD abilities cost no Vit or Hydro cells for an encounter, afterward “Exhausted” 30 minutes (15XP) Intuition: you are always aware of stealthed things in your area; x10 call “Searching” & expend 1 Vit to pin point the hidden thing (Trade) Jury Rig- temporarily restore broken item for an encounter & Armor is restored to 1/4 hits. Touch item & call “Fixed” [Def] (15XP) Knockback: you knock a target back (must move 10’ away) & slow them (E); expend 1 Vit & call “Knockback” [SA] (2XP) Literacy: you can read & write (10XP) Luck: 1xD negate effect or attack; can be used on self or anyone within 5' [Def] (Trade) Masterwork: you can augment items & make (level/5) items each month (Trade) Mutate: temporarily change someone’s race by paying 10 Vit (D) (10XP) Nimble: you add +1 damage to all range attack (stacks x5) [RO] (Occupation) Ooh Rah: 1xD call “Ooh Rah”; all allies within 20’ are freed from negative effects & heal 1 hit (I) (Trade) Overload: can be used on willing players to cause any weapon to do x3 base hits for an encounter, but then it is broken afterward (E) [Def] (15XP) Parry: you negate a melee strike; expend 1 Vit & call “Parry” [MO] (Trade) Pathfinding: create a temporary portal that teleports you & allies touching you to any portal used before; call x5 “Teleport” & pay 10 Vit per person (including yourself) [Def]

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(Trade) Patch Job: you can use Medical Kits after calling x5 “Patch” [Def] (Trade) Perfect: after a month of work you can increase an items value x level//5; once per item (10XP) Rage: if taken Down you stay up for your level in seconds before you drop, ignoring additional hits but not effects. Expend 1 Vit & call “Rage” for each second your still up (5XP) Rapid Healer: regain all hits after resting 5 minutes & exhaustion only last 15 minutes (Trade) Refiner: you can create superior materials: antitoxins, composite, steel, diamond, rubber & stimulants (Occupation) Repair: you can repair broken items or armor by touch; pay 15 Vit & call “Repair” (Trade) Restore: you can fix destroyed items by spending an hour in a workshop & paying ½ construction cost (Occupation) Smite: 1xD you declare a foe & may use the Ability of Critical for no Vit cost for an encounter; call “I smite you” [MO] (E) (Trade) Sleuth: you are considered up one rank on all Trade challenges; 1xD you can ask Staff for a clue on a mystery or unsolved problem (10XP) Stealth: you can hide if you are unseen & have cover. Place your hands across your chest & remain motionless. (D) (10XP) Steam Gadget Use: you are trained in all steam gadget use (10XP) Strength: you add +2 damage to all melee attacks (stacks x5) [MO] (15XP) Sunder: can break items but deal no damage; expend 1 Vit & call “Sunder [name the item]” [MO] [SA] (Occupation) Tactician: 1xE you can call “Regroup” & allies (even if Downed) that can hear your voice can “Teleport” to you (I) (Trade) Teacher: you can take a student & after 3 months you both get reward. Teachers help with Manufacturing & Trade skills by allowing unlimited assistants. (5XP) Toughness: get +5 bonus hits (unlimited) (Trade) Tracking: you can follow tracks & hide your own (Staff involved) (10XP) True Faith: you have the possibility of performing miracles (Staff controlled) [Def](Trade) Turtle: 1xE are immune to all damage types (not effects) for 5 seconds call “Turtle” (Trade) Union: you are connected & can call in favors to affect NPC’s at game to: flood the

market with a specific item; strike the market of a specific item; call in a specialist with a specific Trade skill or remove all specialists with a specific Trade skill. It takes a monthly action to use this Ability. (15XP) Wealthy: each game day you get 2 shillings x level (Trade) Well Supplied: as a monthly action you can request to buy items from Staff (not affected by the Union Ability) (15XP) Willpower: ignore an emotional effect [EE] by expending 1 Vit & calling “Willpower”

high ABiLitiES High Abilities are powerful effects you have mastered. Only players at 10th level or higher may acquire them. Each effect will list any costs or charges needed to use it. All High Abilities cost 30XP each. Elementalist: you can add any damage type to your or someone else’s attacks after a x5 “ [damage type added]” (E) [DT] Efficient: all manufacturing, building & repairing you do cost 50% less Fame: non enemies recognize you & give your preferential treatment; if you ever become dishonored this ability is suppressed until you get your honor back or switched out for Infamy Formal Attunement: bind items to people after a minute of “attuning” & spend 10 Vit Hand of Fate: your luck Ability can now be used 1xE instead of 1xD & range increases to 50’ Infamy: NPC Enemies fighting you run away (unless a commander present) call “Infamy” [EE] Juggernaut: you can destroy items, break vehicles & break buildings; x5 call “Energize” then add the special attack “Destroy” to your weapon call [CH] [SA] [MO] Keen Strike: expend your Heroic Focus & your next attack cannot be stopped in ANY way. You can add any number of special attacks or damage types you possess; call “Keen” plus all other effects added to this attack. [SA] [DT] Life Stealer: packet special attack. Target takes 5 Piercing Hits & you gain 5 Vit; call x5 “Life Stealer” then call “Piercing 5 Drain” [CH] [SA] [DT] Lore Master: you receive one free level in all Static Trades & are +2 levels higher on all Trade challenges Man of Iron: pick one of these damage types: Normal, Acid, Cold, Electric or Fire. You are immune to that damage; call “Resist” (stacks) Mastery: you can pick a 1xD Ability & it becomes

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1xE instead (can’t choose Heroic Focus) Mind over Matter: you can become intangible at will (E) Muscle over Mind: you are immune to Exhaustion & start the game with level/5 in Heroic Focus cards Network: you can take one month action per category instead of only one action total Nine Lives: after 5 minutes of being “Down” you heal 1 hit instead of dying; you must receive a “killing blow” to be killed Race Change: you transform into an advanced race of your choice Requiem of Eden: expend Heroic Focus & recite for 15 minutes; everyone (but you) that has watched your recital gains a Heroic Focus card; call “Empower” after your recital ends Soulwatcher: you become a Soul Forge & sense souls; reform a body with a x30 “Revive”[Def] Steal Fate: used on captured foe, you take their heroic focus but you must release them unharmed [Def] Unstoppable: spend healing focus to heal all hits, restore AV & remove any negative effects; can be used if Downed; call “Unstoppable”

iNtONES Anyone who has taken the Ability: Artiste can learn Intones. Intones are a songs, verses or poems players can write themselves. Each Intone has to have at least five words; use the name of the Intone in the verse & be recited for at least five seconds. After recited you call the name of the Intone & any variables it produces. Some Intones can be recited over & over continually producing their effects by repeating the above procedure for as long as wish the Intone active. Anyone within 50’ is effect by it (including yourself). You can move & fight while reciting but can only recite one Intone at a time. Intones have no cost to use & can be used as often as desired. Example: you are using the Healing Spring Intone at the tavern. You need to sing a tune such as this: “A Healing Spring has easy tones, a Healing Spring mends our bones.” After five minutes of reciting call “Healing Spring X” then everyone within 20’ heals X hits. Acumen: any Ranged or Melee only effect can

now be used either way [Def] Balaam’s gift: while you perform animals gain limited intelligence & can speak Befriend: one target becomes your ally for one minute; if target is attacked they will be immune to this Intone for a day [EE] Chorus: you recite the same Intone as someone else causing the range/effects/targets to be multiplied by x2; unlimited stacking [Def] Deject: your target gets a minor social tick you choose: stammer, pick their nose, cough inappropriately, etc (D) [Def] Dread: everyone (but yourself or someone singing in Chorus) runs in fear for a 5 count & no one will come within 10’ while you sing [EE] [Def] Ease of Use: everyone that can hear you clearly is considered +higher level (level/10) on all Trade checks [Def] Healing Spring: after 5 minutes of reciting, listening players within 20’ heal level/2 hits [Def] Inspiration: all allies that can clearly hear you can add +hits (level/5) to their damage call [Def] Intermingle: while reciting you can enter into hostile camps & will be ignored if you try to blend in. If you attack anyone or steal anything this effect ends immediately & everyone in the area is immune to this Intone for one day [Def] [EE] Meditation: 10 minutes of reciting listening players within 20’ gain aVit [Def] call “Energize” Off Key: you negate all Intones being recited while you sing or recite [Def] Pathing: you can change the destination of a portal to another portal you have been too Peace Accord: only used while not in combat; while you sing no one can attack unless they call “Attack” x5, then the effect is broken for everyone [Def] Plod: everyone (but yourself or someone singing in Chorus) is slowed & cannot run [Def] Soul Song: you can give/take/trade a willing (never coerced) person’s heroic focus [Def] Sustain: everyone “downed” is stabilized & their death count is paused [Def] Under the Knife: binding agreement between two willing parties (never coerced); either party breaks the agreement they die (Staff involved); this effect can be reversed if both parties agree at a later point (P) [Def]

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OCCupAtiON Players can get advanced training & acquire Occupations. Occupations are not acquired with XP but earned by meeting prerequisites & being mentored for three months by a player or NPC that has the Occupation

Bard: Trained singers or poets that use Intones. Prerequisites: Artiste Ability; Novice Appraise; Tradesman Etiquette; Tradesman Knowledge Gain the Verse Ability & your level is considered doubled when determining Intone effects Cavalier: Honorable warriors that live by a code of honor: Never lie or spread falsehood; Never attack a foe unawares; Must always accept a Duel & defend their honor Prerequisites: Critical Ability. Tradesman Weapon Expertise, Tradesman Armor Expertise, Journeyman Etiquette & Journeyman Pilot. Gain the Ability of “Smite” & if a part of a military gain the command of a small a Land Crawler. Constable: Trained policeman or law keeper that is hired to keep the peace. Prerequisites: One of these effects: Daze Ability; Knockback Ability; Repulse Planck Effect; or Befriend Intone. Novice Armor Expertise, Novice Weapon Expertise, Novice First Aid. Gain the Ability of “Enforcer” & if part of a force: can search, question or arrest people. Difference Man: you have extensive training in Difference Helmet use Prerequisites: Erudite Ability; Containment Ability; Novice Aetherology; Novice Chaos Theory Gain two free Planck Effects: Spark: do 1 hit (no Vit cost) (I); Life Spark: Drain 1 Vit from target (no Vit cost) (I) Marine: Soldier trained to fight in all conditions & never give up. Prerequisites: Master Armor Expertise, Master Weapon Expertise, Journeyman Athletics, Tradesman Pilot, Journeyman Naturalism, Novice First Aid, Novice Aetherology. Gain the Ability of “Ooh Rah” & if a part of a military gain the command of a Frigate. Mechanic: skilled fixer using a Mender. Prerequisites: Master rank in any two of these Trades: Aetherology, Chaos Theory, Civil Engineering, Machinist, Mechanical Engineering or Tinkering. Gain the Ability of “Quick Fix” & may use an

ACME Tool Kit in lieu of a Workshop for repairs or crafting. Officer: trained in tactics & always a part of a country’s military. Prerequisites: Literacy Ability, Wealthy Ability. Journeyman Etiquette & Master Pilot. Gain the Ability of “Tactician” & are given command of a small Airship. All troops you lead (in the same area as you) have their military value multiplied by your level/10 (used in Estate System) Psychologist: specializes in helping calm and reorder people’s minds Prerequisites: Journeyman Chaos Theory; Tradesman Cryptology; Journeyman Medicine; Novice Knowledge; Journeyman Etiquette Gains the Ability of Analyze pLANCk EFFECtS Wearing a Difference Helmet allows you to subconsciously link with the Great Difference Engine called “Dee”. Dee helps manipulate molecules at an atomic level & can cause amazing effects. To use a Planck Effect, call its name & throw a bird seed packet at your target. Effects that do damage are handled like normal weapons attacks: call any Special Attacks you can add, the number of hits & the Damage Type. Planck Effects break normal rules as they can hit any place on a person including garb. Difference helmets cause Hydro Cells to stop working if a wearer uses a gadget with one inside it, unless the user has the Containment Ability. Blink: you can teleport 50’ (I) Biofeedback: do your level in electrical damage to anyone attacking you in melee; call “Electric X” when someone strikes you (E) Bubble: you create a pocket of fresh air around someone’s nose & they can breathe unhindered by water or gas (D) [Def] Enrage: target rages & does x3 normal damage but they never call a defense or gain benefit from armor (E) [EE] (can be used on a willing Defender) Energize: weapon deals a type of damage you choose, overrides existing call if any (E) [Def] Fade: you gain the Stealth Ability (E) Fire Storm: you can throw 5 packets that do 1 fire +level/5 in hits (I) Identify: you understand what an unknown item does or were a portal goes (I) Lance: do your level in hits; you pick the damage type (I) Mental Snap: remove an emotional effect from

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someone (I) [Def] Mind Reach: with a touch you can communicate basic thoughts with animals, people or objects (E) [Def] Mind Wipe: used on captured foe; you make them forget the last hour (D); the next day memories will return [EE] Normalize: target takes no harmful effects from an environment (D) [Def] Regenerate: target heals 5 Hits with a touch call x5 “Regenerate” (I) [Def] Repulse: hit your target with a packet, then point your palm at them & call “Repulse”; they must move 10’ away from you for as long as you keep one palm pointed at them (E) Soulbinder: you become a Soul Forge; you can sense souls & reform a body for 10 Vit (E) [Def] Snake Tongue: target believes anything you tell it (E) [EE] [Def] Snyc: target another Difference Helmet wearer; both establish a brief soul link. (I) Phased: you become Intangible but cannot fly; call “Intangible” every 10 seconds (E) Updraft: you cause an uplifting of wind & slow anyone falling within 20’ to safe speeds (E) [Def]

tRADES Trades are specialized skills you have been taught at a University or as an Apprentice. They are categorized by these ranks: Novice, Journeyman, Tradesman, Master & Grand Master. At Tradesman rank you gain the title associated with the Trade. Trades are either considered Active (physical) or Static (academic) as noted by the abbreviation AT or ST. Grand Master Trade rank can only be acquired after you reach 10th level & gives a free Ability. Aetherology: this is the study of Aether & how to build gadgets to manipulate it.

Novice: you can identify Portals with a check.

Journeyman: you can build Breathers & Telawriters.

Tradesman: you can build a Faraday Cage & Holtzmann Shield, gain the title of Aetherologist.

Master: can build Disintegration Machine, Portals & Soul Forge.

Grand Master grants the Pathfinding Ability. [ST]

Appraise: grants a card that translates the value code on items; higher ranks revels more information.

Novice: you can tell if an item is worth silver or gold, you know the current exchange rate between currencies.

Journeyman: you get an items value +/-25%. Tradesman: can attempt to identify unknown

items with a check, gain the title of Merchant. Master: you know the value of items +/-10 &

get 10% off all NPC transactions. Grand Master grants the Well Supplied Ability

[ST] Armor Expertise: this trade teaches how to use armor.

Novice: wear Leather Armor. Journeyman: wear Chain Armor & use a

shield. Tradesman: wear Plate Armor, gain the title of

Tank. Master: wear Steam Armor & use Holtzmann

Shield. Grand Master grants the Turtle Ability [AT]

Athletics: used for physical challenges, certain ranks gain special things you can do.

Novice: can swim. Journeyman: can climb sheer surfaces. Tradesman: can hustle over long distances,

gain the title of Genome. Master: you can pick a free Ability of

Strength, Nimble or Tough (can take you over 5 ranks).

Grand Master: grants the Mutate Ability. [AT] Career: each rank of this trade grants new training. Besides in game use, these trades also grant automatic money between games.

Novice: Legal Advisor (used at court). Journeyman: Estate Manager (used with estate

system). Tradesman: Banker (used with Staff to arrange

large loans), grants title Partner. Master: Statesman (used in political dealings). Grand Master: grants the Union Ability. [ST]

Chaos Theory: this is a study of radical concepts & how to build complex gadgets.

Novice: build Hydro cells, Gatherer & Mender.

Journeyman: build Mills Bomb & Bolter. Tradesman: build Chainsword, Difference

Helmet, Difference Engine, Shooter, Wings & Rifle; gain title of Scientist (some add Mad to it).

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Master: build Death Hand, Stovepipe, Steam Armor & Waldo.

Grand Master: grants the Overload Ability. [ST]

Civil Engineering: each rank of Trade teaches how to build or destroy specific structures.

Novice: build Farm & Workshop. Journeyman: build Mine, Lumberyard &

Quarry. Tradesman: build Bank, Barracks,

Machine Show & grants title of Sapper. Master: build Fortress, Factory Grand Master: grants the Demolitions

Ability. [ST] Craftsman: each tier of this trade grants a new craft learned. Craftsmen make items of value associated with their craft between games.

Novice: Carpenter. Journeyman: Blacksmith. Tradesman: Mason, grants tile of Prodigy. Master: Jeweler. Grand Master: grants the Perfect Ability.

[ST] Cryptology: you can spot forgeries & get a card that translates letters & numbers on encrypted items.

Novice: 014EKQZJX. Journeyman: 258VBGPTWY. Tradesman: 369AFCMULD, grants title

of Detective. Master: 47RHINOS. Grand Master grants the Sleuth Ability.

[ST] Etiquette: you know how to conduct yourself.

Novice: you can ask a player out of game if they are Dishonored, Famous or Infamous.

Journeyman: once during a conversation you can call “Etiquette” & undo one faux pas or mistake you said

Tradesman: you can ask Staff for rumors about people or NPCs, gain the title of Dilettante.

Master: during a conversation you can call “Etiquette” as many times as you want.

Grand Master: gain the Affluent Ability. [ST]

First Aid: you know practical heal arts to help the injured.

Novice: touch a Downed person & call x5 “First Aid” to reset their death count.

Journeyman: after four minutes of treating someone they heal one Hit (can be used over & over).

Tradesman: Identify Poisons & Disease, gain the title of Combat Medic.

Master: suppress a negative effect as long as you touch the person & call “First Aid” every 10 seconds.

Grand Master: gain the Patch Job Ability. [AT] Knowledge: you can make Static Trade check with staff to know more about these subjects:

Novice: Bestiary. Journeyman: Historian. Tradesman: Planescape, gain the title of

Professor. Master: 1xE point at target & call “weakness”

target must yell any obvious weaknesses. Grand Master: gain the Teach Ability.

Machinist: you can build basic weapons, armor & can modify existing items.

Novice: build Leather Armor, Melee weapons & Shields.

Journeyman: build Bows & Chain Armor. Tradesman: build Plate Armor, gain the title of

Smith. Master: you can add special materials to an

item. Grand Master: gain the Masterwork Ability.

[AT] Mechanical Engineering: you build vehicles.

Novice: Land Crawler. Journeyman: build Locomobile & ACME

Tool Kits. Tradesman: build Ironclad, gain the title of

Engineer. Master: build Airship. Grand Master: gain the Restore Ability. [AT]

Medicine: you are classically trained in Advanced Medicine.

Novice: make a check to heal disease, build health kits & medical kits.

Journeyman: take 10 minutes to completely heal someone.

Tradesman: install hydronetics, gain title Doctor.

Master: build hydronetics. Grand Master: gain the CPR Ability [ST]

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Naturalist: you are at home in the woods or wilds. Novice: can foraging for food, analyze &

treat poison. Journeyman: can calm & tame animals. Tradesman: if you are unseen & not in

combat after x10 “Stealth” call you gain Stealth or give it to someone else, gain the title of Ranger.

Master: can make poisons. Grand Master: gain the Tracker Ability.

[AT] Pilot: you know how to pilot several vehicles.

Novice: Locomobile. Journeyman: Frigate & Land Crawler. Tradesman: Ironclad, gain the title of Ace. Master: Airship. Grand Master: gain the Evade Ability.

[AT] Tinker: you can make, use or disable traps & locks. The need an ACME Tool Kit to open locks & disable traps.

Novice: use traps & try to open locks. Journeyman: can disarm traps. Tradesman: build alarms & snares, gain

title of Gremlin. Master: build trespassers & big bertha. Grand Master: gain the Jury Rig Ability.

[AT] Vocation: you are a skilled laborer & gain double production (in estate system) from skills learned.

Novice: Farmer. Journeyman: Lumberjack. Tradesman: Mason, gain title of Expert. Master: Miner. Grand Master: gain the Refiner Ability.

[AT] Weapon Expertise: you are classically trained in weapons.

Novice: Melee weapons & Bow. Journeyman: Bolter & Shooter. Tradesman: Chainsword & Rifle, gain the

title of Master at Arms. Master: +1 damage with weapons.

Grand Master: gain the Expertise Ability. [AT]

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Experience Point costs

Ability

Given by Occupation, Trade, 2XP, 5XP,10XP or 15XP (some can be acquired more than once)

High Abilities

30XP after 10th level

Intones

Each Intone costs 8XP to learn & requires the Artiste Ability

Planck Effects

Each Planck Effect costs 8XP to learn & requires the Erudite Ability

Trades

(each cost is separate)

Novice 1XP

Journeyman 2 XP

Tradesman 4XP

Master 8XP

Grand Master 16XP

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ChARACtER CREAtiON

After character creation a PC will be given additional lore based upon their race, birthright & nationality. You start with 20 Experience Points to choose your Abilities, Intones, Planck Effects & Trades. BACkgROuND Players that submit a background will be rewarded 5 Prestige. BiRthRight This choice can only be changed by staff after character creation, choose one the below:

Native born: you have only one life & must start a new character when you die. You learn fast & get double XP awards. You were born in the planes, have family & connections. Wanderer: you awoke one day as an adult & have no idea where you have come from. You can be brought back after you die (no permadeath).

StANCE You have taken a vow of peace or glory. This choice can be changed later if you find a player of that Stance & they sponsor you. You then must complete a 3 month rite & pass a vote afterward. Defender: you may not be attacked or have harmful effects used on you by players, unless you willingly allow it (never coerced). There are a few things that can affect a Defender: can be captured by other players, effects listed with a [Def] & the Constable Occupation lists non-lethal effects they can use on defenders. Defenders can choose to duel if both sides agree & bypass this protection.

Glory Hound: (wears a red headband) you may attack other players or NPC’s with red headbands. Glory Hounds get bonus loot from Staff if they challenge a foe & defeat it alone. RACE Each race has a costuming requirement; to offset this requirement those races get free effects. Once a player picks a race, they will get more details

about the race. Chimera: Costuming as one of the four different hybrid-like humanoids. Avem are bird like; Canini are wolf like; Felis are cat like; Retantis are reptilian like Lore: Chimera claim to have been in the Realms for millennium & know of ancient things. They look at the individual instead of a race or society. Common phrase: “actions are words in themselves” Bonus: Avem: Nimble Ability; Novice Armor Expertise, Novice Pilot Trade & Journeyman Weapon Expertise Trade. Unlimited purchase of Nimble Ability. Canini: Intuition Ability. Felis: Connected & Literacy Ability; Novice Appraisal Trade, Novice Career Trade & Novice Etiquette Trade. Retantis: Artist Ability & one Intone of choice Human: No costuming required. All ethnicities represented. Lore: They say humans come into the Realms in their dreams. A select few find portals & stay permanently. Common phrase: “look it works doesn’t it?” Bonus: none Nephilim: Costuming must be one of these: over 6', over 300 lbs or wear a muscle suit. Lore: Huge human-like race that respect strength & confidence. They are attracted to powerful people & challenge any leaders they see as weak. Common phrase: “Bolters don’t make us equal little man” Bonus: Strength Ability; Novice Armor Expertise Trade, Journeyman Athletics Trade & Novice Weapon Expertise Trade. Unlimited purchase of Strength Ability. Optim: Costuming must be of one solid color: black, blue or red skinned. Lore: Optim believe finesse, survival & success are merits in that order. They use chemicals, breeding & training to create superior Transmen of three types: Black Optim are silent behind the scene movers, manipulating large organizations. Blue Optim are leaders who improve their forces to peek conditions. Red Optim are extreme individuals who like direct action & confront enemies personally. Common phrase: “Use a Death Hand if necessary but a handshake whenever possible”

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Bonus: Optim Black: Erudite & Explosive Training Ability Optim Blue: Artist Ability & Intone: Under the Knife Optim Red: Deflect Ability Tickers: Costuming is of a clockwork humanoid. Usually a mask is worn to hide inhuman features. Skin must be grey & clockwork parts placed at various locations. Tickers get a free Hydronetic improvement which effects their costuming requirement. Tickers cannot be broken or destroyed by effects; they are Killed or Downed as normal. Lore: It is said they were made long ago by the human who made the first Difference Engine. The Difference Engine was consulted on how to become immortal & gave the formula on how to create Tickers. There are four different models: shock; sleek; soldiers & standard. Bonus: all models get Toughness Ability. Shock: Leg Hydronetic implant. Strength Ability. Sleek: Arm Hydronetic implant. Stealth Ability. Soldier: Armor +5 Hydronetic implant. Nimble Ability. Standard: Head Hydronetic implant & Erudite Ability. NAtiONALity Players can choose to be citizen of a nation & be a part of its military. Citizens get extra coin of their realms & anyone apart of their Military gets a free weapon & suit of armor. Those who chose to be part of a nation/military will often give missions to complete during game as well. Each nation has a preferred Occupation or Grand Master Trade. If you achieve what is listed you gain 5 bonus Prestige.

CROwN hAvEN This nation is stylized after Great Britain. They are ruled by King Moore; they seek to bring law & order to the Realms. They allow any races to be a citizen but only humans make up their military (special cases do exist). Currency: Pound; Shilling; Penny (coin currency) Preferred Occupation: Marine Races: any

pROtEuS Everyone is publically honor driven. They are ruled by Emperor Adam & seek to bring all Realms under their guidance. Transmen are seen as primary citizens with full rights, other races are allowed as secondary citizens but can earn primary rights through deeds of valor. Currency: Great Value Unit; Standard Value Unit; Lesser Value Unit (paper currency) Preferred Occupation: Cavalier Races: Nephilim, Optim & those with Hydronetic augments primary citizens; all others secondary class unless earned. vOLk The Volk is a nation of Tickers who built the city sized Difference Engine named “Dee”. They believe leadership should be given to those who can do it best. They allow other races to join if they can use a Difference Helmet. Currency: Steel Bar; Bolt; Washer (use parts as currency) Preferred Occupation: Transmuters Races: Tickers, anyone who uses a Difference Helmet thE tRiBES Outside of the three main nations are the tribes of Chimera. Tribes run as loose family houses & have no formal flag or leadership. Each race has its specialty & the four tribes work to support each other when needed. All four tribes have vowed never to fight one another & come to each other’s aid if warfare breaks out. Other races can join if they pass a very strict rite of loyalty; once they pass they pick one of the four races & are forever seen as one of them. Currency: Barter with emphasis on items with history & action. Each item of value will have a story that must be told along with it to asset the value. Preferred Trade by race: Canini-Detective; Avem-Mechanic; Felis-Merchant; Retantis-Ranger

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Races: any of the four Chimera & someone who has passed the test of loyalty. FACtiONS Transcending Nations or Race are the Factions, anyone can join a faction that best suits them. Rationalists: Those of this faction believe in a divine force that created everything. Rationalists have high ethics, morals & many of them have the True Faith Ability. They build gathering places called “Storehouses” wear the faithful gather to discuss & prepare. The Rationalists actively seek to stamp out evil & think nothing of giving their lives for the greater good. Rationalists are well equipped & happily give needed supplies to any that ask. Any member that becomes Dishonored (without good reason) will be asked to leave if they are not actively seeking to restore themselves. Members wear a white belt or sash Purists: This faction of humans & transhumans sees all other races as second class. They actively seek to destroy anything they have labeled as an “Abomination”. They ask no quarter from their enemies & give none. Members wear a red belt or sash Unity: This group of Difference men seek to add everyone into their fold. They believe peace is best understood when everyone can communicate without boundaries by wearing a Difference Helmet. They fanatically seek to recruit anyone who wears a Difference Helmet. They serve the great Difference Engine “Dee” without question & spend years deciphering the various prophecies Dee has spoken. Members wear a grey belt or sash. The Union: This group of tradesmen seek to control all movement across the Realms & are loathed by the Tribes. The Union is arguably the richest organization the Realms has ever seen & has ties everywhere. They recruit anyone who can build a portal & never take no as an answer when they want something. Members wear a gold belt or sash

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gADgEtS, gEAR & vEhiCLES

Armor Armor is done by location: both arms, both legs, head, chest. Armor Value is the total hits from all locations worn. You may wear armor by piecemeal but cannot double up. Chainmail: 2 hits for each: arm, leg & head; 4 hits for chest. Leather Armor: 1 hits for each: arm, leg & head; 2 hits for chest Platemail: 3 hits for each: arm, leg & head; 6 hits for chest Steam Armor: 5 hits for each: arm, leg & head; 10 hits for chest; call “Activate” get Strength x3 & use one Hydro Cell (E) [HC] [R] Shield: blocks non Massive & Piercing attacks Holtzmann Shield: call “Activate” to use (E). Negate Massive & Piercing effects for anything you block with it & while activated cannot be broken [HC] [R] Weapons Bolter: deals 2 “Massive” Bow: deals 1 “Piercing” Chain weapon: call “Activate” deals 5 “Massive”; if not activated deals 2 Hits (E) [HC] Melee weapon: deals 1 hit Rifle: deals 3 “Piercing”; must call x5 “reload” between shots Shooter: 3 hits “Massive” Stovepipe: deals 10 “Massive”; must call x10 “reload” between shots [R] Two handed melee weapon: deals 2 hits Vehicles Vehicles require a prop for in game use. Some vehicles have special states: “Flying”, “Orbit” or “Submerged”. Flying vehicles can only be attacked & attack with ranged effects, unless you are in the Flying state too. Orbit & Submerged vehicles can only be attacked by those in those states. Pilots call the state of their vehicle once every ten seconds & cannot do any actions but drive their vehicles. The Damage Type “Acid” ignores the innate armor of vehicles. Airship: zeppelin styled flying ships used to travel un-railed areas; can be in the state of “Flying” or “Orbit”. Requires a Pilot & can

carry 4 other passengers or gunners. Have 30 hits & “Resist” any damage under 5 hits. Disintegration Machine: teleports between stationary platforms; requires an operator Frigate: naval ships powered by wind. Requires a Pilot & can carry 10 other passengers or gunners. Have 50 hits & “Resist” any damage under 5 hits. Ironclad: battleships that travel bodies of water, can be in the State of “Submerged”. Each Ironclad has it own Portal to transport it across the Aether. Requires 2 Pilots & can carry 50 passengers or gunners. Has 150 hits & “Resist” damage under 20 hits. [R] Land Crawler: slow tracked vehicle. Requires a pilot & can carry 4 other passengers or gunners. Has 100 hits & “Resists” any damage under 10 hits. Locomobile: sleek trains that travel on tracks at speeds over 100mph. Requires a Pilot & can carry up to 10 box cars. Box car carries 10 passengers. Has 50 hits & “Resists” damage under 5 hits. Planar Portal: portal that opens across the Aether to another pocket dimension [R] Traps Traps make some sort of obvious noise when set off. If you set off a trap read the tag on the trap to know what happens to you. Alarm: sets off siren Snare: holds person in place Trespasser: land mine that does 10 Fire [SU] [DT] Big Bertha: large land mine that can break vehicles & Down people if they set it off [SU] [R] Other Gear This assorted gear can be used by mostly anyone. ACME Tool Kit: all in one compact tool kit that is used by people with the Tinker Trade. Someone with the Mechanic Occupation can use these in lieu of a Workshop. Antidote: make a Journeyman Trade check against any poison the person has to heal them [SU] Injected Poison: may be rubbed on a melee weapon or bow. The next hit with the weapon does +5 hits, & then the poison is used up (D) [SU] Ingested Poison: maybe put in food or drink or given orally. Target immediately becomes “Exhausted” & will drop to a downed status in 5 minutes [SU] [R] Lockbox: a chest made with a built in lock; Tradesman difficulty to open or force. It protects any items inside from breaking if anyone tries to force it open.

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Manacles: these restraints cannot be broken out of by the person who is captured by them. Anyone who is not captured can try to break them with a Master level Athletics Trade/Strength or Nimble Ability check or Tradesman level Tinker check. Stimulant: the user “Resists” the next [EE] attack used upon them & cannot be slowed (E) [SU] Steam Gear Breather: allows person to travel underwater & be in the state of “Submerged” (D) [HC] Death Hand: bomb that tends to destroys everything within one mile (does Keen 100 Drain). Must be stationary & manned, takes x100 “Charging” to activate. [SU] [R] Difference Helmet: head gear that links a person to the Great Difference Engine “Dee”. The head gear can manipulate molecules at the subatomic level & achieve astonishing effects. The headgear is overwhelming & anyone without the Eurdite Ability wearers becomes Dazed when it’s worn. Anyone wearing the headgear causes energy fluxes to any item that uses Hydro Cell & those items stop working if wielded (not just touched) Difference Engine: mechanical computer that uses punch slots Hydro cell: call x5 “Reload” to reload something; 10 Vit to create [SU] Faraday Cage: large energy shield that stops everything; very heavy & hard to deploy. Creates a 10’ circle of energy that no one can enter & that stops all attacks & effects (E) [HC] Gatherer: hit target with packet & call x5 “Gather” collects 1 Vit. Once a target has no more Vit it becomes exhausted. Hydronetics: bio augments improve subject

Armor: bonus armor that adds to AV & stacks with other armor

Arm: you cannot be captured & can add the damage type Electric to any melee attacks

Leg: immune to knockback, repulse & slow; & can add the damage type Fire to any melee attacks

Head: Permanent difference helmet Heal Kit: charge for a minute, then heal 5 hits; call “Heal”; suspends death count when used [HC] Mender: repairs broken items & all AV after a minute of use; call “Mending” [HC]

Mills Bomb: hand grenade; call x5 “Arming” & throw a packet that does “10 Hits” [SU] Soul Forge: senses a soul nearby & can reform it into a new body Telawriter: you may send messages across the planes to linked telawriters Waldo: a remote controlled device that can be installed on a vehicle or gadget. It allows a pilot to do other things besides only drive/fly their vehicle like: fire weapons, use planck effects, etc. Used on a gadget means it can be unmanned & set off remotely. Wings: unfolding wings that allow a user to glide or fall safety from any height (E)

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gLOSSARy OF tERMS

Activate: some items require you active a Hydro Cell to use it. Call “Activate” and for that encounter you may use the items full bonuses. After the encounter turn any Hyrdo Cells used to Staff AED (after encounter discussion): immediately after an encounter ends, players may challenge something that happed with the Staff who ran it. Please always wait & do not disrupt the game in the middle of Combat. If you feel things are so bad you cannot stand it, go out of character & find a Staff member immediately. During an AED Staff has ability to "red line" things to make them right, this includes bring people back from the dead or replacing items. Armor Value: total extra hits from armor worn on (6) locations: Head, Chest, Right Arm & Leg, Left Arm & Leg. Armor is considered broken if it losses all its AV. You can wear piecemeal armor but not doubled up (two suits worn on top of each other) Bird See Packet: Packets used by Planck Effects are in game items that need no tag. Difference Men need a packet to use any Planck Effect. If a Difference Man has a packet in their hand they are considered armed & dangerous. Call: anything that affects yourself or others has a verbal part to it that needs to be spoken to use the effect. Normally the call if the name of the effect used. See the effect description for more details. Captured: someone who is Down or unconscious can be bound up & gagged. Never actually tie up someone, use loose cord or fabric. If you tie up someone’s legs they cannot move. Tied Hands mean they cannot use Gadgets or Planck Effects. Gagged means they cannot use Intones or speak. Captured people can initiate an Active Trade check against their captor to free themselves. Use either Athletics Trade or Strength/Nimble Ability levels vs your captors as a normal. Charge: some Effects or Abilities can be prepared to be used by charging them up. Once an effect or gadget is charged up you can keep it charged by saying “Charged” once every 30 seconds until used. An Effect that can be charged has the [CH] after it. You do not need to call the name of the effect you have charged, so you never know what people have charged waiting to be unleashed.

Components: wood, iron, stone, diamonds, rubber, steel, food are all components found as loot or gathered in the Estate System. They are used to make items, vehicles & buildings in game. Damage Call: When you hit your opponent, by packet or weapon you call your damage “2 hits”. You can add a Damage Type by replacing the “hits” call by saying “4 fire”. You can also add a Special Attack such as “daze 2 hits”. You can have a Damage Type & Special Attack in the same attack: IE you call “daze 2 fire”. No weapon call can have more than one damage type or special attack such as “backstab, critical 8 fire acid” unless you have the Keen Strike High Ability. Damage Type: there are six type of damage: Normal, Acid, Cold, Drain, Electric & Fire. Certain things can be immune or take double effect from one or multiple damage types. Daze: When Dazed you may not attack or run but can use other abilities as normal. De- Activate: you can end any active effect you control by calling “De-Activate” Destroyed: destroyed items cannot be used. The Planck Effect Transmute can break the item down into components or someone with the Restore Ability can fix it. Otherwise its junk. Disease: diseases are long term effects & are treated by the Medicine Trade Emotional effect: this effect can be stopped by the Willpower Ability, Vows or Stimulants. Encounter: any time there is combat. They can last 2 seconds or two hours. Prolonged Combat will be announced by Staff when all hostilities conclude. Flying: you must announce you are flying by calling “Flying” every 10 seconds. While flying you can only attack or be attacked by ranged weapons. Unless some else who is flying moves up to you, then melee can commence. Game day: 12pm (noon) to 12pm (noon) any daily effects reset at Noon Hold: During an encounter, holds are called for injuries or by Staff for special reasons. Intangible: you cannot attack but you can fly & ignore all damage types but “Electric”; call “Intangible” or “Flying Intangible” every 10 seconds & “Resist” when you ignore attacks Killing Blow: touch a Downed or “Captured” player with the weapon & call x5 “Killing Blow”. If engaged in combat the count must begin again. Massive: attack ignores normal shields

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Mind Link: the Planck Effect Sync allows two difference helmet wearers to momentarily understand each other completely. Both instantly know if either is lying, if they have harmful or good intentions & who they are both loyal to. This is not telepathy but an instant joining of souls. Brief thoughts, emotions & other information can be share if both parties are willing. If either party is hostile, ask Staff to mediate this Effect. Miracles: someone with True Faith can pray quietly & attempt anything they can think of. After meditating quietly they ask a staff member if their effect happens or not. At times Staff will find someone with True Faith & give them a course of action, it is up to the player if they do it or not. Example: Ted has True Faith & witnesses Sally die. A Staff member whispers privately to Ted that he feels that if he prays over Sally she will come back to life. Ted prayers over Sally and she is bathed in light & comes back to life. Miracles are rare and should not be used lightly. Negative effect: any effect that hampers you: Emotional Effects, Poison, Disease, etc. NPCing: a player that wishes to come to game & volunteer by playing villains will receive Prestige & half off their next game Non Combatant: children & players with physical limits or injury that wish to play but are never struck in combat (see orange headband) Orbit: you are at a high altitude & can only be attacked by someone also in orbit. Call “Orbit” every ten seconds. Preferred Occupation/Trade: someone who obtains their nations preferred occupation or trade immediately gains 5 Prestige as reward. Piercing: this attack ignores normal armor & shields Poisoned: poisons are delivered by ingestion or injury & are treated by the Medical or Naturalist Trade Prestige: prestige is awarded to excellent players & for game donations. Players spend prestige for XP & in our estate system. Resist: this is the default call to ignore any effect used upon you because you are immune in some way Slow: a target under this effect can only walk slowly Soul Forge: this is usually a gadget used to bring people back from the dead. When you die go to the nearest Soul Forge & wait. If a player is

manning it, they will sense you & can operate the gadget to reform your body. Alternatively if a player is a Soul Forge themselves, they can see anyone nearby who wishes to come back & reform them. Special Attack: special attacks augment calls and allow for effects or more damage. You may not call more than one special attack for a call. Speed Time: Staff can call “Speed Time [X]” where X is the amount of time to immediately pass. This allows for Abilities to reset or what not. Staff Area: this is where Staff HQ is located. It is where you turn in Loot Tags, find help & where NPC’s report too. Stealing: ALL game items must be physically representation. They also should be engraved with numbers or have a game card taped to it (except coins & props). This game card will detail any open effects the item does; while any special abilities the item possesses will be written on an OOG card the owner holds privately. In game items can be stolen. If this occurs, the thief goes to staff & shows the item & staff then acquires the OOG card. Stealth: someone with the Stealth Ability can hide if no one is watching them & they have at least ½ cover. They call “Stealth” & cross their arms. Anyone who sees them should ignore them unless their cover moves. IE your hiding behind a locomobile, it moves away. Everyone will now be able to see you. (D) Teaching: the Ability of Teaching allows for you to take one student under your wings. After three games you both have attend, the student gets 2 XP & the teacher gets 2 Prestige. Both players character sheets will be noted when you are teaching someone. Teachers that assisting someone with Manufacturing or a Trade check allow for unlimited assistants. Teleport: you move to the location your ability allows; call “Teleport” as you move. Players can see you as move but cannot affect you. True Faith: Someone with True Faith must live by a Strict code. They are expected to be helpful, humble, giving & forgiving. If you fail to live up to this, the Ability will be suspended until you finish a quest to redeem yourself. Wrap up: After game meeting in which Staff awards bonus Prestige for great RP & Costuming. players get to vote for “Best Sport” & award Prestige to that player.

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